![]() Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow Scripting: fields produce "Field is never assigned to." warning Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts MacOS: Editor crashes when trying to access audio capture devices Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed IMGUI: Editor crashes on StageUtility::IsGameObjectRenderedB圜ameraAndPartOfEditableScene when calling Undo.PerformUndo() method IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies Graphics - General: AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 Graphics - General: AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup Global Illumination: BugReporter doesn't get invoked when the project crashes Global Illumination: Baking stalls after disabling/enabling static gameobject ![]() Global Illumination: OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU Lots of fun hazards to avoid in this (like swinging hammers), which activate ragdoll slowmo when you get hit (and is hilarious).Release notes Known Issues in 2019.3.15f1Īnimation: Editor crashes with Animator::CreateInternalControllerPlayable when GameObjects are machedĪnimation: Inconsistent crash in objc_msgSend/objc_retain when previewing Animations with Animator window openĪsset Import Pipeline: Unity YAML Upgrading project to 2019.3 Asset Database V2 makes the project crash on startupĪudio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window Basically each player takes turns trying to complete an obstacle course as fast as possible. I also started a new, entirely different, gamemode called the "Gauntlet" earlier today.I'm gunna have to implement this sort of "taking control of the hazards" when you die to mess with the other players in the other games This worked out really well and really like how this minigame works now. Someone suggested that when you die your head should respawn, and you should be able to control it to squish the other, still alive, players. Before on the "falling rocks' minigame sometimes instead of rocks a giant goober head would spawn. I did something stupid (and hilarious) based on the feedback from reddit.Added in pretty much all the missing music and sfx - everything sounds much more complete now.A winner is declared when the game conditions are met (i.e., whoever reaches X score first), and then puts you back into the main menu if you want to play another game (or a different game mode) The main game loop actually works now.Previous I had the controls wipe across the screen before the game started, but this was hard to follow. Games now have a popup that explains the next game a bit, as well as giving you instructions.I spent weekend doing a bunch of stuff, and trying to polish everything up. I made a post on reddit a few days ago and got some awesome feedback.
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