DevLog2 - Michael MOD
Dev Log
My goal this week was to create a more complex example level. I started by creating a lever system. I started by detection when a player entered a box collider set to trigger and turned a bool call canInteract to true, and false when the player left the trigger. Then got the input of the player and if the input and the canInteract was true
The Code:
dissapearingObj.SetActive(!dissapearingObj.activeSelf);
dissapearingObj being a GameObject I set in the Unity inspector
All this dose is set a game object to the opposite of its current state.(from true to false and from false to true).
This is simple and works well and can be applied to multiple things first to was used for doors then for “fans” witch were area effecters 2D and could be used to traverse up and down areas and made for some fun movement challenges when combined with levers. I then attempted to make a “push” mechanic. Once again I was detecting when a player enters a trigger allowing them to interact. I created he push system by having a RigidBody2D constraints go between freeze and unfreeze them to allow it to move. It dose still have problems with rotation. I may attempt to re-create and polish I will have to wait and see how play testers interact with it.
Get Whispers of the Wind
Whispers of the Wind
| Status | Prototype |
| Authors | TheWhiteWolf05, Kiniax |
| Genre | Puzzle |
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