|
Post by DarkTonic Dev on Nov 9, 2017 5:36:35 GMT
Yeah actually #1 is the easiest since the Triggered Spawner would be the easiest since the Inspector there lets you select Prefab Pools and all that. And you could limit the Custom Event to only send to Receivers on the same Game Object. However...there's currently a limitation that Custom Events can only be fired once per frame, so if you killed two or more of Killables with the same Death Custom Event, they wouldn't all fire (I will be changing this in the next update, but that's how it is now). We actually wanted to do the same sort of thing (Fire Custom event for just that Game Object but make sure they all fire).
#2, Listeners are pretty cool and unless making a subclass of Killable, whatever public fields you add to them will show up since the Inspectors are not "custom". So you could add as many fields as you like for X Prefab Pools to your Listener and override the Despawning method (or actually several of them would do the trick), and just not have a death prefab assigned in the Killable. Then it would be a few lines of code to spawn whatever you liked from how many Prefab Pools.
#3, sure, but maybe #2 is better slightly and if you end up adding more to the Listener later, you already have the skeleton code there. No extra scripts.
|
|
|
Post by DarkTonic Dev on Nov 10, 2017 22:39:30 GMT
Haha, yes it has integration with the Oculus SDK, I believe that's what you're talking about - which is basically just "check the Spatializer checkbox on every Audio Source". I don't have a VR system but I understand that's all it takes. If you're talking about something else let me know.
|
|
|
Post by DarkTonic Dev on Nov 10, 2017 22:52:34 GMT
If those do not use the "Use Spatializer" checkbox in normal Unity then no. Otherwise yes. We don't have any optional compilation stuff for other VR providers.
|
|
|
Post by DarkTonic Dev on Nov 10, 2017 22:57:39 GMT
If you can tell me what specifically needs to happen to integrate with other VR's I can blindly code it up and send it, possibly.
|
|
|
Post by DarkTonic Dev on Nov 10, 2017 23:22:17 GMT
I guess give it a go. I doubt it does, but who knows. Maybe you can tell what specifically needs to be done if not...
|
|
|
Post by DarkTonic Dev on Nov 10, 2017 23:34:34 GMT
Or, we can provide you with a voucher if you swear you'll buy it if it works. Either way.
|
|
|
Post by DarkTonic Dev on Nov 11, 2017 0:53:18 GMT
Sounds good.
|
|
|
Post by DarkTonic Dev on Nov 13, 2017 21:20:31 GMT
That's awesome! Make sure you let me know if the "how to for Oculus" steps are the same, or if additional / different steps are needed so I can add it the docs.
|
|