So, I know I said “my bad” last time, and that was six months ago. But, Labyrintheer development has actually kicked back off and progress is being made. Prior to giving it a break, I had two nagging issues that I couldn’t overcome.
#1 – the small one. All chests that could be looted (advanced props) have a model and animation path that starts with them open (sort of in their T-pose). The first thing that happens on instantiation was that they close, and in doing so, play the appropriate sounds. It was a loud and obnoxious thing – small, but annoying. Anyway, that’s been dealt with.
#2 – the big one. Both the player and mobs have evolved over my time with Labyrintheer. They started with CharacterControllers because, well… they’re easier in a lot of ways. But, despite literally weeks of effort, I couldn’t prevent the player from climbing atop the gelatinous cubes when they pushed against one another. It was frustrating. And it appears, in part, to have been caused by having both a CC and a Rigidbody.
I started using the Rigidbody because with only CCs, the mobs would push the player around too easily. The fix, at least so far as planned, is to remove the CharacterController components, wire all the player controls to appropriate Rigidbody physics, and probably just not use CCs anymore. It’s not a huge amount of work, just need to get physics movement working (and feeling) right.
All of this is coupled with trying out Unity’s Collaborate rather than my existing git repo. I’ll probably maintain git, at least for a while, but Collaborate really does seem pretty nice, and I don’t have to worry about git vs git-LFS. Let’s see how that ride goes.
Otherwise, I plan to maybe use another platform for bug/issue/work item tracking. Anyone have any tips? I’ve been toying with #Slack, and trying to find a plugin, perhaps, that would work for such a thing. Conclude would be okay if I didn’t mind eight million channels (one for each issue). Maybe there’s a better way.
Anyway, for what it’s worth, I should be posting here much more often. Thanks for hanging around!