After a large chunk of the networking is working, I decided to start work again into in game mechanics, this was a nightmare at first as the controls did not seem to work, after some further testing I was able to figure out that the movement multiplier set was 0 thus there was not active movement in the game after which I decided to add controller support , this was fairly easy as all I have to do is add more axis in the input panel in unity however everything looks simple at first , but it is not true , as the each input axis requires two to be made , one for keyboard controls the other for joystick controls .
Looking at each axis’s on a wiki page helped me figure out how each input works , this is a very long process as the base unity axis’s need to be changed , Horizontal & Vertical work with any controller thus it needs to be changed to support the first controller plugged in , then the fire needs to be disabled and for each controller a new Fire must be created in input manager , having only two controller support seems to be a blessing in disguise but I am only one person working on the project thus I have a long way to go , after setting up the controller support for two controllers I made according changes to the player controller which seems to be working .
Next, I started work on implementing the power up feature however the technical difficulties in implementing single players into multiplayer are too high which seem to be causing a lot of mental stress, thus is have switched my focus to the multithreading paper.
For the multithreading paper I will be researching a theoretical way to implement asynchronous processing, for which I have found a very helpful material wherein the developer has managed to get asynchronous compute to work. (Meredith, 2017)
Last week I only moved the registering scripts online thus I took some time to make sure that the login and register were both there and while I was working on that I noticed the login was not working thus I employed the same test as I did before only to find out that the server connection information was wrong which resulted in the script trying to connect to a server which probably did not exist, this was fixed however I needed to add salting to the password while it was being sent from unity , what I did not know was that unity had 1 drop down menu for that under the text component to make it looked like it was hashed however the password was still not encrypted thus I worked on encrypting the password while registering and then decrypting it while checking the login details , this helped increase the knowledge I had on encryption which I can later use in my secutiy and risk paper .
After the php stuff was complete I got some background audio from my audio collaborator after it was integrated I realized that the UI and the main game were different scenes and that this would later be a problem for the mobile build as changing scenes can take up more resources & time .
Towards the end of the week I finished the multithreading paper , after which I decided to test the progress made so far for the week only to find the register not working , however this was human error on my end as I included too many conditions for the register process to take place , this was my fault entirely . Next I tested out my new controller based controls only to find that they were not working! After debugging for nearly 40 minutes I checked the input manager only to realize that the values were never saved thus I spent the end of the week fixing that but there was a sense of fulfillment once I finished my first paper.
References
Xbox360Controller - Unify Community Wiki. (n.d.). Retrieved March 19, 2018, from http://wiki.unity3d.com/index.php?title=Xbox360Controller
Meredith, R. (2017, July 23). [illustration of process ]. Retrieved from http://www.richardmeredith.net/2017/07/simple-multithreading-for-unity/
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