Oddly, when I was building my minigame it came-out differently than it plays inside Unity… specifically, I have moving objects on both of two scenes. Inside Unity when it loads the next scene I get what I expect. In the build, however, the next level’s objects are moving about 10x too fast!
I saved my work, exited Unity, and deleted the Library folder. I’m now rebuilding to see what comes-out… (I’d also deleted the build folder, for good measure).
{insert temporal delay for play-testing…}
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Well, bummer, that hasn’t resolved the issue… I want level 2 to be more difficult, but not to that degree! lol.
New Edit: I realize I made a mistake in co-opting the Oscillator.cs for my Spinner.cs… SO, the real bug that is still outstanding is the one with the tail effect… haven’t figured that one out yet… I hope to post a fixed demo asap…
Boost Demo {this one has the bad Spinner.cs code}
Boost Demo : Fixed, and with a few new features! ^
^ I now have my orbs vanishing while leaving their cloud behind to dissipate (yay!) and based on feedback, I’ve added a feature allowing the user to select their “G” (gravity) on the fly… 0-for Earth gravity, 9-1 for decreasing levels, of #g (i.e. 3 get’s you 3 m/s/s). This way, if the default is too difficult, hopefully the user can tune the gravity to a level that makes their play-style work. The intermittent issue with the ‘tail’ effect remains…
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I note that (for me anyway) this build has another problem that I see intermittently: there is an effect on the player that only shows-up after you’ve died 3-times and the level reloads… I’ve got NO clue why either of these issues are happening.
Summary:
- [RESOLVED] scene objects with motion scripts seem to be falling back to default values in my 2nd level, but only when I build; not a problem inside Unity.
- scene effect(s) [specifically, a ‘tail’ effect] don’t show on screen until the level is reloaded (after dying 3 times).