Menu Change and More Environment Changes

Hi all,

Welcome back to the dev log of Project Hunter. It has been a little while since the last post, since then I have completely added and changed over to the new Menu Manager and Menu System. If you look at the images the Menu and UI look a lot better along with better management of the Menu’s using the Stack technique. There are still more buttons on the UI to be added and they are currently being worked on.

Even better is that after Unity has released the Device Simulator is has been a lot easier to tweak UI and Menu elements along with adding the feature of UI Safe Area Management, this is to keep all the UI components to be within the devices safe area so the notch on mobile or tablet devices won’t overlay the UI at any point.

As the title states there is also some environment changes which can be seen in the images as well. Just some simple low poly mountains to give the hunting area some depth, along with the mountain textures in the back again to give depth between the low poly mountain models. There is also cloud movement in the scene as a little effect of the world moving around as the skybox stars also move.

Moreover, there has been a little tweak to how the animals spawn into the environment. As the gameplay concept is to be more arcade style, the game mode is survival and the more points you earn the more animal variety you get to see. This is to keep the user interested as they might not get to a certain point score and not get to see some animals which other users of-course share among one another.

The Animal Object Pool pools a lot of animals but when the Spawn Manager calls to return an animal to spawn into the hunting area there is a check for not just the inactive object but if the animal index is unlocked and able to be used from the Animal Object Pool. To begin Cows, Deer and Rabbits spawn and the more points the user earns by hitting and killing the animals the more shall show.

After testing and not getting the best results i.e. the Job finds the A* path and assigns to the NativeList path to return equals the length of the path from point A to point B. However, when completing the Job the NativeList path that was found now has a length value of 0. So the overhaul to Entity Component System has begun along with the overhaul of the physics system for the basic Unity version to the ECS Physics System.