#SpawnCampGames⛺Dev-Log

1 messages · Page 1 of 1 (latest)

spark relic
spark relic
#
  • Time to start working on some environments for my FPS Project
elfin trellis
spark relic
#

thanks, its been interesting thats for sure

#

still gotta tie in movement somehow w/o breaking the legs too much 😅 but thats for another day

spark relic
spark relic
spark relic
#

got to implement cutscenes into my loading system
but currrently my scenes load up the player, audio manager, light manager, and all that noise..
i wont need any of that for a cutscene...
but it might break my loading manager to not have em
so idk what imma do

spark relic
spark relic
#

2D Controller

spark relic
elfin trellis
spark relic
spark relic
#

I was using a project a while back to build some editor tools to help me finish my game faster..
and Unfortunately that project became broken somehow.. The editorloop was hogging all the resources.. and i was getting like 500ms lag spikes in the editor.. after tons of profiling and deleting assets one at a time I never did find the issue..

I have since deleted that project and started working on those assets again. While avoiding things like editor assets I built my own like my [SpawnButton("Button")] attribute similar to that of NaughtyAttributes.. but w/o all the bloatware this time..

Also added back my controversial Rainbow Debug.Logs

using UnityEngine;
using SPWN;

public class TestDebugger : MonoBehaviour
{
    void Start()
    {
        Dbug.Log("This is a regular log message.");
        Dbug.Error("This is an error message.");
        Dbug.Warning("This is a warning message.");
        Dbug.Red("This is a red message.");
        Dbug.Orange("This is an orange message.");
        Dbug.Yellow("This is a yellow message.");
        Dbug.Green("This is a green message.");
        Dbug.Blue("This is a blue message.");
        Dbug.Indigo("This is an indigo message.");
        Dbug.Violet("This is a violet message.");
        Dbug.Bold("This is a bold message.");
        Dbug.Italic("This is an italic message.");
        Dbug.Underline("This is an underlined message.");
        Dbug.Strikethrough("This is a strikethrough message.");
        Dbug.Emphasis("This is an emphasized message.");
    }
    
    [SpawnButton("CRASH")]
    public void Crash(){
        Dbug.Crash("Something went wrong!");
    }
}```
#

after a long time of reworking I now have most of my editor scripts and workflow back in place for me to both work on my production project and get back to faster and more creative Prototyping

#

Also experimenting w/ WiggleEar Gizmos instead of my normal Capsule Shades.. 🧪 ⚗️

spark relic
#

SpawnCampGames⛺Dev-Log

spark relic
#

↩️ Skeert, Little Detour (as always)

spark relic
spark relic
#

working on my Dbug class some more.. added a Circle method so I don't have to keep writing for loops

#
        public static void Circle(Vector3 center, float radius, Vector3 axis, Color color, Vector3 offset = default)
        {
            Gizmos.color = color;

            int segments = 36;
            float angleStep = 360f / segments;

            // find a vector that is not parallel to the axis
            Vector3 perpendicularVector = Vector3.Cross(axis, Vector3.up).normalized;

            // if zero cross try again
            if (perpendicularVector == Vector3.zero)
            {
                perpendicularVector = Vector3.Cross(axis, Vector3.right).normalized;
            }

            // get starting point
            Vector3 previousPoint = center + offset + Quaternion.AngleAxis(0, axis) * (perpendicularVector * radius);

            for (int i = 1; i <= segments; i++)
            {
                float angle = angleStep * i;

                Vector3 currentPoint = center + offset + Quaternion.AngleAxis(angle, axis) * (perpendicularVector * radius);

                Gizmos.DrawLine(previousPoint, currentPoint);

                previousPoint = currentPoint;
            }
        }```
spark relic
spark relic
#

@edgy flame yea, it took a long time to get the physics all working correctly.. unforntunately im soo good that it doesn't ** allow it to jam... lol wont let me press the button fast enough edit: i guess it could tho

edgy flame
#

lmao

#

you see a glitch

#

i see a new mechanic in the game

spark relic
spark relic
#

@edgy flame check it out.. somone used one of my videos inside their paid asset lol

edgy flame
#

lmao

#

u could sue them or something no?

#

if u really wanted to

spark relic
edgy flame
#

i mean thats one way

#

how did u even know he used it

spark relic
#

my friend tagged me in it.. thats what he said:
"wild Spawn detected" lol

rapid silo
spark relic
# rapid silo this would make me super happy, though I'd feel slightly miffed they didn't tell...

lol... I found out who it was.. Sent them an email that started out like a cease and desists but turns into a thank-you, I'm grateful for the free exposure
They replied that they meant to ask for my permission but had just forgotten or something..
and they chose my video b/c of it being short and sweet..
I'm glad they chose that one to put in a paid asset b/c its one of the few i have that doesn't have a voice-over 🤣

rapid silo
#

Definitely a story you'll remember!

spark relic
#

it was a pretty cordial conversation

#

he seems like he would take it down if i asked.. but im not about that

#

the more 👀 the merrier

rapid silo
#

don't look a gift horse in the mouth YEP!

spark relic
#

🕹️ New Additions

10-4-2024

Most Important

  • Editor Window Base Class
  • To Create and Modify Editor Windows (Utility Windows/ Normal Dockable Windows)

Editor Functionallity

  • Search by Layer
  • Search by Tag
  • View Project Directory in Markdown Type of List
  • Save as Markdown right from Editor

Easter Egg

  • Click Gamepad Logo 5 or more times
  • Android Developer Mode Rip-Off

Procrastination Modifier: 2x

spark relic
#

@misty mantle whats been up my guy? working hard on anything? ohh yea i wanna show off this too ^ lol

#

been in an editor rabbit hole lmao

misty mantle
#

neato, yeah im just working on my package, its taking absolutely forever 😅

spark relic
#

usually does..

spark relic
#

my project directory has gotten soo cluttered and disorganized i needed a way to easily scroll thru and see if things are where they're supposed to be

misty mantle
#

thats pretty useful it seems

spark relic
#

and easily take notes and mark down what i should move around

spark relic
#

soo its all in Markdown already.. just have to paste/ or save it somewehre that uses markdown

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and it'll turn it into a file-tree

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w/ bullet points and stuff

  • like this
    • and this
misty mantle
#

rn, im trying to get pathfinding in my project so i can give people the complete package to movement, etc

spark relic
#

Disclaimer: Pathfinding not included.

misty mantle
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and also I just want to play against AI in my game

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if im being honest

spark relic
#

orr my personal favorite...
Pathfinding included in the Pro* version.

misty mantle
#

ah i couldnt do that to people 😅

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Im not sure i even want to make it paid, I like the idea of my package being free

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for anyone to use, and or do whatever with

#

I have tool models ready to be used as weapons, i could just post all of them in here if you would like

spark relic
#

thats my plan too

#

im working on my free template.. not to sell.. but to use as a Starter Pack for my tutorials

#

instead of me spending 10 minutes showing how to set up a scene or w/e for a certain thing i'll have little templates

#

2D platformer.unity
3D firstperson.unity
2D topdown.unity etc

#

and then we can get straight into the meat and potatos

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(and then it'll be littered w/ other assets and templates just waiting to be found)

misty mantle
#

that would be a cool scavenger hunt

#

do you want some of my tool models that I created?

#

if so i can post them here

spark relic
#

i do not edit: I thought you said "have i seen" I'll take some, it depends really on what kinda tools they are if i ever use them or not

#

i mostly use my own models nowaday

#

but id be happy to use em

spark relic
spark relic
#

i got a few that i can throw ur way as well.. some you might be interested in..

misty mantle
#

yeah for sure, ill get them rn

#

although it may not be a FBX file or OBJ file. its probablt gonna be a .Blend file since they are fully rigged

#

this should have all of my tool models

spark relic
#

thankie @misty mantle

misty mantle
#

yupperoo

spark relic
misty mantle
#

ooo looks nice

spark relic
#

Gotta say, working with line-renderers can be a pain 😄

misty mantle
#

Very Cool

spark relic
#

LAB Test Zone Coming to ITCH.IO soon

elfin trellis
#

lookin good! I want to play it already

spark relic
#

Welcome to send it your way 🙂 well wait.. first off i want to get some interactions / raycasting/ projectiles and stuff

#

since its like a demo scene.. w/ lights, buttons, and switches everywhere.. once it goes interactive i think it'll be a nice little starter template

elfin trellis
#

Yeah this would be a good starter package

spark relic
#

Interaction - Switches, Buttons Doors
Physics - Projectiles, Sillhouette Targets, Gears
Displays - TVs, Computers, Chalkboard -> RenderTextures..

spark relic
#

u know how we all are when we begin..

#

we want the big sprawling world lol

elfin trellis
elfin trellis
#

I can see SPAWN assets being the next synty packs

spark relic
spark relic
#

def came a long way

#

im trying to get away from flat-shading

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but texturing is exhausting.. ngl

#

took all day yesterday after i fell outta UnityDiscord to texture this little section of map

elfin trellis
spark relic
spark relic
#

Unity Resources Unity

Unity Documentation is where its at!

Crash Course / Unity Content Creators 🎮

Full Game Tutorials

SpawnCampGame's Playlist/Collections 🆕 (WIP)

spark relic
spark relic
#

TextMeshPro w/ gravity! for w/e reason lol

spark relic
misty mantle
#

sweet man

edgy flame
#

nice

spark relic
elfin trellis
#

lookin good

spark relic
rugged orbit
#

Solid work 👍

spark relic
#

Thanks mate 🙂

#

still learning bout textures and the difference between atlas's and tilesheets

spark relic
#

Range Clock

-# gonna use this to log projectile speeds
-# in our little firing range

spark relic
spark relic
#

🫠

#

Fun fact: I couldn't get it to count down fast enough w/ coroutines no matter what i tried..
WaitForSeconds(.001f) still took 3 or 4 seconds to count down from 9999

#

had to move the logic to the update loop
The Scramble part is still a coroutine.. but not the really quick countdown (Reset) Context Menu

#

step = desiredDuration / (endTime - beginningTime); didn't work either so i thats when i decided to use a fixed rate..

exotic ruin
#

Good call. If yield return null doesn't work, then I'd use Update or a timer class . . .

spark relic
#

thats when i noticed it wasn't actually getting any faster from .1 and lower

spark relic
exotic ruin
#

I keep finding ways to tweak or edit mine—though, I haven't used it in anything for a while . . .

spark relic
#
    IEnumerator QuickCountdownEffect(float duration)
    {
        int startNumber = 9999;
        int endNumber = 0;
        
        //for now duration doesn't matter
        //float timePerStep = duration / (startNumber - endNumber);

        //count
        for(int i = startNumber; i >= endNumber; i--)
        {
            clockText.text = $"{i:0000}";
            yield return new WaitForSeconds(CountDownDuration);
        }

        clockText.text = "0000"; // stick
    }``` no beuno..
#

if u see something i didn't id love to hear it

elfin trellis
#

did you try the code I sent b4 ? that should work good with coroutine iirc

spark relic
#

im about to try it out.. i wanted to package this up real quick b4 i broke it again 😄

elfin trellis
#

ahh okay. I tried putting speed higher and it seems to work with very fast speed drain

exotic ruin
#

I just finished updating my ObjectPool, so I'm going to use it for my Timer class, but I need to upload it to git as a package first . . .

spark relic
#
    IEnumerator Start()
    {
        int startVal = 9999;
        int endVal = 1;
        float t = startVal;
        while (startVal > endVal)
        {
            t -= Time.deltaTime * speed; // higher speed means faster drain
            startVal = (int)t;
            yield return null;
        }
        Debug.Log("Done");
    }``` this @elfin trellis ?
elfin trellis
#

yea

spark relic
#

ill let ya know 🙂

#

i was thinking it was something related to you know how if u use AddTorque the object seems to have a speed limit?

#

and u need to go into the project settings/preferences and crank up some value

elfin trellis
#

tbh ever since i tried WaitForSeconds it gave me weird ass results with timers

#

i never use it anymore

#

yield return null; should work just like Update should

spark relic
#

i thought it was something like that...

#

Max Angular Velocity is what im referring to

#

if u dont go into the physics settings and turn that up ^ then ur rigidbodies have a limit they can't rotate faster then

spark relic
#

just tested it w/ my stopwatch.. and (1) seems dead-on..

#

-ish..

#

its just those really small values it bugs out for me

exotic ruin
elfin trellis
#

weird even with 1 to 1 the stopwatch was always more accurate

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waitforseconds would start to lag behind

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only very slight

spark relic
#

mmhmm..

#

i see what ur saying..

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it adds up tho

elfin trellis
#

I think WaitForSeconds waits for other processes including the Timescale and that probably affects its accuracy

exotic ruin
#

The problem is WaitForSeconds doesn't wait the actual time; its like an approximation . . .

elfin trellis
#

yeah sure feels like that

spark relic
#

imma test w/ WaitForSecondsRealtime too

#

ive never even used that one b4

exotic ruin
#

yield return null is just the next frame, like an Update loop . . .

spark relic
#

now that i got a clock ill make a couple of prefabs and try out all different methods and compare em

#

should make a nice little gif

exotic ruin
#

Honestly that's the only one I use unless I explicity need WaitForFixedUpdate, or the WaitWhile and WaitUntil . . .

elfin trellis
#

same

exotic ruin
#

Funny enough, I was messing around with creating custom yield instructions (your own WaitForXXX) the other day . . .

spark relic
#

like simple extension methods?

exotic ruin
#

Nah, you create your own class, similar to a WaitWhile and WaitUntil . . .

elfin trellis
spark relic
#

lol. i almost feel like im stuttering reading that

elfin trellis
#

new awaitable class is awesome

#

strarting to ween off coroutines

spark relic
#

me too

#

i really never liked em tbh

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i wrote my timers in update for the longest after i learned about em

#

its convienent after a while..

elfin trellis
#

I like them because i can separate different pieces to run "individually"

spark relic
#
  • you can use way less variables
#

i have been tracking my coroutines alot better now-a-days

#

i dont let em run all willy nilly like i used to

exotic ruin
#

Someone in the chat was using a coroutine and passing a particle system with a timer variable to emit particles. They did the check inside the coroutine, anf it looked messy. I figured they could use a custom yield instruction that did the checking and returned if the time finished . . .

spark relic
#

i was trying something like that with my scramble effect..

#

when i start a timer.. i was gonna try to have the scramble effect go straight into the remaining time left..

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say i countdown from 5 and it takes 2 seconds to scramble.. it'd pick up at 3, 2, 1 etc

#

i can probably do that w/o a custom instruction tho

exotic ruin
#

True . . .

spark relic
#

but atm its broken

exotic ruin
#

Caching the coroutine is vital, imo . . .

spark relic
#

so i just added a little boolean

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i can turn clock on and off with or without the scramble..

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say i need the countdown to be visible

spark relic
#

usually i would just stop all

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but thats not very professional ive concluded

exotic ruin
#

You can go further and create a method that checks your coroutine variable and starts it so you don't have to repeat the check in multiple parts of the code . . .

spark relic
#
    private void UpdateClock()
    {
        System.DateTime now = System.DateTime.Now;
        int hours = now.Hour % 12;
        hours = hours == 0 ? 12 : hours;
        int minutes = now.Minute;

        clockText.text = $"{hours:00}{minutes:00}";
    }``` OHHH i wanna show off my clock
#

after writing about 30 of em i feel like ive reached Max Syntax Sugar

spark relic
#
public void LaunchCoroutine(ref Coroutine current, Coroutine newCoroutine)
{
    if (current == newCoroutine) return; 
    if (current != null) StopCoroutine(current);
    current = StartCoroutine(newCoroutine);
}```
spark relic
spark relic
#

-# aye! got the basic lighting finished

rugged orbit
spark relic
spark relic
rugged orbit
#

Speaking from a lot of verbose code I wrote in the past lol, was annoying to manage all of it down the road

spark relic
spark relic
#

Rangeclock/ Velocity Detector.. 👇

#

caught em all but the last one

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and a pretty modest trigger area

spark relic
#

Migrating to new input system

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soo far soo good..

spark relic
#

New Input System w/ InputActionReferences

abstract obsidian
spark relic
#

you just enable it..
& then you just subscribe to the event..

#

then ondisable u unsubscribe to prevent any memory leaks

#

theres many different ones.. performed, stopped, completed etc.. i still need to sit down and figure out exactly what each one does and when it gets called

#

the methods just look like this

#

k or w/e u decide to call urs is the "context" which has all the data u need

#

movement = k.ReadValue<Vector2>();

#

and before [Subscribing](#1253440741322133545 message) u just enable them
like ```cs
moveAction.action.Enable();
otherAction.action.Enable();
etc

spark relic
#

the Dbugs are custom, they need swapped out for normal Debugs.. thats all

spark relic
#
    InputActionReference[] playerActionReferences = new InputActionReference[8];
    InputActionReference[] uiActionReferences = new InputActionReference[8];
``` is not really important..

neither is ```cs
        playerActionReferences[0] = moveAction;
        playerActionReferences[1]= jumpAction;
        playerActionReferences[2]= attackAction;
        playerActionReferences[3]= interactAction;
        playerActionReferences[4]= crouchAction;
        playerActionReferences[5]= sprintAction;
        playerActionReferences[6] = mouseForwardAction;
        playerActionReferences[7] = mouseBackwardAction;``` 
i just did that so i can do for-loops for the enable and disable stuff
else u just enable them one at a time..
but with the list like this ^ u have to add to it everytime u add a new input so that kinda sucks
exotic ruin
spark relic
#

i only did that so its in order.. or else i'd just throw them in there all wonky

#

using an SO is smart ill try that next

exotic ruin
#

I like using SOs as storage for stuff like collections. It's easier to make a database and reference the SO when needed . . .

spark relic
#

We have Cables! / Wires

#

Adds that final touch of polish 🧼

#

now to, wire everything up and make stuff light up and beep

spark relic
spark relic
spark relic
abstract obsidian
#

Very cool! Did you make this in blender? Looks dope 👌

spark relic
#

yessir

abstract obsidian
#

Damn, I need to start improving my blender skills 🫠

#

How do you get the sizes right for unity?

misty mantle
#

if you export with an FBX however, the size of the model may change

abstract obsidian
misty mantle
spark relic
#

its all about the size, as dec_ves mentioned.. you can see the dimensions in blenders Transform/Info panel

#

here its 3.5 meters.. so i just spaced 3.5m equally on the right of the texture and the same for the feet on the left.. then its just using the uv's to fill the entire space/texture

spark relic
#

I went to make a basic string variable in the inspector that i could throw quick logs into.. and once i solved the issue i kinda kept going and ended up making an entire on screen logger w/ lil LED indicator and a progress bar..

#

sits nicely on top of my frame counter.. not sure i like it being a singleton tho..

spark relic
spark relic
#

when you click the button /Scripts/ will be selected...
if it doesn't exist, it'll be created and then automatically selected..
all you need to do is type in the file/class name..

no more scattered scripts all over my project folder.. from now on I'll know exactly where they end up..
thats probably the biggest Plus for me ^

-# side note
-# im aware that there' are template files but I had the button already there.. soo i figured I'd go ahead and build it out since it was the only thing in my Menu that didn't work correctly..

#

added in the basic <summary> XML tags and called it good 🙂 lol

#

Alright..

  • I think I'm finally done falling down the Editor scripting rabbit hole..
  • Time to create some substance! 🎮
rugged orbit
spark relic
#

idk man.. i get distracted with editor scripts

rugged orbit
#

What type of game is this? Actually looks interesting idk why

spark relic
#

its actually jsut a prototype scene..

#

been trying to build it out into a kit w/ different modes and stuff

rugged orbit
#

Looks like you’re trying to create some simulation or something. Fire anyways 🔥

spark relic
rugged orbit
spark relic
rugged orbit
#

Will you release that when it’s finished?

spark relic
#

just a little bit of everything.. the real challenge is keeping everything working..
even while modifying my scripts all the time to help out ppl in the discord

#

lmao

#

its got a little bit of everything 💪

rugged orbit
#

How I am when unity takes forever to do something-just come on here to help out if I can lol

#

Motivating me to start my own devlogs though!

spark relic
#

and to find clips and stuff quickly. to be able to share.. ^ my filenames make it a nightmare to find anything the traditional way of digging

rugged orbit
#

Haha yeah, i’m doing one similar on instagram but here would be way better since i’ll get actual feedback from developers

spark relic
#

in here, i try to add desriptive words here and there.. and using the Discord search function i can usually find things in here better lol

exotic ruin
rugged orbit
exotic ruin
# rugged orbit anything for the convenience works i've noticed and is very helpful since you're...

I use custom templates, but if you need to add or edit them, you're forced to restart the editor every single time. Making a static class with static methods to display each template will automatically update without restarting. The goal/outcome is the same, but the methods are different.

C# Templates use the ScriptTemplates folder (that forces an editor restart). Ransom Templates uses a static class to display the templates as menu items . . .

rugged orbit
exotic ruin
#

Yeah, I got tired of removing boilerplate code every time I need smth other than a MonoBehaviour or ScriptableObject . . .

spark relic
spark relic
edgy flame
#

what u working on

#

a game or some system?

spark relic
#
  • to use for any tutorials i do.. (that way guys can download the package and have alot of context to play around with)
edgy flame
#

fair enough

spark relic
#

Got some rudimentary Range Target Logic

#
  • On / Off
  • ResetAllDirections
  • Individual Hit -> Causes Direction Change X amount of times before dropping
  • DropAllTargets
  • Reset and Continue
  • Reset and Wait
  • RangeClock / speedometer
spark relic
spark relic
#

@surreal maple how do u mean help?

surreal maple
#

What do u expect. What help r u lacking first

spark relic
#

i made a rubix cube this morning lool

surreal maple
#

Dang

#

What help r u lacking

#

Tell me and I can see if I can help

spark relic
surreal maple
spark relic
#

i dont really know..

#

im makign this test scene..

surreal maple
#

Add me I will dm u?

spark relic
#

and im just trying to make it feel "Lived in"

#

does that make sense?

surreal maple
#

PERFECT

#

perfect dm me

spark relic
surreal maple
spark relic
spark relic
#

Switch Upgrades

#

particles/shaders/fx in progress

teal inlet
#

@spark relic can I ask you a question about animation?

spark relic
#

sure.. not sure i can answer but go ahead

#

i use lots of translations and lerping in code for my animations usually

teal inlet
spark relic
#

if it works with ur movement code. and ur fine with it.. i'd say go for it

edgy flame
spark relic
#

i can't really say much about character animation/ rigging/ or procedural stuff ;D

#

Rubber* Duck

#

need to make it more plasticy

#

maybe some reflection probes 👀

edgy flame
#

looks like it's stainless steel

spark relic
edgy flame
#

unless u have to

spark relic
#

might as well be building my own tweening library by now

edgy flame
#

lmao

spark relic
#

1 script 100 uses..

#

i just made a transform.position variant of it.. for like push buttons and stuff

edgy flame
#

thats cool

#

u making like a whole electronic system

#

as in switches pressure plates etc

spark relic
#

for this little room area yup

#

so if u want the range activated u gotta find the switch and flip it

#

if u want lights to come on.. u find the switch and flip it.. (just a really basic interaction script paired w/ these two tweening scripts)

#

gonna find a nice way to modularize it so i can just <insert system>

teal inlet
edgy flame
#

i recently started using generics

edgy flame
#

to plug some things together

spark relic
#

i need to just find more places to use em

#

i think a little interface would fit this the best tho

edgy flame
#

procedural animations u have a lot more control over

#

u can change some values and it'll act differently every time

#

u dont have to make 1000 animations

#

just randomise some numbers

spark relic
#

🆕 button

teal inlet
#

@edgy flame are you using dotween to animate by code?

edgy flame
#

whats that

teal inlet
# edgy flame whats that

If you don't know what dotween is how are you animating by code if you don't mind me asking? Never done it before

edgy flame
#

just lerp

teal inlet
edgy flame
#

search up procedural animations

#

unity

#

or something like that

#

it'll explain everything

#

im at work mate so i can't now

teal inlet
spark relic
#

dang yall trying to hijack my devlog?

teal inlet
#

looks hard tbh

spark relic
#

as long as we're talkin about things related to my project i guess its fine 🤪

#

just didnt want ppl to come in here and be like " well hell that aint a dev-log" lol

spark relic
# spark relic

@teal inlet ```cs
using UnityEngine;

public class MinMaxRotationOnAxis : MonoBehaviour
{
public float speed = 500f;
[SerializeField] private bool isOn = false;

public float min = -45f; // off
public float max = 45f;  // on

[Tooltip("Rotation axis:\nX = Horizontal (left/right tilt)\nY = Vertical (yaw/turn)\nZ = Forward (roll/spin)\n\nUse (1,0,0) for X, (0,1,0) for Y, (0,0,1) for Z")]
[SerializeField] Vector3 axis = Vector3.forward; // default = Z axis

private float currentAngle;

private void Start()
{
    currentAngle = isOn ? max : min;
    ApplyRotation(currentAngle);
}

private void Update()
{
    float targetAngle = isOn ? max : min;
    currentAngle = Mathf.MoveTowards(currentAngle,targetAngle,speed * Time.deltaTime);
    ApplyRotation(currentAngle);
}

void ApplyRotation(float _angle)
{
    Vector3 euler = axis.normalized * _angle;
    transform.localRotation = Quaternion.Euler(euler);
}

}```

#

its simply this currentAngle = Mathf.MoveTowards(currentAngle,targetAngle,speed * Time.deltaTime);

and that works like a Lerp that was mentioned earlier.. it slowly moves from first, to second.. by (speed)... and my boolean is just changing the target

#

in that component its ^ going from 0, to 140

#

for now its nice and simple 1 float for a certain axis.. (just rotational stuff).. and i made one for moving the position too.. for things like that push button where it needs to go up and down.. on a certain axis (x,y, or z)

#

basically just chose an axis to work w/

#

and then i can just set up my obects so they're wrapped in a parent gameobject..

this gives me (0,0,0) on the rotation.. thats how my code works.. by only changing 1 property of it... and the rest remains at zero

#

its basically writting ur own tween..
the tweening library DoTween you mentioned..
is basically doing the same thing w/ alot of extras and helper functions that u can use..

#

PrimeTween is a good alternative.. (less garbage collection)

#

ofc i go by the rule : KISS 💋 (Keep It Simple Stupid)

#

for now im only working with a single value.. u can certainly do it w/ more than one..

teal inlet
spark relic
#

im unsure bout ur player... animating characters are tricky b/c ur using ur inputs to also move it

#

soo when u animate it u shouldn't overwrite those values..

teal inlet
spark relic
#

my suggestion would be to animate the graphics

#

(beneath the root)

#

don't animate the root (the obj ur moving in code)

spark relic
#

just dont try to do both at once

#

this is the best example i have.. b/c i dont animate my character that much..
you can see here... i have two animations..
(1 for the camera breather) and one for the (rebound when he lands)

#

these animate their respective gameobjects but not the main one that im moving w/ my mouse/script

#

its fine that they're animating locally.. within their own gameobject

#

deoesn't affect the movement any

teal inlet
spark relic
#

b/c usually animation doesn't move ur player itself.. just the graphics..
i mean besides Root Motion.. (but that usually lets the animation move the player on its own) w/o any movement code at all..

#

its all animation

#

but thats not to say it cant be done

#

ur doing the confined space pass-through right?

#

i have a friend that actually did something similar.. i can ask him how he tackled it if u want.. he works for Facebook/Meta

#

but im pretty sure he just animated his model/rig..
when he goes into the tiny space.. his controller slows down.. but no animations on the character... just the graphics

#

he just nerfs the speed

spark relic
#

we can continue on this discussion w/o flooding out the devlog 🙏

#

Coming Soon!

teal inlet
spark relic
#

confined space = tiny places

#

creveses, caves, places u'd need to shuffle thru..

exotic ruin
exotic ruin
exotic ruin
spark relic
#

then it hit me like a ton of bricks when i seen a mention of using the save panel itself

#

The new switches look scary. Can we touch those? ⚠️

This is true.. but! on [closer inspection the old switches](#1253440741322133545 message) use the actual handle to connect the electrical contacts lol!
Still think its a good improvement 🙂 but, no you probably still shouldn't touch em. 😄

exotic ruin
spark relic
#

Working on the final decor'

spark relic
#

now that im thinking of doing a few other types of scripts

#

just wanted to make sure i could do it first... now its time to refine it.. (but its not way up on my list soo ill do a bit at a time when there is time

exotic ruin
spark relic
#

gotta make sure i stay where i can still see the light at the top or else im cooked

spark relic
#

will do 👍

#

and yea, I do the same.. default unity windows are major inspiration.. especially some of em..
my first forte into it was duplicating the "Readme Inspector" from URP template

#

changin out the logo and all tha jazz really helped get me going in it

exotic ruin
#

I like it because I'm using UI Toolkit; it definitely makes it easier. I'm more visual, so I like using the UI Builder . . .

spark relic
#

i've just stuck my toes into the new input system after long putting it off..

solar coral
#

What's ur game about?

spark relic
#

so im going to finish getting that worked out and understood and i might dabble with the UIToolkit

solar coral
#

I see so many different things

spark relic
#

im a content creator and asset publisher..

solar coral
#

Ok nvm

spark relic
#

so i work alot on everything

solar coral
#

You part of a team?

spark relic
#

for now im just building out this Lab Environment you see at the end

#

w/ the range and interactables spread out.. and its gonna be a template/ asset that you can plop into and i could use that for a starting point for my tutorials i do on YT

#

that way people have a nice environment to play/learn in..

solar coral
#

I thought u are op so u own the project

spark relic
#

besides an empty scene w/ a plane as the ground lol

spark relic
#

but im just saying it would be a spoiler for the production stuff i actually plan to release to be talking too much about it

solar coral
#

Atleast tell what genre ur game is

spark relic
#

its low-poly.. handshaded arcade halo-esque shoot-em up

solar coral
#

Okk

#

Good luck with it

spark relic
spark relic
spark relic
solar coral
solar coral
spark relic
#

AA Turret 🚛 🔫

  • 📡 Detect fast travelling target.
  • ☢️ Lock on target.
  • 🔭 Track target.
  • 🥏 Predict trajectory.
  • 📻 Lead target with predicted trajectory && distance and bulletspeed calculations.
  • 💥 Detect hit
spark relic
#

i was trying to test out its eye-sight and its connection to its brain and decision making.. b/c in that screencapture he only see's the dudes feet.. soo he knows he's there. and he has no shot.. his aiming points are weighed and his torso and head are a higher value so its trying to walk around w/e it is thats blocking him

#

Here's a clip where its functioning at full speed.. It's never easy knowing to know what to share and what not to..
Theres just so much to show, his senses on their own are impressive (or atleast for me they are.. b/c of how long it took me to figure it all out lol)

but thats not the part thats exciting yaknow? lol..

I don't really have anything thats build-ready right now. Just alll the little bits and pieces that make it up! lol

#

over the years I've built almost everything I've ever seen in a game that peaked my curiousity..
except for the gatekeeping ones that are just really hard, involved, or just completely witchcraft to me

abstract obsidian
spark relic
# abstract obsidian This looks bonkers love it

Thanks! He's still pretty stupid all things considered.. but the main goal was to get all the sensor data working together.. Sight, Hearing, Proximity Detection, and then them communicating with each other (ESP). Crushed that I believe.. its just the behaviour stuff that isn't as refined

spark relic
spark relic
#

new sign..
I was originally thinking to go w/ the old retro colors and bars like the first version.. b/c it worked with my Retro computer..
but after i thought about it it'd be nice to have some newer styled stuff and the older/retro stuff...

like: "i've been updating my office with newer stuff but theres always those old devices that hang around longer than the rest"

#

so a bit of this and a bit of that.. gonna try to tie it together with more clutter

abstract obsidian
spark relic
# abstract obsidian

oh cool.. ya I couldn't find a free font with the style that I wanted so I just drew out the shapes w/ the pen tool and filled them in

#

i might actually try to create a font sometime soon 👍 been on my to-do list for a while now

#

Did spring cleaning on my hard-disks today..
After I restarted and relaunched the hub I almost lost my sh*t

#

I forgot I had renamed them all..

#

Instead of UnityProjects, UnityProjects_SSD, and stuff like UnityProjects_Overflow..
I've decided to just prefix them all with U :

  • USSD
  • UHDD
  • UNVME
    and DEV for Work-in-progress
abstract obsidian
abstract obsidian
spark relic
#
  • Oswald
#
  • Satisfy
#
  • Rubik Mono One is my most used
  • Bangers is my least favorite

|| Bangers is the worst font coming in behind Cosmic Sans ||
-# Convince me otherwise

#

👇 sooo tired of seeing this font, NGL

spark relic
#

My font-game is weak atm but I'm getting there..
It was once alot better but back then I was just using fonts from anywhere.. I didn't care about the licensing.. Turns out alot of em bamboozled me.. They would be Free to use.. but then the fine print would be like "For personal or education purposes only" or maybe even just "personal"

and thats a big pain in the arse for me because not only do I use fonts w/ Font components in Unity but I make all my artwork up to that point and alot of textures and stuff I wont save every little PSD file.. soo going back and changing them is either too time consuming or just not worth it..

#

I have a scratch-piece of paper that I keep on my Desk w/ lists of collections for example my fonts.. I went from routinely using dozens of fonts to only 2 or 3..

#

SpawnCampGames New Logo
-# Coming soon..

  • Notepad / Scratch Paper- esque Spawn Tent ⛺
#

<- Original .ico size Logo | First Draft of New .ico size Logo

#

Spent hours drawing it.. Hopefully it wont take as long to digitize it 🤪

abstract obsidian
#

The amount of times if seen you change your profile pic is crazy lol 😆

exotic ruin
#

Haha, it's an evolutionary process . . .

spark relic
#

i think the new one is my favorite one I've done.. and the full-splash (the first image) came out even better..
i started doing the pinstripes for accents

#

and they turned into that abstract area around the (tent).. after i got done and looked at it i was like "oh that could be the "Spawning Area" that the tent is just pitched inside

#

waiting....

#

😈

#

i may symmetrize it.. or i may not.. any Opinions welcome 🙏

spark relic
spark relic
#

perfect

spark relic
#

🥣 Easy Bites

-# For those mornings when you just don't want to troubleshoot.
|| < Insert Solution To Problem > ||

spark relic
#

SpawnCampGames new branding.. 2025

floral hornet
#

What is the main premise of the game? like is it a regular FPS or is there an emphasis on spawn killing

spark relic
# floral hornet What is the main premise of the game? like is it a regular FPS or is there an em...

nah SpawnCamp is just the Studio name i came up with and it kinda stuck and grew into my socials/ youtube and etc...

i mainly just make prototypes and game assets (some on the unity asset store)...

but I usually do make low-poly FPS with emphasis on new ideas and mechanics..

this Dev-log is just a (general - everything - etc) type of devlog.. until i actually come out with a game..

I have one project that I don't share much of and once it gets enough polish i'll give it a decent name and create a new Dev-log with it specifically..

Im currently still working on a little prototype environment with focus on Interactions / raycasting / triggers.. and basic stuff you'd find in a survival/ fps/ game

#

And then a side-project where I focus on Character Movement / Mouse Input (and hella lot of gizmos) 🤣 which gets included in my prototype sandbox that i'll give out on my Github..

(its main purpose is to be a nice starting environment so I can make youtube tutorials on game mechanics and have a really solid starting foundation that my viewers can also grab and use..)

and then not only that can rip out the art assets and 3D models.. for Freeeee! 🆓 lol..

#

my actual game (production stuff) is
code-named: NightShift for now.. but it'll get a dedicated Dev-Log really soon...

Anyways thanks for the inquiry.. I've rambled enough.. 🍀 good luck on ur out dev journey! 🙂

spark relic
# floral hornet What is the main premise of the game? like is it a regular FPS or is there an em...

to be honest the mechanic im fiddling with now is utilizing the mouse cursor around the world (as u play FPS)..
you have to give up control of the player to multitask with the mouse (interacting with world elements) sliding doors, picking up obstacles, pushing and manipulating buttons and switches...

im still tweaking it but so far i have it so when you utilize the mouse and give up control of ur player he'll remain locked to the last position he had.. you can still strafe and jump and all that

#

|| more info on the mechanic when it gets a dedicated Dev-Log ||

spark relic
spark relic
#

Spawn Inspector Notes (avail in "The-Kit")

rugged orbit
spark relic
#

to be fair.. i just realized the gaps are not consistent... ( i must be using an odd number for my heights ) i'll get that fixed up

raw glade
#

update when

spark relic
#

🎯 The-Lab™ - 101 Prototype Sandbox Release Countdown (7d)

Day 1
  – Finish base Rigidbody & Camera controller
  – Basic player movement fully functional
Day 2
  – Build Interaction System using ICanUse interface
  – Raycast logic for interactions
Day 3
  – Test interaction interfaces for scene elements
  – Doors, switches, etc.
Day 4
  – Implement projectile & hitscan systems
  – Connect shooting logic with Range-Clock display
Day 5
  – Finish door signage & texture work
  – Polish props, add VFX + extras
Day 6
  – Organize folders, prep docs, UI polish
  – Last chance for prop requests!
Day 7
  – Final testing, build/package, release
  – Wrap-up and push live

🚀 Last prop asset requests welcome — hit me up ASAP!

-# suggest a 3D environmental prop or other game-asset
-# The First handful of "practical" 3D prop assets will get included in the LAB Prototype Sandbox

spark relic
#

Lavender Bean - Viewer Controller

spark relic
#

• Day 2
  – Build Interaction System using ICanUse interface
  – Raycast logic for interactions
alrighty, back to it ☝️

spark relic
#
  • Day 3 Simple Interaction System being finalized and testing!
    screengrabs inbound
spark relic
#

🕹️ Simple Character Controller Walker (LabWalker / SpawnCampWalker)
-# Two Scripts

  • 1 Movement Script
  • 1 Camera Script
  • Extra Materials & Pre-Assembled Prefab*
#

Gonna have to do 2 Days worth of work Tomorrow Morning 💪

#

spent a little more time on the CC just so I can re-use it and share it on itch without the LAB Environment

edgy flame
#

how is the low poly character coming along

spark relic
#

gonna rig up a crude shape today

#

if i can get teh skeleton rigged up I can go back and refine the model later

spark relic
#

its great when u get to the point where ur just dragging around vertices..

#

at that point the shape basically starts to draw itself..

#

using shadows, and odd highlights as queues u can pretty much get a perfect shape

spark relic
spark relic
edgy flame
#

looking good so far

spark relic
#

lol

edgy flame
#

i like it

#

the head looks too smooth

#

make the whole thing low poly maybe

spark relic
#

once it gets finished it'll start all smooth shaded and then i'll make edges sharp depending on how the texturing ends up

#

u can use teh shading to help shape the object

#

and keep the polycount low at the same time

spark relic
# spark relic

and it will be more low poly than this.. ill dissolve many of these loops towards teh end

spark relic
spark relic
#

next up shading (then i gotta get back to my original todo list)

spark relic
#

Getting there.. merging pieces.. (air tight model)

#

versus before when i was using seperate pieces.. gross 🤢

raw glade
#

this is heat🔥

#

how long you been in unity?

spark relic
abstract obsidian
spark relic
#

trying new things

spark relic
#

like making a Anti-Aircraft Turret...

#

or making a DOT-MATRIX display

#

and by figuring these things out.. it always gives me a burst of motivation

#

and dont be afraid to take breaks if u need

#

theres no point in getting burnt out

marble cedar
spark relic
#

working on the shading part right now..

#

so it reads the pixels and depending on the brightness of each pixel it can chose a shade of grey.. or w/e color i chose to be the primary color

marble cedar
spark relic
#

thats the idea 😉

#

the more pixels i add the better it looks..

#

but it starts tanking the FPS if i go too high

#

64x64 seems to be a good size.. any higher than that it gets clunky

#

@marble cedar are a beginner? like brand-new?

#

what type of game are u considering making?

marble cedar
spark relic
#

ahh so u probably have a circulum u got to follow

marble cedar
#

i've been using unity for like a week

spark relic
#

hopefully u got a good teacher 🍀

#

i see alot of ppl in here where the teacher tells them to use AI to build something..
what kind of teacher tells their students to get an AI to teach them?

#

isnt that their jobs? lol

marble cedar
spark relic
#

ya, see thats gross imo

marble cedar
spark relic
#

unless its just a trial and error stage

#

where they see what u come up with and then help teach u from that point on

marble cedar
#

nahh its final exam project i dont think its trial and error

spark relic
#

it goes over the key points like a crash-course.. and really helps u get ur head around the things that matter..

marble cedar
#

it suposed to be multimedia T_T i dont know what that prof thinking to give us this project

spark relic
#

oh.. what type of multimedia?

#

what sort of specifics are u dealin with?

#

if u dont mind me askin

marble cedar
spark relic
#

soo take ur pick?

marble cedar
#

like blender

spark relic
#

ohhh.. Blender is great

#

once u learn all the hotkeys ofc lol

marble cedar
spark relic
#

and Blender has alot of them

#

im very close to finishing my first Character

#

well my 2nd character.. but my first "Humanoid" character

marble cedar
spark relic
#

still gotta figure out how to Rig this thing so i can animate it

marble cedar
#

i mainly do 2d so im not on that level yet

spark relic
#

lol.. i find 3D easier than 2D

#

i know im weird

marble cedar
#

for me paper always better

spark relic
#

when u do 2D i feel u got to be more imagitive

#

3D is more of just replicating what u see in the real world.. theres less of a stylized aspect of it

#

but we all have our strong-points mines just not 2D

#

i can do logo's and branding.. but for environmental art/ pixel art/ all that type of stuff

#

not so much

marble cedar
#

cause i have bad imagination i do more like redrawing art that i see on pintresest lol

spark relic
#

one of my latest sketches 🤮 lmao

#

with the help from AI tho i get to turn it into something a bit more polished

#

and from there i use that as inspiration when im doing the actual modelling

marble cedar
#

this unity project isnt gonna complete without ai aswell

spark relic
#

if u use it correctly its a powerful tool

#

you'll always have those guys that are super anti-AI

#

but imo if ur only using it to brainstorm and to help with inspiration theres nothing wrong with it

#

anyway.. i gotta get to doing something productive.. probably gonna try to make the classic snake game using that dot matrix screen i posted up above ^

spark relic
#

should be a fun Sunday Afternoon project 💪

#

see ya around Tooru.. good luck with ur game-dev journey 🙂 🍀

marble cedar
spark relic
#

eeek

#

go to bed lmao

marble cedar
#

i want to show my art too still learning some anatomy but i think its good enough

spark relic
#

ohhh nice!

#

good shading

marble cedar
#

im gonna do my project nice chatting with u

spark relic
#

respect++ for using actual paper and pencil

#

u too! 🍀

marble cedar
spark relic
#

consider getting a Wacom tablet or something

#

it can help transitioning into computer art

marble cedar
spark relic
#

unfortunate.. well u can always do what i did before i could get one.

#

just draw on paper.. -> take a shot with a cellphone -> upload to pc

#

and then draw on top of it

#

if u zoom in close enough u can get pretty good art with just a computer mouse

#

or pixel art now that im thinking of it

#

like a coloring book in hardcore mode 🤣

marble cedar
#

its good indeed but for me nothing can replace pencil weight press

#

idk the english worth T_T

spark relic
spark relic
spark relic
# spark relic

top down/ top vs bottom (war-zone) type strategy game idea

marble cedar
spark relic
# spark relic

shooting artillery, revealing areas with radar, and so on

marble cedar
#

like that

spark relic
#

just brainstorming my next project 🙂

#

or i might build some more on this..
not sure.. imma have some more coffee and i might flip a coin to see what im doing today 😄

marble cedar
spark relic
#

never heard of it

#

i was working off of the classic lunar lander u'd see in arcades back in the day

#

Vector art style.. (made completely out of abunch of positions that i connect with Lines (LineRenderer component)

spark relic
raw glade
spark relic
#

Solid Pieces

spark relic
#

Modelling Finished

spark relic
#

CrashTest Dummy (rigged and ready to crash)!!

spark relic
elfin trellis
#

looks real good!

spark relic
#

turned out better than i thought it would

#

since its "hard" pieces covering soft pieces i had to be careful with where i put the joints and weight-painting was a PITA

#

but i finally got something thats decent enough I can turn to texturing

elfin trellis
#

yeah its well rigged by the looks of it, that breakdancing got me lol

spark relic
#

stress test 😉

#

It'll be more in its element once i add a rag-doll and fling it around the scene a bit 🤣

elfin trellis
#

"you were built for one purpose and one purpose only, now get carshinn " lol

spark relic
#

haha!! indeed 😈

spark relic
abstract obsidian
#

He also has a paid version which has more animations

edgy flame
#

can confirm they are good

sullen pasture
#

AI keeps getting better and better at texturing..

spark relic
# sullen pasture AI keeps getting better and better at texturing..

ive only ever used it for concept art.. (its pretty good at taking a sketch and giving me atleast something i can use as inspiration).. then i'll re-iterate and feed back any changes and then i'll get a pretty decent concept drawing i can use.. (this applies to almost everything, top down maps, logo design, storyboards, mood boards and then i've always used it for brainstorming and administrative tasks ofc

i might give it a try for texturing and see 👍 thx for the idea

#

but i used it to for most of the block-out phase of that character 👇 started with a crappy version and fed that into AI to get a better proportioned

spark relic
#

new input system isn't all that scary... yet

#

haven't gotten into the Composite inputs yet

spark relic
abstract obsidian
#

@spark relic How's your asset coming along?

#

Took a 2 month break from game dev you have done alot since then XD

spark relic
#

but i have 3 or 4 assets and videos on their final leg

#

just gotta put my nose to the grindstone and get it done

#

🧡

exotic ruin
#

Wow, that's a lot. I can't even put together a 2-minute video tutorial in that time . . .

spark relic
#

i work really fast i've been told.. its just finalizing that takes me a while..

#

being somewhat a perfectionist slows me

edgy flame
spark relic
spark relic
spark relic
spark relic
#

aim error on overshooting and non-target colliders (green and blue hitmarkers)

#

no aim error for target-colliders (red hitmakers)

#

although it will have accuracy calulations, based on cover, aim, weapon range, and other factors

spark relic
#

but Finally got my switch-raycast system working...

the lab scene has TONS of interactables.. (doors, levers, switches, buttons, interactables like chalkboards, window blinds, so on and so on.. this should accelerate it greatly

#

mainSwitch.Toggle(); ftw

#

⭐ BTW, we're about to Dump Assets, Codebases on ITCH and the Unity Asset Store, and start on new tutorials..

this will include

  • crash test dummy humanoid rig
  • lab environment w/ gun range and tons of interactables
  • a switch pack
  • basic CC controllers (one simple \ one with jump and gravity)
  • and a few other suprises

I wish you all well. 🧡

spark relic
#

Source Code
-# add to \Editor folder ||or don't b/c just a joke, would be terribly aggravating to be force closed everytime you forget to assign a variable or get an error of some kind||

spark relic
#
  • Did some Animation on the Pistol, Tweenin/Lerp for the Cylinder Rotation
  • Fixed Projectile to Detect and Interact w/ Range-Dummies
  • Went ahead and added some Audio ambience, Pistol SFX, and SFX for the Switches
    (one of which will activate the range)\
#

Before 👇 After ☝️
Almost left it like this.. after all the projectile and it's detection script was the main sauce..
but I couldn't help myself 🫠

#

-# and you can go ahead and forget about a "Reload"

spark relic
spark relic
#

Welp.. 💀

my 17TB Harddrive gave out on me..

Time for a Fresh Start 💪
There's really not much that survived
All the projects can be re-done relatively easily..and now that I have abunch of experience under my belt the codebases should be much nicer and cleaner..

It was unfortunate that I lost alot of my Artwork and Assets..

#

Anywho.. I'm going to be in
#SalvageMode for a while going back and getting what I can from my repo's and sifting thru this Discord to find some of my Controllers/Scripts

#

F = − k ⋅ x − b ⋅ v [ SPRING! ]

-# F = force applied
-# k = spring stiffness (how strong it pulls toward the target)
-# x = displacement (distance from target)
-# b = damping (resistance, slows velocity)
-# v = current velocity

exotic ruin
#

NO FUCKING WAY! I'm sorry to hear that 😭. You've done a lot of great work and have improved over time. I hope you're able to salvage as much as possible 🙏. I really dig the triangle shooter. That gives me ideas about what you can do with it . . .

spark relic
#

ya, i joking said i was gonna quit after it happened b/c of all my assets being toast

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but after further reflection just time to just start a new w/ all the knowledge ive gained over the years

exotic ruin
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Exactly. Out with the old; in with the new . . .

cold chasm
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My guy invest in learning git/github.

spark relic
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50% of my codebase already lives on github.. it was mostly assets models / audio and stuff that was lost and lots of smaller prototypes that never made it to github

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Haven't worked with many Rigidbody controllers yet..

solar coral
spark relic
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i actually do 👍

spark relic
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Made another OnScreenTracker

solar coral
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Rig worked nicely too

spark relic
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most of my stuff is low-poly anyway... i just my prototypes and sharpen my coding skills..

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then i'll go back and refactor and try the same thing using other methods.. just a learning exercise

solar coral
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this is how it looks,

spark relic
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lookin good

abstract obsidian
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Is yours a full body fps controller? @spark relic

spark relic
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lol ofc not

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even if i do weapon animations it' be arms + hands only

solar coral
abstract obsidian
spark relic
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its better for certain genre's than other

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looks good there ^

solar coral
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Save some draw calls

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In some games things are generally so optimized that the only part being rendered is the objects Falling under the view of player. Their is some term for that I can't remember.

spark relic
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got my Bootstrap / SaveLoad system redone ✅
now just a way to visualize it (perhaps a settings menu 👀)

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-# also need to set up the manager/singleton and DDOL stuff
-# probably should go ahead and do that first 🔲

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🔲 Settings
✅ MainMenuScene
🔲 GameToLoadInto?
🔲 SplashScreen
🔲 IntroCinematic

exotic ruin
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nice, baby steps . . .

spark relic
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SpawnCampGames BodyCam controller 📹 (work-in-progress)

-# Bodycam , Body Cam , Body-Cam , GoPro Cam, Fish-eye Cam

  • Camera Sway
  • Camera Bob
  • Camera Roll
  • Shake/Impacts (work-in-progress)
  • Camera Lag (tiny bit of weighted feel)
  • still need to work on directional changes
  • still need to tune almost everything
  • few more things to add (camera housing / parallax)
  • camera hud

and a bunch more of stuff i probably haven't thought of! 😆

📺 Teaser below:

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the post process stack has most of the magic 🪄 in it..
FOV, Vignette, Panini, Fish-eye/Distortion and so-on

been working on the setup.. It definitely can be optimized and more simple but as im working on the entire system
and dealing with Quaternions and rotations its easier to work w/ it in pieces n sorting it out after I get it all working in unison..

I tried originally to have (1) container for all the cam movements and it was an uphill battle.

spark relic
# spark relic ## SpawnCampGames BodyCam controller 📹 (work-in-progress) -# Bodycam , Body Ca...

I have the Camera object detach itself from the player, cache all the goodies it needs, and then tracks the player..
(reminds me of a simple rigidbody cam solution..) this way I can have it track the player with smoothing.. That way it has a weighted feel to it..

I've been tuning values most of the morning and I got something I think is a good starting base.. I'll tune it even more in the coming days and then code up a couple of multipliers I can use for the player settings..

It's a body-cam-esque movement system so theirs bobs, n sways, n all that stuff but I realize people stand strongly on alot of that and there will be a multiplier to adjust as well as a toggle to just disable it..

but it does lose a lot of its charm with it being too snappy

abstract obsidian
spark relic
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the affects that I've been working on the most (the ones that really sell it) are the FOV (its got a really high FOV...
but that ties in with the Panini affect... (and im playing a bit with the Lens distortion to add a bit more Go-Pro style to it)

abstract obsidian
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There's also a setting in bloom where you can add a texture and it'll give a reflection effect when you look at a light source.

spark relic
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Here's an example of the Post Processing tuning i've been doing..
with the FOV higher the Panini kinda balances that out.. make it seem more like a gopro's vision.. or even a persons regular vision (with more peripherals).. the regular 50/60 FOV leaves alot out from the left and right (the blue boxes i've been using as guides) #1253440741322133545 message

spark relic
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cam systems can be kinda meh to work on constantly lol

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Been trying to avoid getting too much inspiration from those body-cam games...
and trying more to get my inspiration from actual body-cam / gopro footage...

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just researching camera effects, post processing, and movement stuff on my own. and trying my best to apply it to the video's im using to compare

abstract obsidian
spark relic
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I had those in there already.. but with the other affects not properly tuned.. (not subtle enough)
it was making me sea-sick 🤣 def gotta get the whole system working first..
and then those random shakes and stuff are gonna be paired with the directional changes and velocity of the CC to make it feel more organic

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and i'm not using Cinemachine (as of yet).. but if I change over I'll have alot to consider w/ the shakes and impulse things it has to offer

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will just re-arrange and re-write some of my code and let Cinemachine do more of the work for me

spark relic
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I have mixed feelings about it.. I know its great.. and I've used it alot in the past..
I like to have more control over the camera.. and when you use Cinemachine you give it alot of control.. that you ultimately have to wrestle back from it... but when the time comes i'll make these decisions

abstract obsidian
spark relic
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I have my own 😉 but thanky very much

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I found that those assets are pretty heavy..

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like NaughyAttributes has bricked a project of mine..
and assets like that ^ do more than I want them to do.. and is heavier than I need when I only need things like a divider for example

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i have 1 script that takes the gameobjects icon and draws it in the Hiearchy

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and one more that draws little dividers (as a gameobject) and i can chose a color in the inspector

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those (2) simple things are really all i need for the moment

weak osprey
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cant be bothered with editor scripting / plugins nowadays

spark relic
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lol.. editor scripting is a rabbit hole for me..

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i try to avoid when possible 😅

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I get carried away

weak osprey
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I'll just add some header between the elements to not touch stuff or something like that

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UI Toolkit does solve a lot of issues but you still have that boilerplate of connecting the elements from your scripts to the UI

spark relic
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-# HierarchyIcons ! 🙂
@abstract obsidian @weak osprey
(1) script ||technically 2 b/c of the Editor redraw script|| no fluff

weak osprey
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neato

spark relic
weak osprey
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UGUI is garbo and hopefully phased out by 7

spark relic
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lol... forcing me into it eh? 🤣

weak osprey
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start learning all the flex box tools cause you'll be needing it

spark relic
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I have ptsd from CSS

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hopefully the UIToolkit wont be so bad to transition to

spark relic
weak osprey
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It's honestly really good, besides the issue I've mentioned of having to link it to your actual components

spark relic
spark relic
# abstract obsidian But can you do this 😏
        UnityEngine.Debug.Log("Factory Debug");
        Debug.Log("Aftermarket Debug");
        Debug.Red("Red Debug");
        Debug.Orange("Orange Debug");
        Debug.Yellow("Yellow Debug");
        Debug.Green("Green Debug");
        Debug.Blue("Blue Debug");
        Debug.Indigo("Indigo Debug");
        Debug.Violet("Violet Debug");
        Debug.Error("Error Debug");
        Debug.Warning("Warning Debug");
        Debug.Underlined("Underlined Debug");``` but can you do *this*
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actually don't tell anyone about that ^ 🤣
i've stopped doing it and is silly b/c NOW i have my own debug i just pass in a color or hex color code to 😉
D.bug.Log(FF0000, "Actual Log"); or
D.bug.Log(Color.Red, "Actual Log");

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that also isn't in my inventory anymore since my last Harddisk crash..

abstract obsidian
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Why would you need the debug logs different colours loool

spark relic
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where I just do things because.. I guess i can?

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lmao ¯_(ツ)_/¯

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it was eventually refactored into "types" of logs
Debug.Physics(speed) would end up: " 🚀 Physics Log: 10m/s"
Debug.Math(calculation) would end up like: " 📐 Math result: 98"
and so-on
.
.
.
.
.
anywho...

exotic ruin
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Before, any values/results I wanted to check were cyan, names are always yellow, I think types were magenta, methods were orange etc. Makes it easier to find while scrolling through the console . . .

harsh nebula
exotic ruin
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Haha . . .

spark relic
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Back to simple Drone Simulator

edgy flame
# spark relic

add a fibre optic cable which actually has length which u can run out of

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and add physics to the cable so it wraps around poles houses etc

spark relic
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i could implement jammers as well

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and signal strength and range

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this is me actually flying.. imma try to replicate the noise / static

spark relic
spark relic
edgy flame
spark relic
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the altitiude hold version kinda cheats..

spark relic
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acro-mode [fpv] drone to go along w/ the cine drone

spark relic
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No PIDs just yet..

There’s no “hold this angle”, no “correct back to center”, no memory of past error. Nothing is trying to stabilize the drone for you.

What’s happening is way simpler and more honest:
Your stick input directly says “spin at this rate”
The rigidbody just obeys that rate
When you tilt, thrust naturally points in a new direction
That redirected thrust is what slows you down or changes direction

So:
No angle targets
No velocity correction loops
No integrators stacking up force
No invisible hand fighting you

It’s basically:
“Here’s angular velocity, here’s thrust, physics does the rest.”

(PIDS will be coming soon)

spark relic
spark relic
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  • arm / disarm
  • audio / motors / propellor spin
  • artificial horizon + pitch alarm
  • simulated radio link.. w/ obstructions and white noise/snow for visuals
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CoG is a lil off still i see

edgy flame
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thats sick

spark relic
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problem is that the throttle input <- stick on the left is always at the bottom (0) on an rc radio..

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for a gamepad its centered.. so not technically sure how to deal with that just yet

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i can either:

  • make it so u have to hold it down to the bottom for 0 throttle
  • or cut the input in half and just have the middle -> top be 0 - 1
edgy flame
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yeah i got a ps4 controller

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so let me know when u figure out the calibration

spark relic
spark relic
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just some IRL stuff (what im basing the fpv sim off of ☝️

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was practicing orbits

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(while i fly i get a feeling for what the sim should feel like)

spark relic
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2026 HERE WE ARE..

Snuck up on his.. I'm going to be dropping alot of never-seen before footage and Dev related things.. keep an eye out!

🧡 You guys!