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Recently I started combining all of my distributed experiments and gameplay tests for my game. That meant reorganizing a lot of the half baked scenes and projects that I have been working on into one unified project. Of course, that instantly broke everything. I have a slightly complex shader and viewport structure, and trying to combine that with other scenes that have things like basic menus, startup screens, pause menus, swapping levels, etc. caused all sorts of blank screen and screen size problems. Long story short, it broke my shader. The good news is that I made all of the shader and viewports setup. Since I was the one who made it, I was always going to be the one who had to fix it. So I did. It wasn’t easy, but I have now reworked the entire project so that I can run all of my menus and scenes in a really clean and efficient way. There is one main scene that runs all of the time and all of the child scenes either get loaded and unloaded, or set to visible, on the fly. All of my shaders and filters are on this main scene so that any popups menus or UI can run independent of the 3D portions of the game, but they get the appropriate filters applied. So yeah. game stuff is still happening and it’s still happening slowly.

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