streamable.com/yglca1
Crane fight
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streamable.com/yglca1
Crane fight
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Testing some visual indicators
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streamable.com/qk91f0
Going to be a long road to make these feel good to control
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Treads feel way better with multiple per side, making up for the lack of softbody flexibility that a real tread would have.
Reached the point where it's actually fun to drive around with them
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Semi functional
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At the point where it mostly works, had to add some slip resistance because targetVelocity on contacts causes weirdness at when relative velocity isn't in the same direction as targetVelocity causing rotation
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finally got it working as both conveyor belts and treads
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More conveyor belt / vehicle tread testing, now with ModifiableContacts instead
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Conveyor belt / vehicle tread debugging. Feels weird that Unity doesn't have any way to get the actual velocity of an object, have to store the previous position and compare so now all my bodies need a monobehaviour handling that
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For example the claw
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Redid the excavator boom so that the hinge is built into it and includes part of the arm, so now anything can be attached to the end
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New plan for dividing the excavator arm into components that I can let the player disconnect / connect for vehicle construction
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Articulationbody is so much more stable than Rigidbody, when I was trying with rigidbody physics most of my time was spent just trying to stop stuff from exploding.
It's all Articulationbodies with a bunch of joints, I original tried with Rigidbodies but that was a nightmare of physics explosions and wobbly joints
Testing with some actual assets for a change of pace since Synty is publisher of the week on the asset store and they had the perfect pack for experimenting
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Some older project footage so it doesn't look like I only smash cubes together to debug physics
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Guess it's time to setup proper keyboard / gamepad input because this excavator module is almost impossible to control with just the onscreen controls
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