Sorry - perhaps I wasn't clear.
I meant that the main play area should occupy either the full height (minus a bit of padding) OR the full width (minus a bit of padding), depending on the window's aspect ratio. If the screen's aspect ration is >…
That's what I meant by 'punching a hole'. Do you think that might be the way forward - a textured plane representing a large rectangle with a smaller rectangle punched out of it, to let the play area show through?
If I went down this route, would …
Hi Chris,
It would be the latter. Actually, the camera doesn't move, but if it did it would be the inside of the frame that changes, only. The outside (walllpaper) is fixed at all times, throughout the entire game.
I'll investigate the method yo…
OK - Last post on this, I hope, to provide an update on what I have discovered from experimenting with the two import methods on my local machine. I have resolved all the discrepancies, I think:
Firstly, as Chris observed, most of the files presen…
FYI: I found this thread, which seems to imply that the "1" files are created by Unity if you import an asset that would overwrite an existing asset but whose GUID has changed. However, the thread is a bit rambling and inconclusive, so I'…
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That's interesting! I am recreating an old project using version control, and the first thing I am doing is importing the original AC I was using before and then upgrading it.
The process I followed was:
* Create a new project in Unity, s…
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This was an upgrade from 1.55a to 1.64.5 and the files that were present when upgrading in-place but not present when installing afresh were as follows:
* ~\Managers.meta
* ~\Graphics\Materials\StaticObstacle 1.mat
* ~\Graphics\Materials\St…
btw I am using an old version of Unity (v5) and this was not an upgrade to the most recent version of AC, so perhaps the situation is different now.
However, either way, the question still stands.
> Transforming the mesh wouldn't be ideal actually
I agree, but that wasn't quite what I meant. I haven't looked at the code, but I imagine there are three things passed into the pathfinding algorithm: A set of points defining the mesh, the cur…
PS - Having considered my sketched-out algorithm, I realise that you would need to calculate the appropriate W offset for each point in the mesh when calculating the route at step 1 - it is not simply an adjustment to the target point.
If you are c…
But perspective in 2D drawing means that you'll rarely have a constant distance between border edges and the floor.
That's a good point. In my case, the rooms are shallow enough that this won't matter, but you're right that this probably prohibits…
I saw that thread, though it doesn't really document the solution reached. As suggested, I will try contacting the author directly. I'll update this thread if I find out anything that might be useful to people who come after me.
In the meantime, …
Hi Chris - thanks for the quick reply.
I would be interested to hear what other people suggest, from their experience. I might try taking this to the Unity forums, though I'm not quite sure what I'm asking in that context (would they understand wh…
Hi Chris,
If I lower the destination accuracy, does it mean that they will always be a fixed distance away from the mesh border, or does this vary? If the behaviour is predictable then this might be a viable approach, but if the player will someti…
Hi Chris - thanks for the quick reply.
Pathfinding method is set to "Polygon Collider". I'm not yet clear on the differences between the methods (a bit of reading-up to do, I think) but this was the one recommended by the tutorial I was …