In order for the enemies to not be one hits, I adapted the player health scripts to fit the need for the enemies. The damage script is called from the Player's damage script and the variable for the damage is changed through the player for a more modular use.
Friday, April 29, 2016
Enemy Health
In order for the enemies to not be one hits, I adapted the player health scripts to fit the need for the enemies. The damage script is called from the Player's damage script and the variable for the damage is changed through the player for a more modular use.
Tuesday, April 26, 2016
Health Bar
For the health bar, I referenced the slider and changed the value of the fill according to the value of the health of the player. Working with the GUI was challenging because the scripts from the Unity slider and other GUI items were deleted and could not be replaced, forcing us to recreate the UI when a new build was created.
Friday, April 22, 2016
Collection System
Saturday, April 16, 2016
Portal sizing up and down
Monday, April 11, 2016
Build crashes
For a few weeks, the build would crash if the game (both VR & AR) was played more than once in the editor. Looking through the folders, I found a scene and a few assets copied into a folder outside of the main Assets folder which caused the problem, after I deleted that, the problem was fixed and I asked the build master to clean the build further.
Saturday, April 2, 2016
Pulsing light
For the organic mechanism opening the portal, I created a pulsing light that changes colors as it dims and brightens. Using a base from the Unity API, I found the pulsing light and changed it to suit our needs. PingPong is new to me and I have recently started using Cos and Sin as multipliers in the code. Hopefully, like other aspects of code, this will make more sense over time.
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