Closed vinayg-usc closed 2 years ago
(Ignore for this week, will create separate issue for this idea)
I did not get a chance to explain my level idea the other day with "fragile platforms". The idea is that the platform disappears quickly once it is stepped on, so the player cannot stand there again. This is a level "concept" I had (blue = player, pink = clone):
If the player starts moving, the clone first steps on the fragile block and it breaks off. So the player is stuck. To prevent the player from "hopping" across, we can keep the horizontal offset equal to the jump distance. Then the only way is to sacrifice the clone on the first block, so you are free to move next.
Please fix the following issues:
Doing it manually can mess up the IDs. Right now build fails as two scenes have the same ID. I've committed this fix for now.
Please fix this for player, clone, key/door and end goal.
Example issue if not fixed: "Spawner" is automatically rendered behind the clone, which is now floating due to improper clone placement:
Please use grid snapping and then move the object, so they get aligned perfectly:
Canvas should not be a child of main camera, please add a separate game object:
Canvas has multiple issues in the settings, and in the WebGL the positions seem all messed up. Please fix and ensure that it looks the same in both WebGL and Unity. Some of the fixes I found from a Google search:
@vinayg-usc
Regarding the Copying, and Deleting Scenes, we did copy and delete all from Unity and nothing from File explorer. Not sure, what went wrong there (we renamed the scenes to be unique as well).
Fixed Canvas and Snapped Player and Clone to the ground
Closed via #32.
Add your level sequence here:
Assets/Scripts/LevelManager.cs