When we wanted to click to select spawn location while not in play mode the gizmos was laggy. I added to repaint on mouse move event to always paint the exact location.
Removed ComponentPoolSO
Modified FactorySO to be fully abstract
Removed IPoolable
Modified PoolSO and ComponentPoolSO to not constrain to IPoolable
Modified Example to use unwrapped ParticleSystem component
* Initial commit. Replaced StateTransitionSO with TransitionTableSO.
* [Bot] Automated dotnet-format update
* Deleted old transitions assets.
* Editor
Created TransitionTableEditor and StateEditor.
- TransitionTableEditor allows you to fully configure the transition table in an easy way.
- A list of the states in the table is displayed, with the initial state at the top.
- States can be sorted manually to change the initial state or just for ordering.
- The order of the states bellow the initial shouldn't affect the behaviour of the state machine.
- Added buttons to easily switch back and forth between state editor and transition table editor.
- The state editor is a simple reorderable list with all the action in the state.
- Clicking on a state will display all of its transitions, along with their conditions.
- Transitions can be sorted to change the order in which checks are executed.
- Transit...
* Palm tree wind vertex color layer
Added vertex color to Palm tree mesh
* Added wind sensivity vertex color on nature assets
* Added wind sensivity vertex color on nature assets
Added an Earring for townsfolk. It was build with Probuilder, exported to obj for some finishing touches with Blender, then saved as obj again. The material is a simple color.
The earring possibly needs to be placed somewhere else once the townfolk is rigged. Which begs the question whether they can move their ears...
* Alternative water shader proposition
* Unlit water shader and add shadow
- Unlit water shader
- Add shadow as done in Toon shader
- Add vertex displacement like done in dickmendra shader
- Change the showcase water plane to intersect with the rock close to it to see foam
* Shader clean up
* Water shader improvements
- Water effect distance cut off
- Expose light probe contribution
- Control surface shadow intensity
* Small tweaks to showcase scene
* Water shader fixes
* Showcase water
* Small tweaks
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
* Toon Shader Wind effect addon
New Sub Graph added to simulate wind based on gradient noise (over world coordinates) and applied on Object coordinates depending of the mesh vertex color (Green channel) only.
- Properties: Wind speed, Wind density, Wind strength, Wind direction (around Y axis)
Note: No update on FBX files in this PR to introduce vertex color on the existing assets. It will be done through one/multiple other PRs.
* Toon refactor
Reading back the requirement from Toon Shader add-on, it is preferred (for perf reason) to have a separated unlit shader for Toon shading with wind impact, instead of having wind graph applied to all object even if they are not sensitve to the wind.
Toon shader refactor:
- Extract each part into a separated Sub Shader
-- Shadow part: ToonShadow
-- Specular part: ToonSpecular
- Move current Toon implementation into Sub Graph: ToonColor
- Use ToonColor into Unlit shader Toon...
- Logic is now split into sub components: Genera, Graphics, Audio and Input (currently empty as input system is wip)
- The settings system class can be used to get information from all sub components, a distributor
- Fixed an issue with Screen resolution not being correct when in windowed mode (Screen.currentResolution gives back desktop resolution when in windowed mode)
- Added Input UI elements which are placeholders for now, once the input system is done this can be populated like the other settings sub components
- Implemented General tab - Language setting
- Implemented Graphics tab - Graphics Presets, Resolution (all supported resolutions on users device), fullscreen mode settings
- Implemented Advanced Graphics - Anisotropic filtering, Anti-Aliasing, Shadow Distance, Shadow Quality settings
- Implemented Audio tab - Music Volume, Sfx Volume settings
- Moved SettingsSystem scripts to Scripts/Systems/Settings (if we use asmdef files in the future this hiararchy might be better than throwin every script under the scripts folder)
- Added scriptable object which holds graphics presets
- Updated SettingsSystem script to utilize the presets object
* Add Dialogue Track base implementation
* Custom timeline track and clip for dialog
- Can at any time call for a line of dialogue.
- Each clip binds line of dialogue to be later displayed on screen.
- Depending on the options of this clip, the Timeline might pause.
* Made adjustments based on HyagoOliveiran's suggestions
Tried to add more variables to increase legibility.
Added UpdateSlide function.
Deleted some empty lines.
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update Character.cs
* Update UOP1_Project/Assets/Scripts/Characters/Character.cs
I deleted unnecessary spacing by following atb-brown suggestion.
Co-authored-by: Austin Brown <atb.austin@gmail.com>
* Deleted unnecessary spacing
* Fixed bouncing issue when player hit under floating platform
* My take on a simple Player Spawn System
* Renamed SetRequestS...
Removed space from asset filename
Move LocalPoolTester from Assets to the Example folder
Renamed ComponentPool to ComponentPoolSO to match naming convention
* changed input phase check to match best practices
* simple solution
* simple camera mouse movement
- implemented system where right button hold enables mouse to control camera
- added a 'speed' setting to the camera manager to modify rotation speed
- updated .inputactions asset
- to contain a mouse binding for "RotateCamera" action
- added "EnableMouseCameraRotation" action
- added scale vector 2 processors for different rotation devices to
get a similar speed out of each of them
- updated input reader to handle new bindings + action
- updated CameraManager to handle new method of camera manipulation
- found bug with old rotate camera binding (did not work on my gamepad)
deleted old binding, remade it. now works on my setup
* added speed preset to camera system prefab. some code housekeeping / syntax changes
* renamed for clarity
* Better naming for variables
Co-authored-by: Unknown <amel.negra...
* place spawn location with mouse
* commenting tooltip out
* Cleanup
Removed unused code, various renames, fixed usage of the event.Use() function, added AddComponentMenu attribut
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
* Generic Object Pool
Added Generic Object Pool
Added Generic Object Factory
Added Example Scene
* Added missing documentation
* Update Pool.cs
Removed stray virtual keyword for time being
* Removed old testing assets
* Implemented Requested Changes
- Removed _unavailable collection from Pool
- Added batch Request/Return methods
- Added IPool interface to enforce common methods
- Modified example scene to showcase batch methods
- Pared down ComponentFactory to its base function
* Added Experimental ScriptableObjects
Added FactorySOs
Added PoolSOs
* Implemented Pool/Factory as ScriptableObject
* Initialize on Return
* Added Runtime Creation Example & Various fixes and cleanup
Added runtime creation example
renamed Pool.Add to Pool.Create
made Pool.Create protected instead of public
Streamlined Request method
Initialized List with known size in batch Request method
Only DestroyImmediate pool ro...
This bug was allowing the character to climb the mountain without sliding.
The change also improves responsiveness for dynamic objects in the environment.