So it's been a while, huh?
1st of all: The pic above is the system I've devised for detecting floors (for the purpose of edge teeter "ottotto" and stopping [where you stop at the edge and don't fall off]). The edge stopping now works 95% consistently. Sometimes, I'll get teleporting to the dead centerpoint of the stage (coordinates of 0,0,0) when on Wait1, but all other scenarios work! I've even tested for ground that's JUST above other ground. Works nicely!~ Those 2 boxes are visible via OnDrawGizmos. A Unity function that allows a Gizmos(dot)DrawCube() to visualize these OverlapBoxes. They don't actually physically exist in game in gameobject form. And I only turn them on when needed, so it's not constantly running the code. It runs on two variables. OnEdgeGroundedB/F. Example: B is run on a backward roll dodge, while F is used for a dash attack or front roll dodge.
Next up, I keep saying it, but I should do Blast Zones. I'm tired of resetting each time I fall off stages (now possible through a missed jump or something). Should be easy, and respawn platforms should be too lol.
Not much else for today, but the first was the big one I was proud of!
~KV
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