Quite pleased with my turret system. They're added dynamically at runtime then merged with the main mesh into a single skinned mesh renderer, with each turret controlled by its own bone.
I want to create a small tool for Unity that I was missing when working on scenes. A separate Editor for displaying the structure of objects with different tags, a tree of objects with a selection by tags. Ability to add special editor tags to the object and various views of the scene through the eyes of object types that have a virtual tag
I am working on a build for Nintendo Switch. For UI not necessary to show a bunch of different variations of gamepads, lots of extra space, so I even made the captions and button pictures bigger.
I feel that I am finishing porting, but the release will be already next year.
I've put power and shield management in its own menu for non-VR play. The game pauses, allowing you to manage power distribution and shield allocation. It's a bit of a compromise, but it means I only need one gamepad button to trigger the menu, and each system is easily controlled with either mouse or thumbstick input rather than keyboard buttons.
I caught a bug tonight, I don’t want to repeat it and look for it now... tested how the game reacts to changing gamepads, how button images are updated in the settings, how the gamepad works via wire and Bluetooth
Dualsense connected via Bluetooth and then connected to a wire, #unity caught the events of the share/options buttons 2 times in a row in one click, I click on share, and the game opens and closes the inventory 🙂 if the wire is disconnected, the bug disappears
Up to now I've been drawing the HUD over the cockpit geometry - it's a holdover from how I did things in Flagship (where you needed to be able to target enemies all around the ship regardless of orientation). Probably going change that, it gets a little messy visually and in space sims you're constantly orienting the ship to face the target anyway.