Sorting out graphical layers and tidying effects#71
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thompson318
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This all looks OK to me, except for the frame rate counter which I'm not sure wasn't a commit error? (it also doesn't have a corresponding metadata file).
Sorry, I should have refined some of the scene defaults before pushing as I was developing using the mouse pointer option (which is very useful on Linux), but when you move back to using the eye tracker the values need to be tweaked.
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Did you mean to commit this? It looks a useful utility but I'm not sure it's used anywhere?
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I didn't initially intend to commit this but I think it might be useful as a utility; I wrote it so that I could get debug readings of the frame rates when looking into the ring buffer code so it might be worth keeping since we'll be working on that sort of thing quite a bit in the future and we want to make sure that it's not frame rate dependent (as the frame rate is not fixed)
* Countdown time prefab can't be easily paused, so create our own timing system * Only reduce time if gaze is steady * You need to move head and hold gaze in order to decrement the timer. * Added adaptive difficulty setting for gaze point * Put gaze and speed logic in one object, to avoid having to call between them, * tidy up launch animation * Tidy up code into more discrete functions * Added some adaptive difficulty based on the number of games played * Added a sprite scale and move based flame effect. * Flames nicely sized and follow rocket at launch * Added gantry, flame and ground sprites. * Some smoke particles * A smoke emitter on each side * Tweeked defaults and add a smoke scaling option. * Add a scaling factor, because I can shake faster than I nod * Implement an adaptive difficulty function. * Grouped variables and updated docs. * Sorting out graphical layers and tidying effects (#71) * Sorting out graphical layers and tidying effects * Reduce flame growth * Turn off unused circle collider * Remove frame rate counter --------- Co-authored-by: mmcleod89 <michael.mcleod@ucl.ac.uk>
I had to make some changes to get things to render clearly while I was reviewing your PR so I thought it would be best to merge them into your branch before it goes into the main if you're happy with them.