To preface, improvements/foot-indicator-smooth was merged into this branch before PR.
Refactor PlayerFloor prefab contents to use TMP and traditional UI elements (allowing for easy canvas content fading, etc).
Setup materials & render-queues throughout the foot-indicator contents. The contents now draw atop existing scene elements.
Add initial/proxy animation (of opacity) foot-indicator visuals. They now fade-in when looked at, and fade out when not being looked at.
This is NOT polished UI or animation, just a (more EXR-friendly) structure that @yinghuayang can build upon.
Testing status
Tested briefly in various scenes & conditions. I haven't encountered issues with this implementation. As mentioned previously, you can now see the floor-indicator in many conditions that you previously couldn't. I mention this because there many be a render-queue conflict I missed, that these new materials cause.
Technical risk
Low. The majority of anything that would pose technical risk was inherited from both "yinghua/footindicator", and "dylanu/foot-indicator-smooth". The only major block of code added to this PR is in the "UpdateVisibility" function in PlayerFloor.cs.
Comments to reviewers
When you look at your feet (floor level), the UI quickly fades in. When you look away, the UI quickly fades out. @yinghuayang feel free to improve/embellish/replace any of the contents; this PR provides you a more EXR-like UI under-structure to build upon.
A missing camera reference assignment was also fixed in the SmoothCamera prefab. This presented exceptions during testing, though doesn't appear to be related to the work on this feature.
Purpose of this PR
To preface, improvements/foot-indicator-smooth was merged into this branch before PR.
Refactor PlayerFloor prefab contents to use TMP and traditional UI elements (allowing for easy canvas content fading, etc).
Setup materials & render-queues throughout the foot-indicator contents. The contents now draw atop existing scene elements.
Add initial/proxy animation (of opacity) foot-indicator visuals. They now fade-in when looked at, and fade out when not being looked at.
This is NOT polished UI or animation, just a (more EXR-friendly) structure that @yinghuayang can build upon.
Testing status
Tested briefly in various scenes & conditions. I haven't encountered issues with this implementation. As mentioned previously, you can now see the floor-indicator in many conditions that you previously couldn't. I mention this because there many be a render-queue conflict I missed, that these new materials cause.
Technical risk
Low. The majority of anything that would pose technical risk was inherited from both "yinghua/footindicator", and "dylanu/foot-indicator-smooth". The only major block of code added to this PR is in the "UpdateVisibility" function in PlayerFloor.cs.
Comments to reviewers
When you look at your feet (floor level), the UI quickly fades in. When you look away, the UI quickly fades out. @yinghuayang feel free to improve/embellish/replace any of the contents; this PR provides you a more EXR-like UI under-structure to build upon.
A missing camera reference assignment was also fixed in the SmoothCamera prefab. This presented exceptions during testing, though doesn't appear to be related to the work on this feature.