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Week-8

Unity trees need to add colliders to the trees manually to the object you are using with the tree editor. I have decided to utilize a mesh collider as this would be pretty close to the object & it would not look like the player is walking into a invisible wall which would not be very good game design although it turns out that the mesh collider cannot be used with unity’s tree system yet as it is not supported but for reasons unknown the collisions would still work with unity throwing out errors.

After asking my facilitator about the issue it was recommended that I not use a mesh collider as it is bad for the games performance in the long run due to it having too many faces in the case of some objects such as trees in mine, instead it was recommended that we use a a larger capsule collider as it would affect performance less than the mesh collider.

Working on mission 1
I have begun my work on scripted missions where the first mission is where the player finds the shack, this was easily done by utilizing collision checks with invisible cubes in the shack. The second part of the quest was picking up the axe which was done by checking if the player is in range of the axe via a distance check method in the game manager, this made things simpler & added some reusability for the project.

For the classes this week we had a overview how shader work & based on my understand it is a way to “fill information in a three dimensional space” along with some explanation of how graphic pipelines work along with what is processed on the graphics processor & what is on the central processor.

Another thing I have worked on is clamping the camera movement as you can look at the capsule the first-person is part of which does not look good in terms of game design.


We have also reached out to a graphic designer to make a poster for our game but based on their estimates we should get them early next week which might not make it into the showcase book but we have a place holder poster made just in case.

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