Monday, February 15, 2021

 Starting working on updating the trough asset (circled) based on reference (other images). 



Saturday, February 13, 2021

I've made several changes since my last post, which include:
  1. SFX + VFX when the nails are shot
  2. VFX when the nails hit the terrain via a newly created PoolPrefabSpawner uscript. 
  3. SFX when the lid pops off
These changes can be viewed in the video below. Also, apparently the Microsoft Gamebar doesn't record audio as a default setting, which I've since fixed.

A few other notes:

  1. I'm experiencing a performance drop when the crate is hit with a shotgun. I figured this was the result of applying the physics force for each decal instance (9 times) so I added logic to the PhysicsManager uscript to prohibit this, but regardless, I'm still seeing the performance hit. I then disabled the physics all together, & then the decal & SFX, and yet, despite all that, I'm still seeing GameCamera.Update() take a massive hit. The profiler doesn't elaborate any further, so I'm not sure what to do yet. I'll revisit this later.

  2. The SFX when shooting the wood is good, but not loud enough, yet I cannot make the audio any louder without the sample clipping. Managing the audio via sound mixers is still required, but even still, I'm not having that issue when shooting the nails off the crate, so that would indicate a problem with the sound itself. I'm guessing there's perhaps not enough mid and/or high tones to help the sample cut through the mix. Again, something I'll return to later as it's not pressing.

  3. The nails should be larger I think. Using a mouse is much easier than the firearm replicas we use on site, and given the casual nature of the game, I'd say it's a good bet.

  4. The decals used for the wood hits are casting shadows, which they should not. Easy fix