+ Highlighted sprites for buttons
+ Close button sprites
+ Font File : "Motion Control" (for settings text)
CHANGED:
> Adjusted scale for some UI elements
> Replaced the placeholder minecart with the actual car object
+ Particle: Objective aura
+ GUI Image: Follow-Active sprite
+ New tag: "sand" (for the terrain for recognizing sand ground***)
CHANGED:
> Few changes to PlayerSound script
NOTE***
> Still currently working on getting different-ground sound script to work.
+ Updated Character textures (requires updated character FBX with proper UV)
+ Textures: Car trailer & engine
+ Object: Car Trailer (modified their UVs for easier texturing)
+ Shader: Laser PUSH (unused for now)
CHANGES:
> Created child objects for "Laser Holder PULL" for testing two-line and multiple-line line renderer.
KNOWN ISSUES:
> Using 3 or more line renderers significantly reduces frame rate. Please don't use multiple line renderers unless
it can be optimized.
+ Standard Particle System Package
+ Particle: Duststorms (one near tutorial, another between fence & scaffolding)
+ Particle: Car smoke and flare sparks
+ Texture: Mine cart
+ Texture: Concrete
+ Texture: Rust (for crane)
+ Texture: Building
+ Texture: Metal (2 x variants)
+ Terrain Texture: Cracked Sand
+ Skybox: "Junk Sky" (Purple)
+ Texture: Ben's metal object textures (color still not changed as requested)
+ Added stair path near the edge of the scaffold
CHANGED:
> All objects have their textures (movable object textures still need changes)
> Seperated Pully system into two FBX objects: Pully Platform and Pully Extension
> Re-positioned some of the tutorial signs
> Changed the tutorial sign for Pull/Push. It no longer shows the LT button.
> Placed some fences on the building to prevent "flying-platform" exploits.
> Placed several invisible walls next to the above mentioned fences.
REMOVED:
- Redundant placeholder textures for characters and objects
- Several metal beams that were placed in the mine carts
- Static mine carts before the fence (replaced by "Mine Cart Movable" prefab)
- Old Pully System FBX (was not unwrapped before)
+ Sign object (for fences)
+ Textures: Danger Sign and Alt. Route Sign
CHANGED:
> Scaffold structure for new puzzle arrangement
> Placed a row of fences at the front of the scaffold
> Disabled several scaffolds on the East side of the scaffold area (near the sand slope)
> Placed a mine cart near the fences. Mine cart has movable tag, rigid body and several box colliders.
==========
+ Backtracking path for enemy robot puzzle
+ Terrain Textures (1 x cliff, 3 x sand)
+ Invisible walls surrounding the terrain.
+ Several toon materials for various objects with color placeholders.
==========
CHANGED:
==========
> Terrain has been painted with textures (work-in-progress).
> Most objects now have toon material (Proper textures work-in-progress).
> Player 1 (Pull) is temporarily using the character model with cel-shaded texture.
> Player 2 (Push) is temporarily using the character model with simple blue toon material.
> Both players' cubes have been disabled.
> Both players' capsule collider shape have been readjusted.
> Easter egg changed (?!).
==========
KNOWN ISSUES:
==========
- Toon-shaded objects ignore objects that are meant to cast shadows & block the global sun.
(E.g. If the player is behind a box, the sun will still radiate on their back)
- Player movement and jump are still too fast and floaty respectively.
(Older scripts may still be in effect).
- Character models are slightly misaligned slightly towards the left of the camera view
(Appears sort of like over-the-shoulder view. Intentional?).
NOTE 2: If you require me to revert my Unity version and save the scene for v5.1.2f1 compatibility, let me know ASAP.
+ Created a new Unity scene named "MainLevel.unity" in the Scenes folder.
(All prefab objects are in this scene.)
+ Most of the essential structures in the level have been set up.
More props for purely aesthetic will be added later.
+ MainLevel scene uses "InputManager.asset" downloaded via Facebook chat on 29.8.15
+ Added objects from original Maya scaffold scene as seperate objects for prefab use.
+ Created a new folder named "Custom Meshes". Contains meshes for appropriate collision for certain objects
+ Added README text files to the following folders: Objects, Textures, ToonShading.
(Certain README text files contain specific information including naming conventions. Please read for more info.)
KNOWN ISSUES:
- Interactable objects with the "moveable" tag and using a Mesh Collider have no effect on the magnet rods.
When using a default RigidBody on such objects, the following console error occurs:
"Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5"
"If you want to use a non-convex mesh, either make the Rigidbody kinematic or remove the rigidbody component"
- The above error does not occur when "Is Kinematic" is ticked in the
Rigidbody component; however the object cannot interact with the magnet rod.