Game Editing > General Content Creation
[Unity] Fantasy asset pack prefabs
ratty redemption [RIP]:
i've now got the rotating door code working in my door manager script. next i'll work on the sliding doors. which the manager will detect when needed.
in this image we have a script order of "trigger manager > lever manager > door manager" as well as each of them having their respective data scripts, for storing the start and updated variables in.
the order could also just be "trigger manager > door manager" as the lever scripts act as a relay, but are not required. the same principle would apply to buttons, when i've made them.
ratty redemption [RIP]:
i've got the sliding doors working. so that's the door manager finished for now, i think.
i also wrote a gizmos script for doors. which detects the door type, ie rotating or sliding, and draws either a little yellow pivot for rotating doors, or a sliding direction vector for sliding doors. the latter can move up, down, left, right, forward or backwards.
we can also enter into the inspector the door's move speed.
ratty redemption [RIP]:
these two images show the pairs of trigger volumes and levers for opening some doors.
note the 2nd image has unity's "scene window > gizmos menu > 3d icons" turned off. which makes it easier to see the gizmos we're working with in the foreground, but also clutters the screen with gizmos scripts attached to objects in the background. we can disable those objects and or their scripts if need be.
kat:
If you don't see comments in reply to these updates of yours just know that there isn't really much to add/comment on with these other than "good work", heh.
ratty redemption [RIP]:
understood. no problem my friend. i'm really enjoying producing content again. it's coming together quite smoothly, when my old laptop isn't playing up, he he.
of course, if you or anyone else has any questions about my work with your assets, feel free to ask. hopefully i can release my prefab package soon.
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