Friday, July 14, 2017

TOE week 46: Fixing a hack that I made.



Have you ever made a UI before? Cause I have… Maybe? Three days I ago, I found that something was tanking my frame rate. Like my computer was plugged in and everything, and still my push colliders in the vertical direction refused to work. Two days ago I found out what was tanking my frames. It turns out that hacking in a functioning UI has consequences on calculations. Creating and deleting all of the health graphics every frame is not a good idea. I tried to fix it and failed. 

Yesterday I was able to fix it. I spent all day (some of it face down on the floor) reworking the health display. Now in all appearances it functions identically to the hack without the drop in frame rate. All of that work basically brought me back to where I was two days ago but if you look at it then and now you probably couldn’t tell the difference. It is clearly a win but it doesn’t seem like one I suppose.

I need to update Unity to its latest version but I think some things will break. I have some code I got for free from the unity store to export  3D objects from Unity to Blender so I can create backgrounds and I am pretty sure that it will die when I update. My code may also break in places, I am just less sure about where that is going to happen. 



In AI related news I have created two more enemies. One is the Spotlight Cannon that I talked about last week shown above. If a raycast from it hits the player it starts shooting at the player. The other enemy is a flying enemy that is difficult to hit but dies in one hit. 

I had a revelation on Monday that my collision objects are too large. This means that I have to possibly remake them or more likely resize them. As they are now it is somewhat difficult to see them through my teleport window. This is relevant for gameplay reasons.  Yay more work to redo!

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