4:16pm - Well I'm down at the McDonalds again and their internet is fixed. I'm going to try and work again, since there's nothing for me if I give up. ^.^;;
I'll admit to some anxiety in dipping my toe in again. Just thinking about what I have to do in little bites is hurting, but I'll try to put it together.
The last major thing I did was add sensory cones to the tag player I'm building. So I need to test those cones. To that end, I need to create a sensory script on the cone that outputs to the debug log when it detects a test object in its volume.
4:32pm - Blarg! The Unity Manual just chastized my use of meshcolliders on moving objects and shot down my confidence in this method before I've even fully tried it. I suppose I'm only doing it this way because I'm not sure how to do it the other way, though. :/
4:38pm - I'm really frustrated now. I had an idea to use a rotated cube but then I realized that wouldn't work. I was thinking of a different shape in my head and it merely looked cubelike. Actually I think it's the shape of a d8.
4:43pm - I'm looking for information that might help.
5:25pm - I spent a while goofing off and now I'm watching a video on the basic idea of what I want to do and it's making me feel ill. Bleh.
On the other hand it's inspired a third method of doing a sight cone; making a sphere around the player and then culling targets outside of the cone area.
5:33pm - Okay yeah this tutorial on YouTube I just watch perfectly encapsulates what I want to do, I just have to implement it in my own game. But, I'm still feeling pretty wibbly dealing with it. I'm really wanting to just play a game. So, I think even though I've only been here 75 minutes, I'm going to head out. Take a bit more of a walk maybe than usual to walk off all this McDonalds food. Think about the revalation of this new method of sight simulation. It's superior in every way to the previous two methods, so I'm definately going to go with it.
I'll admit to some anxiety in dipping my toe in again. Just thinking about what I have to do in little bites is hurting, but I'll try to put it together.
The last major thing I did was add sensory cones to the tag player I'm building. So I need to test those cones. To that end, I need to create a sensory script on the cone that outputs to the debug log when it detects a test object in its volume.
4:32pm - Blarg! The Unity Manual just chastized my use of meshcolliders on moving objects and shot down my confidence in this method before I've even fully tried it. I suppose I'm only doing it this way because I'm not sure how to do it the other way, though. :/
4:38pm - I'm really frustrated now. I had an idea to use a rotated cube but then I realized that wouldn't work. I was thinking of a different shape in my head and it merely looked cubelike. Actually I think it's the shape of a d8.
4:43pm - I'm looking for information that might help.
5:25pm - I spent a while goofing off and now I'm watching a video on the basic idea of what I want to do and it's making me feel ill. Bleh.
On the other hand it's inspired a third method of doing a sight cone; making a sphere around the player and then culling targets outside of the cone area.
5:33pm - Okay yeah this tutorial on YouTube I just watch perfectly encapsulates what I want to do, I just have to implement it in my own game. But, I'm still feeling pretty wibbly dealing with it. I'm really wanting to just play a game. So, I think even though I've only been here 75 minutes, I'm going to head out. Take a bit more of a walk maybe than usual to walk off all this McDonalds food. Think about the revalation of this new method of sight simulation. It's superior in every way to the previous two methods, so I'm definately going to go with it.