No video update this week as I've been busy modelling the ship interior.
Here's a comparison of the external and internal of what was a dropship, now converted into a pudgy little transport vessel!
In 2022 I read the translation of a talk by the Zelda BotW team on how they integrated task-management in the development of the game. I thought: there is nothing like this in Unity?
I decided to make one, bringing the power of @codecks_io (my fav task tool) into Unity.
"To see what overlays are available in the Scene view, press the ` key to open the overlay menu."
Yes, that is an intuitive hotkey, which need not appear in any menu, and could not possibly result in someone accidentally hitting it while aiming for ESC and then wondering for years how they opened it.
So you're looking at this (very short) page in the Unity manual. Off to the right of this screenshot, there's a great big right arrow to take you to the next page as you're reading the manual. Where do you think that arrow takes you?
My wife has recently gotten into PowerWash Simulator so I thought I'd throw some stuff together and make a cute little game for her about packing up a house. Nice idea? #gamedev
Been wanting to do this for a long time and finally figured out how to add onscreen controller prompts via lookup (so if the player customizes the controls it shows the correct icons). #gamedev#unity3d
Important milestone, you can now pack items away in a box, very important for a game about moving. Each container has a size limit though, so you can't keep tossing stuff in the same box or else! #gamedev#unity3d
In the Unity Assets window, what does a blue box with one gray side and tape across the top mean? I can't find an explanation via search (inside or outside of Unity's documentation) or asking ChatGPT.
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.
Every Unity GameObject has an associated transform, which comprises three vectors: position, rotation, and scale.
If you want to change the rotation, you use the Rotate method.
If you want to know what the rotation is, you'd think you'd access the rotation field. There is such a field, but it's not the one you want. You need to use eulerAngles.
Behind the scenes, rotation is actually a Quaternion. I understand there are reasons for this, but displaying it in the Inspector as Rotation (with three components), and setting it using Rotate (with a Vector3 and an angle) made me expect that rotation would be a Vector3.