Now that my project has reached the end, I am quite pleased with several features that I managed to implement (mainly the wapoints and lap system, as well as the interactable environment.
The main problem that I see with the game, is the fact that it has two big bugs. Although I managed to implement fixes for a majority of bugs found in testing, I was unable to find a fix for the car mechanics. I believe the problem may have been caused when the .blend file misplaces some of my meshes as it was imported. I also have the suspicion that it does not recognise the front of the dune buggy as the front of the actual game object, and so it steers of at an angle it believes to be 'straight forward'. I searched for a long time what could be causing this, as well as making several posts on the unity support forums and the maker of the tutorial, but to no reply. The camera flickering bug may also be related to this problem.
There is also a problem caused when the car is not steering on flat terrain, in which case the controls reverse and accelerate becomes brake. Both these problems hamper the gaming experience, and are my top priority to fix if I had time to continue with the project.
After searching for fixes, the problem may lie with the unity engine itself. The problem could be a result of the way the Unity engine handles physics and wheel colliders. I have found several examples of other people having the same problems as me (with no fix) that are posted below.
http://answers.unity3d.com/questions/5509/why-is-my-vehicle-steering-on-its-own-when-i-accelerate
http://forum.unity3d.com/viewtopic.php?t=27912&highlight=physically+smooth
http://forum.unity3d.com/viewtopic.php?t=32284
Friday, 7 May 2010
Wednesday, 5 May 2010
Timer fixed
Very close to the deadline, but have finally fixed the timer. *sigh of relief*. Apparently, the problem was caused by by the result of the division being rounded up to the next integer if the decimal point is above .5.
To fix this, I needed to use Mathf.FloorToInt function to make sure the lowest integer is always returned. Thanks to andeeee on the Unity forums for this fix.
To fix this, I needed to use Mathf.FloorToInt function to make sure the lowest integer is always returned. Thanks to andeeee on the Unity forums for this fix.
Subscribe to:
Posts (Atom)