#Mechanic proof of concept example using Data layers

6 messages · Page 1 of 1 (latest)

dense nexus
#

I wanted to explore the use of Data layers for my game, it'll be featuring some pretty heavy use of Data layers, so I made a mock up REALLY rough example of what I'm looking to do.

The main issue right now is the data layer doesn't interact well with the cinematic sequencer (Really wish it could just be a trigger or something) I have much more testing and verification of mechanics ahead of me before any gameplay is started on.

A little frustrating for sure, but at least I know things are possible!

dense nexus
#

Figured some weird stuff out

#

TLDW:

  • Toggling the sequence a few times fixes some issues, allowing the boats to both build themselves properly, but collision data doesn't work well.
  • I'm gonna try to segment the boat and keep prop limits much lower, if player cant see it, it'll remain entirely unloaded, to see if it fixes the issue
dense nexus
#

Update 2:
I think the actual issue is using prefab'd props like the entire "The Yacht" may be the actual cause of the problem. The solution is pretty much just rebuild the yacht by hand without using the premade fab.

Will undergo further testing.

#

Before I rebuild the entire yacht, I'm gonn have dinner and relax for a while, the rebuild is going to take some time. I'll also only rebuild the shell itself and not the interiors for this test.