Skip to main content

Studio - 3 Week-8

This week I managed to get the photon sides of things to work better however the sync for the bullets don’t seem to be not working , even though my code seems to be fine. I have been going through my code over and over to find the bug, even changing all the firing code line by line to debug and find what is happening, this seems to be the major blocker for the week.  

After two days of debugging I was going to lose all hopes I have for the project however I was allowed to re-scope my project a bit which has given me the encouragement to move forward and fix this bug, after some time I pulled through unity documentation & photon documentation only to come up short however I did not give up as I had a last option which was to go through the code we made for the game in gpg220 which was still there luckily the code there worked thus I copied it and pasted it to see if the projectiles synced over photon and to my surprise they did .

After comparing the old projects code to the new one I figured out that I was initially instantiating the object as a rigidbody which was not syncing over the network as photon syncs objects over the network rather than individual components which were causing all my problems.

Once the bullet problems were fixed I moved onto some UI work , I mainly worked on the end game scenario which was a quick one put together however it needs work  which I will focus on towards the end of the project but I did work on some of the feedback given to me during the week which was fixing my blurred UI which was a result of me being lazy as a developer which lead me to scale the UI up rather than increasing the actual size of the UI  this fixed the Blurred effect it had .

I will try to work on the spawn system right after I am done with my shader paper as I have many papers to write

Comments

Popular posts from this blog

week 11

For this week I will be learning some basic animation from one of the animators to understand the workflow of other fields and in doing so I have modeled some basic objects such as a table, chair and a few other things visible in the picture below. Another learning outcome I have been working on is around making a API wherein I decided to make a dll file , the reason I chose a dll file was because this is something new to learn and it is a good way to protect my code from being used by unauthorized users . To start off on learning how to make a dll, I started with looking at lots of guides but noticed a lot of them were not using monobehaviour which is something I needed to run my steering behaviors as they use man classes found in monobehaviour such as transforms and vector3. After some assistance from my lecturer I have been able to find the right resources and start working on the dll itself but more things are yet t...

Studio - 3 Week-5

For this week I have been working on setting up by SQL database on localhost but I know nothing about it and I will be researching on how to make a table, learning the right syntax to use in php to communicate with the SQL server. The PHP code necessary for connecting to the SQL database on localhost is pretty simple as all you have to do is declare in the information needed to login into the database such as the server name, database user, database password and the databases name which can be seen in the snippet below. Next, we need to form a connection to the database and check if we are connected before we can go ahead, this is a small optimization. In order to connect to the database, we declare a reference $conn which will equal to mysqli_Connect which is the syntax needed in the PHP script in order to form a connection. The if condition only checks if a connection is made and if it has not then it will kill the connection with a die functio...

week 12

This week we were going to start building our final builds however we found a new bug which was due to poor design from my end as a programmer, last week we fixed the issue with the player partially being the in the wall however this created a new problem wherein the shields did not take and damage and this is really bad as it is a major game mechanic. To fix this issue we tried many solutions , but they all seemed to be having their own flaws & drawbacks thus we eventually decided to keep the rigidbody on both the shields and made the main objects box collider bigger with the shields box colliders being slightly bigger than the main bodies , this made the collision work properly and was a simple enough solution however I feel like this situation could have been avoided if better tech design decision would have been made from the beginning  . Once all the problems were solved I started working in 3ds max again to cr...