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Showing posts from November, 2023

Week5 Sprint

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For this week, I was working on this texture There are two models for the ramp This is a scrolling script float offsetX, offsetY, realtime; new Vector2 origin; public float speed = 1; // make it -0.1 in Unity public double rooptime = 3.9; void Start() { offsetX = this.GetComponent<Renderer>().material.mainTextureOffset.x; offsetY = this.GetComponent<Renderer>().material.mainTextureOffset.y; origin = new Vector2(offsetX, offsetY); } void Update() { realtime += Time.deltaTime; offsetY = realtime * speed; this.GetComponent<Renderer>().material.mainTextureOffset = new Vector2(offsetX, offsetY); if(realtime > rooptime) { realtime = 0; } } I made transparent area and place UV of ramp top, and this is albedo texture map. UV of Ramp Top moves from top to bottom

Week4 Sprint

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 For this week, I spent time to do modeling. Also, I was texturing The texture with blue is temporary and make it easier to edit in Photoshop. Because I am planning to scroll the texture inside of Unity to express boost ramp. Yellow and orange color textures will be a background texture of boost ramp, and moving texture will be on the transparent texture area. And my plan is like... White texture will scroll of the right image. For next 2 week, I'll make texture scroll programming, other texturing, and other programming.

Week3 Sprint

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 For this week, I've taken down by my health issue, so I could not spend time to do my work. What I did is to change particles from 2022 to 2020 version (I misunderstood the version of Unity we are working on). Above gif image is after editing particles to 2020. This is what I made in Photoshop little quick. This video is about boosting when the kart is accelerated. Below source code is edited version of the previous work, added public string variable. This part can be a game object in future. I use same source code but this input will be changed in future to the bool.  public string name; const float StopDuration = 100000.0f; ParticleSystem ps; void Start() { ps = transform.Find(name).GetComponent< ParticleSystem>(); ChangeParticle(StopDuration); ps.gameObject.SetActive(false); } void Update() { if (Input.GetKeyDown("w")) { ps.gameObject.SetActive(true); ChangeParticle