+ README file containing info on Experimental Files
(Text file created in order to make the new folder "Experimental Files" exist in SourceTree)*
* Simply making a new folder with no files inside it will not make it appear in SourceTree
==========
ADDED:
==========
+ Tutorial puzzle (AKA GIF Puzzle) has been built.
+ New terrain added (work in progress).
+ "Resource Bay" objects (for Lift Puzzle) have been placed behind the Scaffold inner building.
+ Several interactable objects have been placed around the scaffold area.
==========
CHANGED:
==========
> Players 1 & 2 have been re-positioned to the front of the tutorial puzzle.
> The object "Resource Bay" now uses 3 x box colliders instead of the custom mesh.
(Custom mesh was in fact less that 256 vertices, but Unity still rejected it).
> Reduced the Lighting feature "Ambient Intensity" from 1 to 0.62.
> Temporarily disabled two Lighting features to stop unnecessary rendering:
1. Precomputed Realtime GI
2. Baked GI
The above features can be enabled via Windows > Lighting > Scene Tab
=================
WORK-IN-PROGRESS:
=================
- Still need to place more prop objects for visual aesthetics.
(Please give an update on FPS numbers to see if new scaffolds and terrain have a huge effect on frame rate)
(Personally, my PC still ran at 60 FPS)
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.