Search found 95 matches

by MeteoricDragon
Tue Aug 21, 2018 9:58 pm
Forum: Developer Discussion
Topic: Crouch ambiguity when swimming.
Replies: 6
Views: 81

Re: Crouch ambiguity when swimming.

The code i posted above didn't work, and I think I have another solution. Involves testing to see if the player has changed YPosition after pressing crouch to descend. If no descent, and is swimming, crouch.
by MeteoricDragon
Tue Aug 21, 2018 9:35 pm
Forum: Developer Discussion
Topic: Crouch ambiguity when swimming.
Replies: 6
Views: 81

Re: Crouch ambiguity when swimming.

I believe this is a limitation of the character motor in Unity. It can also be an issue when levitating over a moving platform, the platform will simply pass through player. I don't have a good solution for this at this time. Maybe best answer for now is just to allow crouch toggle in water and add...
by MeteoricDragon
Tue Aug 21, 2018 9:07 pm
Forum: Developer Discussion
Topic: Crouch ambiguity when swimming.
Replies: 6
Views: 81

Re: Crouch ambiguity when swimming.

When the player is touching the ground when swimming, the grounded variable isn't true, how curious...
by MeteoricDragon
Tue Aug 21, 2018 5:36 pm
Forum: Developer Discussion
Topic: Crouch ambiguity when swimming.
Replies: 6
Views: 81

Re: Crouch ambiguity when swimming.

In my PR. Allofich said there's a spot that requires crouching in castle wayrest. So... I guess that answers my question.
by MeteoricDragon
Tue Aug 21, 2018 12:27 am
Forum: Developer Discussion
Topic: Crouch ambiguity when swimming.
Replies: 6
Views: 81

Crouch ambiguity when swimming.

Right now, crouching makes you swim downward and toggle crouch at the same time if you are swimming, it does this each and every time you press crouch. How do you want this ambiguity dealt with? should the player not be allowed to crouch when swimming, and automatically stand if entering dungeon wat...
by MeteoricDragon
Mon Aug 20, 2018 3:48 am
Forum: Developer Discussion
Topic: Swim underwater "fog"
Replies: 6
Views: 184

Re: Swim underwater "fog"

Height fog can be tricky as there's some attenuation involved as well. It might be easier just to switch global fog on/off when player is submerged in dungeon water. It's basically the same check that makes the breath bar appear/disappear. That would look less polished though, as the player can cli...
by MeteoricDragon
Sun Aug 19, 2018 7:49 pm
Forum: Developer Discussion
Topic: Swim underwater "fog"
Replies: 6
Views: 184

Re: Swim underwater "fog"

I've gotten a good fog effect going, the problem right now is making that global fog effect appear only when underwater. I'm reading that there's a height property of global fog and for some reason, setting the height property to the waterblock level of playerEnterExit isn't working...
by MeteoricDragon
Sat Aug 18, 2018 3:10 am
Forum: Developer Discussion
Topic: Swim underwater "fog"
Replies: 6
Views: 184

Re: Swim underwater "fog"

It's a little tricky even with a basic setup, as the fog settings are rather different between outdoor scenes and dungeon underwater. Some housekeeping is needed to ensure the settings remain correct based on context. I also wanted to explore some other fog options for dungeon underwater, possibly ...
by MeteoricDragon
Fri Aug 17, 2018 12:44 pm
Forum: Developer Discussion
Topic: Swim underwater "fog"
Replies: 6
Views: 184

Swim underwater "fog"

I was testing swimming underwater and noticed that the underwater fog is not implemented yet. Should something similar to how fog is displayed be used? If Yes, then Logically it should be pretty simple to turn on/off, just measure the elevation of the MainCamera and compare it with the water level. ...
by MeteoricDragon
Mon Jul 16, 2018 3:34 am
Forum: Developer Discussion
Topic: Make a vitals bar appear behind existing bars?
Replies: 2
Views: 235

Re: Make a vitals bar appear behind existing bars?

I have some code that makes a verticalProgress bar appear in the same place as the health bar. I'd like to make it appear behind the health bar, but the health bar is verticalprogress : BaseScreenComponent : IDisposable, and is not inheriting from MonoBehavior, so It doesn't have an OnGUI method, s...