SGD300 - week 8 Devlog
Introduction
This week I continued on working with the movement indicator for the feedback that will be provided to the user when they click on the ground.
Goals
1. Create a prefab with the movement indicator that can be instantiated into the development scene.
2. Create a method that will move the indicator to the location the user clicked in the scene
3. Create 2 different ways for the movement indicator to be destroyed. One using a script attached to the prefap that will destory the indicator whent he player enters the collision zone and lastly is a timer that will destroy the indictor aster a certain amount of time passes.
Personnel
Primary - Nathaniel Hughes
Technologies, Tools, and Resources used
Provide resource information for team members who wish to learn additional information from this log.
* [Player Indicator tutorial](https://www.youtube.com/watch?v=OOkVADKo0IM)
*[Instantiate Unity Scripting](https://docs.unity3d.com/ScriptReference/Object.Instantiate.html)
*[Collision and Trigger Scripting](https://docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html)
*[Destory Object Tutorial](https://www.youtube.com/watch?v=SykKsEr2HJw)
Tasks Undertaken
1. Add a game object and attach the Sprite that will be used as the Movement Indicaator
2. Add to the Player Indicator script to add the movement indicator functionality to the player
What we found out
I would consider this weeks coding to be a success, I was able to complete the movement indictor before class with a little trouble that i worked out on my own. Like last week the movement indicator used the Instantiate method built into Unity to add a sprite to the enditor that was a child to a game object prefab.
An offset on the Y-axis was need because there were rending problems without adjusting the Y-axis of the movement indicator. The problem was that the editor was trying to render both the movement indicator and the ground at the same time at the same Y-level. This created a problem where the movement indicator was both rendered and not-rendered on the screen at the same time.
The next major problem I ran into was with how I had laid out the prefab of the movement indictor. In Unity when an object is a child to another object, it will follow the parent , so depending on where the child is in relation to the parent it will always be that same distance away. This affected me because i was clicking in the enditor and the parent object was moveing to the corrent location but the child was not appearing where i wanted it to. This was fixed by resetting the location of the parent and child to be at the same location.
Solution Justification
This week was pretty much completeing my part on the Player Input Script that i had assigned for myself. All that is really left for the input script is the interaction with enemies that will be clicked on and how they would attack.
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Dev Logs for SGD300 Project
More posts
- SGD300 - Week 13 DevlogOct 24, 2019
- SGD300 - Week 12 DevlogOct 24, 2019
- SGD300 - Week 11 DevlogOct 13, 2019
- SGD300 - week 10 DevlogSep 29, 2019
- SGD300 - week 9 DevlogSep 22, 2019
- SGD300 - week 7 DevlogSep 05, 2019
- SGD300 - week 6 DevlogAug 29, 2019
- SGD300 - week 5 DevlogAug 22, 2019
- SGD300 - week 4 DevlogAug 15, 2019
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