Closed BartoszTrylockSW closed 2 years ago
https://github.com/PlaceholderGames/2022-yr2-team-notmyjob/issues/32#issue-1154638878
3 bugs caused by Portals to be fixed.
I have noticed a bug with the ScalableObject. if you try to pick it up while you move or even run the object disappears. could be because of the velocity that we use to keep it at the holdingpoint?
I had a look at the main menu but it is not loading the next level. I don't see how come and I am sure it was working cause I did test it when I made it. Any chance someone could have a look at it?
Sure, I'll take a look at it in a bit
I had a look at the main menu but it is not loading the next level. I don't see how come and I am sure it was working cause I did test it when I made it. Any chance someone could have a look at it?
Issue has been fixed as of commit d856375938637680ac46a0a31c49c5da0ca4d64c
Awesome
All the islands have been implemented, I had a little stroll, all portals seem to work properly etc, but just in case if someone could do some testing if there is no problems with movement around the islands.
All the islands have been implemented, I had a little stroll, all portals seem to work properly etc, but just in case if someone could do some testing if there is no problems with movement around the islands.
Just doing a quick test, looks like we'll need to include Occlusion culling since Unity is reporting ~30fps on my machine, but considering that there's 15M vertices/10M triangles, that's not surprising.
All the islands have been implemented, I had a little stroll, all portals seem to work properly etc, but just in case if someone could do some testing if there is no problems with movement around the islands.
Just doing a quick test, looks like we'll need to include Occlusion culling since Unity is reporting ~30fps on my machine, but considering that there's 15M vertices/10M triangles, that's not surprising.
Tried to cut as much as I can but considering the size of islands its kind of hard to make anything looking semi decent with small amount of vertices sadly :c
All the islands have been implemented, I had a little stroll, all portals seem to work properly etc, but just in case if someone could do some testing if there is no problems with movement around the islands.
Just doing a quick test, looks like we'll need to include Occlusion culling since Unity is reporting ~30fps on my machine, but considering that there's 15M vertices/10M triangles, that's not surprising.
Tried to cut as much as I can but considering the size of islands its kind of hard to make anything looking semi decent with small amount of vertices sadly :c
It's no problem, it just means that occlusion culling may not sufficiently improve performance since if an island that's the size of the chessboard, where basically 95% of the island is out of view, it's still having to render all those vertices out of view.
We will have to implement the culling then,to be honest thought its on by a default.
We will have to implement the culling then,to be honest thought its on by a default.
For editor view, it is. But you need to compute it for Standalone, so for things like Game view and Build
SO I can see the platforms here, should I jut move the islands or delete the platforms? They look great and just asking cause I'm not sure how you guys want to go with it :)
SO I can see the platforms here, should I jut move the islands or delete the platforms? They look great and just asking cause I'm not sure how you guys want to go with it :)
Well, I don't plan my level to use the island asset, so I suppose we could get rid of them so that we don't have some white box/mesh sticking out of the island mesh.
It was kind of my idea to merge white planes and islands together to look interesting, if you are not a fan you can delete them of course .
Checked bugs indicate that they are fixed
[x] Bullets firing from camera position instead of gun.
[x] Standing on top of cube makes it invisible (https://github.com/PlaceholderGames/2022-yr2-team-notmyjob/issues/25#issuecomment-1053689925)