Good morning, people. I'm back from a weekend with quite some game development time and half a season of Casa de Papel. It was raining, but now I need to go to the office again, so it stopped raining. Time to tell what I've been up to this weekend.
First, there were two issues related to the world not being flat. I kind of solved them, but I'll revisit them when I feel like it. The camera is flying over the terrain and it avoids high hills like the plague, which is nice. It does not do that very smoothly. I need to find out why.
Same goes with the rotation of my models when moving uphill or downhill. It seems the navmesh agent does not care about the y-axis, so I had to do the rotation myself. After tinkering (and cursing) the rotation is now correct, but it flashes to that rotation in an instance. But hey, quaternions are evil. I'll get them good one day.
Now to the meat. As I told you, with the hilly terrain, I decided to refactor majorly, so I am not porting all of my old stuff to the new Unity project. First thing to remake is the mouse control. The control script always knows what object the mouse is pointing to. That will make it easier to interact.
First thing is selecting objects. Like in the old project, that happens by left clicking. Holding shift will add an object to the list, but only if we're having your own units. You can only group select units you own. All other kinds of objects are only selectable on their own.
This works partly and I expect to finish it soon, but it was late yesterday, so being tired, I probably put some bugs in there. I'll revisit this tonight if I have time. After that, I'll see if I can get box selection to work. That'd be an entirely new feature. Hopefully I can start with that today or tomorrow.
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