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open-project-1's Introduction

⚠ Note: As of December 2021, Open Projects and Chop Chop are not in development anymore. For more information, read here. The information below is kept as legacy.

Unity Open Project #1: Chop Chop

Unity Open Projects

Welcome! This is the repository for the first Unity Open Project, an initiative where Unity and the community collaborate together to create a small open-source game demo.

The first game, which is currently under development, is an action-adventure titled Chop Chop (more info).

Follow the progress

  • The dedicated sub-forum on the Unity forums is where the Unity team and the whole community discuss and brainstorm ideas.
  • The roadmap is the central location to know what's coming to the game. Also a great way to find tasks to contribute on!
  • The Unity team does bi-weekly livestreams on Unity's YouTube channel (subscribe to be notified). Find the past ones in this playlist.
  • The #open-projects channel on the Official Unity Discord is where collaborators can meet for a quick chat and non-threaded discussion.

Contribute

We would love to get your contributions into the game! Whether you create code, art, narrative, sounds; whether you feel you are experienced enough or not; there is probably something you can add to it.

To learn all about contributing, we have a series of short videos to get you started with Git and with this project in general.
In addition to that, make sure you read the Contribution Guidelines. For code style, scene hierarchy, and project organisation standards, read the Conventions document. And for art contributions, we have the Art Guidelines.
⚠ Please post on the forums and check the roadmap before starting to work on big contributions!

If you feel like taking on some bugs, check out the Issues page on this very repo. In fact, another thing you could help with is by doing some QA testing: download the latest release of the game, play it, and report issues in the appropriate page. That's also a great way to be part of this project!

This project is built on Unity 2020.3 LTS, whatever latest patch is available (you can see exactly which version here).

OP1 WIP Screenshot A work in progress screenshot

Play the game

Just want to try the game out? Head to the release page and grab the latest version.

We are looking forward to see what you will create
- the Unity Creator Advocacy team

open-project-1's People

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open-project-1's Issues

Got a bunch of errors while opening the project

I downloaded the project from here(github) and opened it in unity editor, I then got many resolving packages error, so i connected to internet and then reimported. It then downloaded all the packages, but when editor open and i hit the play button, i noticed there were still some errors

... is inaccessible due to itsbprotection level

failed to load ... because it was serialized with a higher version of unity

And many more (999+)
I am not able to even run the game, please help
(Sorry if I broke any guidelines)

Help me with my first step

Hello , I've never work on team before or already existent project.
Can some one help me with first steps?

About Me

I am a 20 years old student , I've been programming for long time , I know how to code. Also I worked on unity but it's from 2-3 years ago. As I said I've never work on a team before.

Dialogue System Event Subscriptions Not Being Removed

Short description
Current PR for dialogue system subscribes / unsubscribes from events using lambdas. This is unreliable and will cause bugs to pop up. More reading: https://stackoverflow.com/questions/1362204/how-to-remove-a-lambda-event-handler
multiple plays of cutscenes should see us subscribed to old playable directors and / or subscribed multiple times to the input system events.

Expected behaviour
Should be subscribed once and only once to each event.

To Reproduce
Steps to reproduce the behavior:

  1. put a log statement in the event delegate
  2. trigger multiple cutscenes
  3. see multiple calls of the same function

Notes

[Feedback] Mention the target Unity Version

Only by digging through the repo did i find that Unity 2019.4.7f1 was used last, it would be preferable if the intended version was mentioned somewhere in the readme or contributing manual.

Character can climb the mountain with well timed jumps

Short description
Character can climb the mountain without sliding back down by landing the jump when the character is not moving (WASD keys are not being pressed)
The moment the character moves, it begins sliding.

Expected behaviour
The character should slide down when landing in steep slopes, even without moving.

To Reproduce

  1. Jump towards the mountain and stop moving before touching the ground
  2. Jump again and only move while in the air
  3. Plant a flag on the top of the mountain 😆

Notes

  • The Idle and JumpDescending states don't have a StartSliding transition.

Reaching the mountain top

Mountain Peak

The FSM debug

Mountain Console

Player gets stuck in mid-air when colliding with an obstacle

Short description
Players can do some movement tricks to align themselves so their hands get stuck in Obstacle,not sure if that's because of the way obstacles are made in the project but its not intended to happen

Expected behaviour
Player should not be able to float in air and instead fall to ground

To Reproduce
Steps to reproduce the behavior:

  1. Click Play
  2. Go to the obstacles in top left side of map
  3. Align your hands with the wall (or side) as much as you can
  4. Click Jump and you can float (until you click jump again or change your position)

Notes
I have tried this in master branch and since snappy movement is patched this can be quite hard to replicate but is still possible (according to my findings)
Here are some in-game screenshots:
Bug1
Bug2
Bug3

Movement is very snappy when changing directions while using Keyboard controls

Short description
When using the keyboard, the movement of the character is very snappy.

Expected behaviour
The character smoothly rotates to face the direction of movement.

To Reproduce
Steps to reproduce the behavior:

  1. Open the gameplay scene, press Play.
  2. Move the character with arrow keys or WASD (not joypad). Press up, then right, without releasing the previous key.
  3. Notice the character changes direction abruptly

Notes

  • If we fix this, we need to make sure it plays nice with joystick movement too.

Systems are not isolated from the rest of the project

Every System needs to live in it's own assembly (like StateMachine does), as we don't want to accidentally create dependencies hell.

Currently Audio system depends on AudioCueEventSO that is located in Events folder. It also depends on Factory and Pool at the same time, but they're in two different folders (when they need to be in a single assembly).

Also, when I was writing custom editor with ReorderableList for AudioCue (#181), it took this random zombie script instead of UnityEditorInternal.ReorderableList.
It would've never happend inside isolated assembly!

Also, please change namespace UOP1 to ChopChop, thanks 😊

Player can climb steep surfaces

Short description
The player can climb very steep surfaces if it spams the jump button.

Expected behaviour
One would expect the player to slide down, and to be prevented from jumping if not on a stable surface.

To Reproduce

  1. Open gameplay scene, press Play.
  2. Move up the mountain made with Terrain.
  3. Keep moving, the player will stop on a steep slope.
  4. Press the jump button. Now you can climb up by jumping repeatedly.

remove DeivSky.StateMachine

Short description
current code doesnt compile due to DeivSky.StateMachine assembly and
existing entries in code

Expected behaviour
Code compiles on clean checkout from repo

To Reproduce

  1. clone from repo
  2. open project in unity
  3. see compile errors

Notes
resolved by removing UOP1.StateMachine assembly
do a search and replace in code:
search for: DeivSky.StateMachine
replace with: UOP1.StateMachine

State Machine flickers to Sliding if character walks into small objects

Short description
State Machine flickers to Sliding if character walks into a small object.

Expected behaviour
The character should stay in the Walking state.

To Reproduce
Steps to reproduce the behavior:

  1. Open a testing scene, press Play
  2. Walk to an object with a small collider (like the vase), or a very small step.
  3. Keep pressing the direction towards the object.
  4. Observe the character seems to jitter, while the state in the State Machine alternates between Sliding and Walking.

Notes

  • Look at State in the gif below

Image from Gyazo

Project won't compile due to a reference to UnityEditor

Short description
Trying to build the project will result in failure due to the Component Assets/Scripts/ClickToPlaceHelper.cs using Editor functionality.

Expected behaviour
Any references to the UnityEditor should be inside an Editor folder or a dedicated assembly definition.

To Reproduce

  1. Go to File > Build Setting > Build
  2. After a few seconds the build will return with a failure.

Notes

  • I tried moving the script to the Editor folder but the SpawnSystem prefab loses the script functionality.
  • This might require to detach the editor functionality from the Component.

2020-11-09 19_40_15-Window

Avoid using magic numbers

Short description
There seem to be some classes which use magic numbers, magic numbers are defined by simply being put into the code as a direct value instead of through a parameter. When using magic numbers it can be difficult to know what they actually mean and if you use the same number multiple times it will be difficult to refactor this if you want to change the value later on.

Expected behavior
All numbers and other values should be stored in either private or public variables and no magic numbers should be allowed in the codebase. Logical numbers like -1 for error states, 0 and 1 for simple resets and 2 for dividing a value in half are numbers that I would not consider magic numbers, -5 and 0.02 (that I currently found in the code) I would consider magic numbers.

Current findings
https://github.com/UnityTechnologies/open-project-1/blob/master/UOP1_Project/Assets/Scripts/Characters/Character.cs#L81
https://github.com/UnityTechnologies/open-project-1/blob/master/UOP1_Project/Assets/Scripts/Characters/Character.cs#L92

Notes
This should become part of the style guide

Unable to set player's spawn location

Short description
SpawnSystem ignores changes in spawn location.

Expected behaviour
First of all, my apologies if I am just missing something. However based on a brief scan of the source code, I would expect, that if I change the position of SpawnSystem location, the player will spawn at this new position.

This is not the case. The player always spawns at the default (0, 0, 0) position. The SpawnSystem.cs script is passing the
correct position to the InstantiatePlayer method so the problem must be somewhere else.

To Reproduce
Steps to reproduce the behavior:

  1. Go to TestingGround scene
  2. Change the position of Location 01 (child of SpawnSystem game object)
  3. Hit play
  4. Player spawns at position 0, 0, 0, ignoring the position you set in SpanSystem's location

Out of date variable name causes game to not compile

Short description
dialogue system which just got merged in has a reference to an old naming of a variable in the input reader class (referenced variable was updated from gameInput => GameInput about a 5-7 days ago.

Expected behaviour
Game should compile

To Reproduce
Steps to reproduce the behavior:

  1. fetch and pull latest from upsteam/main
  2. load project, see errors in compiler

Notes

Character can climb steep surfaces

Short description
Player character can climb steep surface by repeatedly pressing space and holding down direction buttons, while facing the the surface.

Expected behaviour
When trying to jump on steep surfaces the character should fall back down

To Reproduce
Steps to reproduce the behavior:

  1. Open 'CharController' scene
  2. Click on 'Play button'
  3. Move close to a steep surface, like the mountain
  4. Continue pressing W and A or D and the character will climb the surface

Notes
In need of more information, please let me know, I will record a video of how I managed to do it.
characterBug

Player climb up by clipping through building

Short description
Player can climb up buildings by clipping through the edge of a building while jumping

Expected behaviour
Reach maximum jump height then fall down

To Reproduce
Steps to reproduce the behavior:

  1. Play the scene
  2. Go to the side of a bulding
  3. Click space (jump)
  4. Immediately move toward the building
  5. Player got clipped through the building then move upwards

Notes
Unity_llA9hQciUJ (2)

Dialogue Line not shown in custom Timeline track and also not paused at the end of the clip.

Sometimes Dialogue Line is not showed by Timeline if dialogue clip is sit side by side.
The skipped clip doesn't wait for user input even if PauseWhenClipEnds set to true.

How to reproduce:

  1. Go to CutsceneExample scene (in Assets/Scene/Examples/)
  2. Select CutsceneExample game object in hierarchy
  3. In the Timeline Window, Move SecondLine next to FirstLine
  4. Play
  5. Boom, Second Line is not printed in console.

Expected Behaviour:
SecondLine is printed in Console.

Or just watch it here:
https://youtu.be/vfSMV7tkgh8

Vote for the game title (round 1)

Not an issue, but a way to catch your attention on Github too:
We are currently voting (round 1) for the game's title. We have shortlisted around 90 different community suggestions, and you can vote which ones you prefer using this form: https://forms.gle/FuSN79qRxfkffc6s7

The form closes on Tuesday, when we will move into the final round of voting. More info here (though the thread is closed for replies).

NullReferenceException on UniversalRenderPipelineAsset

Short description
When opening the project in Unity, the following error messages show in the Editor Console:

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.get_terrainDetailGrassBillboardShader () (at Library/PackageCache/[email protected]/Runtime/Data/UniversalRenderPipelineAsset.cs:802)

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.get_terrainDetailLitShader () (at Library/PackageCache/[email protected]/Runtime/Data/UniversalRenderPipelineAsset.cs:792)

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.get_terrainDetailGrassShader () (at Library/PackageCache/[email protected]/Runtime/Data/UniversalRenderPipelineAsset.cs:797)

Expected behaviour
No error messages should be shown when opening the project the first time

To Reproduce

  1. Fork the project in GitHub
  2. Clone the forked project into a Mac development machine
  3. Add the project to the list of project in Unity Hub
  4. Open the project in Unity
  5. When all the components have finished loading, the error messages show in the Console tab

Notes

  • Unity Hub version: 2.4.1
  • Unity Version: 2019.4.11f1
  • MacOS version: Catalina 10.15.6
  • This errors are only showing when the project is opened for the first time
  • Project commit where this bug is observed: "21bd0e2 Merge pull request #37 from Acimaz/TMPro-Import"
  • Attaching screenshot showing error messages

Screen Shot 2020-10-03 at 12 32 03 PM

Unused metafile for Sound

Short description
An unused meta file for Sound made it through after we merged our new Audio System.

Expected behaviour
There should be no extraneous meta files that reference things that don't exist.

To Reproduce
Steps to reproduce the behavior:

  1. Open unity
  2. Read Console warnings

The state machine stops working when a state transition has many conditions

Short description
When a state transition has 4 or more conditions in a specific setup the exception ArgumentOutOfRangeException is thrown and the character stops moving.

Expected behaviour
The state transition should allow as many conditions as needed and with any setting without throwing errors.

To Reproduce

  1. Go to Assets/ScriptableObjects/Protagonist/Transitions/BeginJumpDescent.asset
  2. Set the conditions as shown in the print screen attached
  3. Enter Play Mode
  4. The exception is thrown, the state machine stops and the character won't move

Notes

  • The full stack trace: Stack Trace.txt
  • The exception source: Assets/Scripts/StateMachine/ScriptableObjects/StateTransitionSO.ProcessConditionUsages()

StateTransition Exception

Spawn System not spawning the player when loading scene from the LocationLoader

Short description
Player doesn't get instantiated by SpawnSystem when Scene is loaded by the LocationLoader

Expected behaviour
When scene is loaded via the LocationLoader player should be spawned in the scene

To Reproduce
Steps to reproduce the behavior:

  1. Go to LoadingTest/Beach Scene
  2. Add the SpawnSystem and everything necessary to spawn the protagonist
  3. Go to the SceneLoading Scene
  4. Click Play
  5. When the menu appears click Start
  6. When Beach Scene is loaded check the screen to see if player was instantiated

Notes

  • Maybe it's too early to create this issue, but I noticed this by playing a little bit with the LocationLoader, for the record a workaround is to go to the SpawnSystem class and Spawn on the Start method instead of the Awake, but maybe that is not a solid fix.

  • Please @ciro-unity close this issue if you think it's too early to add it

Jumping throw an exception

Short description
Can't jump after new scene is loaded.

Expected behaviour
Able to jump without throwing an exception.

https://youtu.be/vviXsrRVSEY

To Reproduce

  1. Go to MainMenu scene
  2. Click on Start button
  3. Press SpaceBar (jump button)
  4. This exception "MissingReferenceException: The object of type 'SoundEmitter' has been destroyed but you are still trying to access it." happens.

Notes

  • You can try it in another scene (just make sure you load another scene on that scene)

Camera can clip into objects

Short description
The camera can clip into objects.

Expected behaviour
The camera should not be able to clip through objects, or make it so that the object fades out nicely.

To Reproduce

  1. move the character behind a giant object(for example the mountain)
  2. position the camera so that the mountain is right in front of it
  3. move forward
  4. This (wrong behaviour) happens.

Notes
image

Can we make labels for features?

This would help to better track PR's that are different implementations of same feature, ie sort by label ...
for example we have multiple PRs for: slope bug, spawn system, state machine system

Error when initializing StateMachine

An exception is thrown when initializing a StateMachine.

The StateMachine should get initialized properly.

To reproduce

  1. Create an empty GameObject and add a StateMachine component to it.
  2. Make a chain of States and Transitions like the following (Actions and Conditions are not important):
    StateA => TransitionA => StateB => TransitionA
    StateA => TransitionA => StateB => TransitionB => StateC => TransitionA
  3. Set StateA as the initial State of the StateMachine.
  4. Start play mode.
  5. An unhandled exception shows up in the log and the StateMachine gets disabled.

Objects are black when the scene lighting is not baked

Short description
All objects (both dynamic and static) are black when dragged into a new scene.

Expected behaviour
Object should "work" automatically when dragged into a new scene.

To Reproduce

  1. Create a new scene.
  2. Drag any object from the /Prefabs folder (e.g. a character).
  3. Observe that the object is black.

Notes

  • Generating lighting, even if not the Baked GI, fixes the object. The object is probably becoming black due to missing ambient light information.

image

Login to outlook with GitHub

Short description
A clear and concise description of what the bug is.

Expected behaviour
A clear and concise description of what you expected to happen instead.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. This (wrong behaviour) happens.

Notes

  • Add any other context about the problem here.
  • Point to the screenshot that you have attached.

CLA is not completing as expected

Short description
When I go through the process of signing the CLA, it never verifies that I have completed it.

Expected behaviour
I expect the CLA badge to turn green and to allow me to complete PRs.

To Reproduce
Steps to reproduce the behavior:

  1. I click the "details" link: CLA1
  2. I click the blue "Sign in with GitHub to agree":
    CLA2
  3. I let it redirect me back to the PR:
    CLA3

Notes

  • This is the 3rd time I am trying to complete this in the past week. I would appreciate any sort of help.

Mmznfmdijvd

Short description
A clear and concise description of what the bug is.

Expected behaviour
A clear and concise description of what you expected to happen instead.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. This (wrong behaviour) happens.

Notes

  • Add any other context about the problem here.
  • Point to the screenshot that you have attached.

Player jump doesn't get canceled upon hitting an object

#Short description
When performing a jump the player stays in the air even when he hits an object from above until the jump is finished.

Expected behaviour
The jump should stop instantly and the player should start falling down.

To Reproduce
Steps to reproduce the behavior:

  1. Go to 'CharController' scene
  2. Run the project
  3. Move your character so that there's an obstacle above his head
  4. Jump

Notes
https://streamable.com/dgse30

Camera of character controller goes through ground

In the Character controller scene, when the character moves around. Its camera can go through the ground and see under the map.

Camera go's through the ground instead of going over it.

Steps to reproduce the behavior:

  1. Go to 'Character Controller Scene'.
  2. Play the scene.
  3. Walk over to the mountain and climb over it, and walk down it straight.
  4. The camera will go through the mountain.

Notes
Capture

Capture

Walking state constantly switching to JumpDescent and back

Short description
The Walking state is constantly switching to JumpDescent and back to Walking when moving the character.

Expected behaviour
The character should maintain the Walking state while in flat ground and small slopes.

To Reproduce

  1. Enter Play Mode
  2. Select the GameObject Pig(Clone)
  3. Activate in the inspector: StateMachine > Debug [X]
  4. Move the character around without jumping
  5. Observe the field: StateMachine > Current State
    AND/OR
  6. Check the console messages

Notes
The issue seems to have no practical impact in the game right now, but could create other issues when adding extra actions like footsteps audio and walking animation.

Console messages
Walking console

After jumping, player can "stick" to object above him for a short time

Short description
Player jumps, cancels jump before collides with object above him. In this case player only stops upward motion after gravitational force pulls him down, making it look like it got "stuck" onto the object above him.

Expected behaviour
Player jumps, cancels jump before collides with object above him. After the collision, the upward motion stops immediately and gravity starts pulling the player down.

To Reproduce

  1. Go to 'CharController scene'
  2. Play scene
  3. Go below the floating platform in the middle
  4. Press jump and release it immediately, so jump is cancelled before player's head hits the floating platform

Fix
In the Character.cs script, inside the OnControllerColliderHit function, the code responsible for stopping the upwards motion only runs if the isJumping flag is set to true. Thus, canceling the jump (which sets the flag to false) before the collision, the code won't run. Instead of checking the isJumping flag, we could check whether the player has any upward motion (verticalMovement >= 0). This way, the player will stop any upward motion after hitting a ceiling in any situation.

Notes
sticyhead

Baked geometry becomes black when no dynamic geometry is on screen

Short description
When using the toon shader, baked geometry becomes black when no dynamic geometry is present on screen.

To Reproduce

  1. Pull the art-assets branch (this commit, or more recent).
  2. Open the ArtShowcase scene.
  3. Make sure any object is marked as static (preferrably the ground too).
  4. Bake lighting. Wait for Unity to finish.
  5. Now look at the object, without having any non-baked object on screen.

Notes

  • The issue seems to lie in how the custom toon shader treats shadows cast by dynamic objects on static geometry. When no object is in the view, the issue occurs as if the static geometry is now "all shadowed".
  • The issue might be not in the shader, but in the pipeline or in the custom .hlsl code used in the shader.
  • Video of the issue:

image

Settings.json still shows up on GitHub Desktop even though it's ignored

Short description
UOP1_Project\ProjectSettings\Packages\com.unity.probuilder\Settings.json still appears in the GitHub Desktop changes every time the project is open even though "ProjectSettings/Packages/com.unity.probuilder/Settings.json" is in the .gitignore file.

Expected behaviour
I expect the Settings.json file to be ignored by GitHub Desktop.

To Reproduce
Steps to reproduce the behavior:

  1. Open UOP1_Project in Unity
  2. Click on Play button
  3. Open GitHub Desktop
  4. See the "UOP1_Project\ProjectSettings\Packages\com.unity.probuilder\Settings.json" files listed as one of the changed files.

Wrong State while falling from a platform without jumping

Short description
Protagonist's State Machine Current State goes to Sliding State when it's falling from a platform without jumping.

Expected behavior
It seems to me that's it's much more intuitive if the character would go to a Falling State (That doesn't exist) or at least the JumpDescending State.

To Reproduce
Steps to reproduce the behavior:

  1. Go to a platform above ground
  2. Fall from the platform without jumping.
  3. Observe the current state variable on the pig's state machine. It's showing "Sliding" while falling.

Notes

  • This a very minor bug right now. Maybe instead of fixing this, we can wait until the player's logic is more defined.

Movement axis is not recalculated if camera rotates while holding Keyboard keys

Short description
When holding Keyboard keys to move, the character will keep heading in the same direction even if the camera rotates.

Expected behaviour
The direction of movement should update as the camera rotates.

To Reproduce

  1. Open the gameplay scene, press Play.
  2. Move the character with arrow keys or WASD (not joypad). Keep the Up direction pressed.
  3. Rotate the camera with F or H key.
  4. Observe that as long as you hold the movement key, the direction is not updated.

Notes

  • Releasing the key or pressing another movement key will update the direction, so the issue doesn't affect gameplay too much.

Games

Github for beta and create games

Add Hacktoberfest tag

Short description
Not a bug, but more so a suggestion/enhancement to add the tag hacktoberfest to the repository.

Expected behavior
Doing so would bring forth more contributors, and would participate in an open source oriented event that is intended to bring in more developers, as well as to plant trees for every person eligible in the event if they choose.

To Reproduce
Visit https://hacktoberfest.digitalocean.com/ for more information if you are a maintainer.

Notes
n/a

Character gets occluded by the environment

Short description
Sometimes the obstacles covers the player and hence the player is not seen in the camera(cinemachine) and instead only the obstacle is seen,...

Expected behaviour
The expected result is to view the player at all times and even if there are obstacles we should view our player only...The cinemachine must align itself in such a way that the player is seen instead of obstacles..

Fix
The fix for the bug is simple, and I downloaded a clone of the project and fixed it..I would love to fix it officially on the original project with your permission..Hoping for a reply if I can implement the same...
Notes
image
image

Above are two screen shots to demonstrate the bug..As you can see in the screen shots , the player is not seen as it is covered by the obstacles...I would be very glad to fix the bug in the original version with your permission..

Player input not responsive if the game is under heavy load..

Player input become not responsive if the game is under heavy load.

How to reproduce:

  • Directly after the game start, press the start button (going to the beach scene).
  • After you are in beach scene, quickly tap any player movement input (S for ex.)
  • hold it for 3s, then release. The moment you release the input, the player is still moving

Note:

  • I'm using Unity 2020.1.6f1
  • using latest commit

Video:
https://youtu.be/117PkDAZQJo

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