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I got stuck in a rut solving some more pickup logic problems.

However it is finally starting to shape up and there are more new behaviors to show. There were A LOT of bugs I had to fix related to hold object permissions. Before I show a video of the new behaviors, the following images are the errors I had to work through:

Clipping arms and X pose. The Double Donut Jiu-Jitsu.

Wacky arms.

Donut horns bug.

Successful dual wielding made both donuts clip into each other which was corrected by applying a short distance whenever Shinobu holds more than 1 object.

After getting the holding poses correct and chaining it up with the latest pickup logic. We get the following Progress Video. What she currently can do:

1.) Can beg for objects that the player is holding while holding 0-1 objects

2.) Can pickup 2 objects from the floor in any hand order

3.) Can receive by hand objects from the player

4.) Eat a donut until it disappears (accurate biting coming later)

5.) Scan visible surroundings for objects to interact with

6.) Throw objects at you when angry (not shown but video exists in older posts)

I really want to start on the angry side of this logic but I had to fix lots of the bugs shown. The good thing is that the logic module runs off of classes and functions that can easily be used for other logic modules in the future. Many of the issues rose from Unity's craptastic Animation Events system. Not only is it a mess to manipulate, add, and move event tabs, there is no way to know what layer or what animation an event is fired from. No metadata. Meaning for some layers I had to duplicate some animations and rename them as "*_no_events" to prevent multiple events from firing (fixed a bug with eating the donut twice as fast). The last remaining 25% of this module belongs to a few more bugs namely properly disposing of variables and interrupting behaviors properly. E.g. picking up the donut before her quickly. But overall it should be really fun. Stay tuned.

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