Tech Blog [Month 3 - Week 1]
- Ryan Vafiadis
- Mar 6, 2017
- 1 min read
Expanded on AI delay from death to now have a pause functionality that reduces checks and is better designed.
Fixed issues with the AI evaluate and targeting. There were major issues that were never noticed before; this should greatly improve behavior.
Looking at the change log for Unity 5.5.1 I think I found a reference to the problem we've been experiencing with memory leaks. Will see if this finally fixes the issue.
Updating Unity didn't solve the memory leak issue, research also uncovered that downgrading to version 5.3.3 would solve the issue but because Unity support doesn't extent to older versions it wouldn't be an option.
At this point I think it would be better to take out every canvas causing a leak. We'll just have to find some other way of implementing the name and health.
Used 3D text as a replacement component for the AI names, will probably use a number equivalent for the health bar. There appears to be a bug where you can see the 3D text through walls.
Changed the health to text and added change in color based on percentage.
Instead of just truncating the float returned from the health function, I called a ceiling on it so that any percentage below 1% wouldn't display as a 0% ingame.
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