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Post by lifevirus on Dec 29, 2014 3:23:08 GMT
Adding support for other assets that use pooling. UniBulletHell has a amazing idea if I could get the two to work properly together. I know it's not a well know program but making a way to merge two pool into one for CoreGame + Pooling would be amazing.
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Post by DarkTonic Dev on Dec 29, 2014 3:53:05 GMT
Now added to roadmap lifevirus. Thanks!
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Post by thehobliks on Jan 6, 2015 4:33:22 GMT
I'd like to suggest touch option. Mouse click works fine but once you get to mobile it doesn't respond well when you have more than one finger hitting the screen at once.
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Post by DarkTonic Dev on Jan 6, 2015 4:59:11 GMT
I'd like to suggest touch option. Mouse click works fine but once you get to mobile it doesn't respond well when you have more than one finger hitting the screen at once. Please elaborate. Is there buggy touch support right now, or none? I assume you're talking about adding it to Triggered Spawners.
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Post by thehobliks on Jan 6, 2015 13:10:17 GMT
I'd like to suggest touch option. Mouse click works fine but once you get to mobile it doesn't respond well when you have more than one finger hitting the screen at once. Please elaborate. Is there buggy touch support right now, or none? I assume you're talking about adding it to Triggered Spawners. for example if you use mouse click on triggered spawner then the object will spawn of course. when you port to mobile then the object spawns when you tap on the screen. if you tap the screen twice then the object will spawn twice. the issue is if you tap the screen too quickly then it won't spawn the second time. hopefully this makes sense. now that i think about it though it may be irrelevant anyway because i think i had to write a custom script to where the object would spawn at mouse position since i don't think there was an option for that in cgk.
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Post by DarkTonic Dev on Jan 6, 2015 17:23:50 GMT
If it doesn't work when you tap twice quickly, maybe that's just because the FPS is too slow? What FPS are you getting?
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Post by thehobliks on Jan 7, 2015 16:20:43 GMT
I haven't put any fps restrictions yet so it's running uncapped. Unity says around 110
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Post by DarkTonic Dev on Jan 7, 2015 17:09:24 GMT
It's weird, I didn't think it would work at all. You're saying that a mouse click event also functions as a tap event with the same code? I wouldn't expect that. 110 inside Unity right? I'm sure your computer is faster than a mobile device.
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Post by thehobliks on Jan 7, 2015 21:22:12 GMT
It's weird, I didn't think it would work at all. You're saying that a mouse click event also functions as a tap event with the same code? I wouldn't expect that. 110 inside Unity right? I'm sure your computer is faster than a mobile device. yes that is correct. Touch has its own code but the mouse down code works as well. I'm assuming mouse doesn't work the same as touch though since you can't actually click on multiple spots with a mouse at the same time. That's why I made that suggestion originally.
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Post by thehobliks on Jan 7, 2015 21:26:51 GMT
Actually let me check it again and get back to you. It could just be working that way because of the additional script I added
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Post by DarkTonic Dev on Jan 8, 2015 0:30:40 GMT
Ok sounds good.
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mush
New Member
Posts: 39
Posts: 39
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Post by mush on Jan 8, 2015 21:13:48 GMT
Could I please request for future roadmap if possible:
1) Multi death prefab 2) Multi prefab explosion 3) Flash prefab when hit
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Post by DarkTonic Dev on Jan 9, 2015 0:12:03 GMT
Could I please request for future roadmap if possible: 1) Multi death prefab 2) Multi prefab explosion 3) Flash prefab when hit For #3 there's already a "damage prefab" section on Killable. Doesn't that do what you want? Please explain what you want to do in #1 and 2. I think you can already do #1 by using a Prefab Pool and Spawning more than 1 in the Death Prefab section.
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mush
New Member
Posts: 39
Posts: 39
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Post by mush on Jan 9, 2015 20:38:32 GMT
1) Multi death prefab - for adding multiple specific prefabs (but another Prefab Pool is a far better way to go)
2) Multi prefab explosion - Sorry I meant respawn prefabs
3) Flash prefab when hit - so the prefab's renderer flashes when it takes damage or whilst invincible it flashes.
At the moment I am using another script for this but I thought it might be another good feature to add to youre amazing package.
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Post by DarkTonic Dev on Jan 10, 2015 0:15:24 GMT
1) Multi death prefab - for adding multiple specific prefabs (but another Prefab Pool is a far better way to go) 2) Multi prefab explosion - Sorry I meant respawn prefabs 3) Flash prefab when hit - so the prefab's renderer flashes when it takes damage or whilst invincible it flashes. At the moment I am using another script for this but I thought it might be another good feature to add to youre amazing package. Then it sounds like you should be good to go on #1, right? #2, there's already a Respawn Settings section in Killable. Does that take care of that one for you? #3, I'm actually not sure how you're doing that. Would you mind explaining how your script works? I don't want to limit it to a 2D sprite effect for instance. We want whatever we put into Killable to work regardless of whether it's a sprite or a 3d object.
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