About: Fishypants

Recent Posts by Fishypants

Wall Jump!

So as part of our player "upgrades" we discussed a while ago, I'm going through and adding all the neat features we talked about. So now I present - Wall Jumping! Run up to a wall, jump once, then jump again to perform a double jump / wall jump....

Custom Coroutines + Auto Move Foot Mapping

So it's been a little bit quiet on the Unity posts, and for good reason! Just finished up 2 new things: Our Custom Coroutines System and Player Auto Move System! So before, we tested out using standard Unity coroutines, which are powerful and cool, but a little hard to work with, especially in an online game where you need to start / stop them on demand. So now we have our own custom coroutine system which has all the benefits of using coroutines, with the added benefit of complete control over them. Coroutines are awesome because they allow you to craft sequences of events with minimal amount of code that would be very complicated ( if not impossible )  to do in a traditional sense. I also wrote a Maya mel script to read the motion of the...

Custom Coroutines – Working!

So for the past few weeks I've been working on implementing a new state system. I originally was testing out a state system using coroutines and while they have many powerful features, they also have draw backs that make them hard to work with. Our current implementation was using delegates, which are powerful for switching states easily. Delegates work and are cool, but I was missing all the great features that coroutines brought to the table. Now, we have our own custom implementation of coroutines, with none of the draw backs of Unity's built in coroutines. All the good things, none of the bad! Win win. I have hooked the custom coroutine state system into the game now and it works amazingly well, and it opens up so many more possibilities for creating complicated timing and state setup,...

[TUTORIAL] – Automatically Create Light Probes

Ok, so I ended up tweaking and bug fixing this script a bit more, but I feel it is ready to post. Please keep in mind this isn't thoroughly tested so there might still be bugs in it. How to use:
  1. First and foremost this script assumes that you have an empty gameobject in your scene named "_LightProbes", and that it has a light probe group component attached to it. If you do not, then either make an empty game object called "_LightProbes" and attach a light probe component, or edit the script to point to your game object where your lightprobes are attached.
  2. Save this code in a file called "CreateLightProbes.cs". Place this file in your projects Editor folder. If you do not have one, create a folder called "Editor". A "Custom" menu tab will appear at...

Automatic Light Probe Generator – DONE!

Got the automatic light probe generation editor script working. This saves SOOO much time, as manually placing each of these is a major pain. Now all you have to do is select the ground pieces you want light probes on, then click the button and it's all set up automatically. I will post the script to the tutorials section soon so others can benefit from it, as I find it extremely useful. Stay tuned! :D auto-light-probe-script_01       auto-light-probe-script_02...

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