Update #10 - Playing around


Hello!

Sadly there's not much to update you on as I've had two bouts of cold/flu illness that just wiped me out for a good couple of weeks this month. Still recovering from the last one now *ugh* 

But, I have been doing some work in the interaction playground scene I mentioned in the last update. It's mainly been tidy-up work to sort out some messy things that I decided months ago were "good enough for now".

Well, it's no longer 'then', and they are no longer good enough! So here's a lovely list:

  • Fixed the player sit/stand animations being locked to world coordinates instead of the local coordinates of the ship
  • After a heck of a lot of messing around, I finally figured and set up the best way to keep the player character grounded to the floor of their ship, whatever angle the ship is at and even if it's moving
    • This one involved exploring various different gravity scripts provided with Game Kit Controller (GKC), creating simple block test versions of moving floors, as well as eventually modelling a bespoke floor collider shape for the ship so the system didn't get confused with various different assets the player controller was walking over inside the vessel - many days work, but it's thankfully a lot more robust now!
  • Started investigating a better cockpit head camera, for when the player sits in their chair - the current one is a very simple placeholder that, like the animations mentioned above, is locked to the world coordinates
  • And I've just sorted a bizarre issue where a Synty asset, no matter what type of collision volume I added to it, would cause the player character to speed up when walking over it!  In the end I just had to use an invisible Unity box instead. Weird one that.

And there's plenty more tidy-up I want to do:

  • Actually make functioning buttons on the ship screens - I mean, they do work, but only with a cursor enabled - I want them to be highlighted and usable when in the centre of the player's vision
  • Sort the airlock tunnel enter/exit so that the player is properly aligned with the ship - yeah, a lot of alignment and rotation issues I've left on the back burner, but now's the time to clean it all up
  • Fix a bug where if the ship has moved while the player was sat in their chair and they stand up, sometimes the character will slide and get stuck behind the chair or pop out of through the roof - I think I know what's causing this, so just need to track it down and try out some stuff
  • Also various collision issues inside the ship itself - just want to smooth things out so moving around in there feels a lot better

So, that's what's on my plate for now :) see you later!

Tony.

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