I know that it's silly not to talk about the graphics, but for this game, it's a huge success.
What's the catch? In Unity, there is a global animator that is used to create almost all the cutscenes in the game. In it, I created a TimeWaiter that loops the current animation, allowing players to read the dialogue and see the animation.
This thing is not triggered at fixed intervals, but at specific frames, which makes the script activation moment way too late.
To be more precise, there is a 60-frame gap that takes 0.05 something. Unity says it's seconds. Think for yourself how critical it is.
Because of this, the game had frequent animation bugs and jerks in almost all the cutscenes, due to transitioning out of the looped animation into the next one for a couple of moments. The video of YouTubers became the apogee when the event of the end of the animation worked and at RomanVelchik, when Sans remained attached to Paps until he moved to another scene.
After half a year, I managed to find the most irrational and flawed solution because I CANNOT get the exact duration variables, only specific ones (thanks, Unity). By pounding nails with a wooden table, I was able to improve the script using the available features, and there should be no more uncontrollable jerks.
What is the result? I want to transplant the hands of Unity developers from the ass. I'm burned out.
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