I will probably implement a separate button that the player can press to try and open a door that is behind him. In the original game, any pickable object can be picked within a certain distance of the player my solution uses raycasting which is more precise, but only allows objects that the player targets to be selected.
I will probably also want to add a button to open doors that are behind the player. I will most likely push one out relatively soon, once I've added death sounds and animations, tweaked 173's pathfinding a bit, and ensured that all rooms are lit.
Overall, it looks like we are getting close to a test build. Will add death animation and sound once animation controller and audio manager interface is implemented.Īdded lights to most rooms in light containment.įixed some major bugs with pathfinding for 173 and stairs due to no height sampling. Input is disabled and the end game screen is shown after a delay. Glad you like it, looking forward to seeing where I can take this.Īdded player death! Player now "dies" when killed by 173. (3) This has been in progress for about 3 months now. There are some assets in the pipeline to fix that however. I can't use scenes so Global Illumination doesn't work - all of my rooms are prefabs streamed in during runtime - and therefore light doesn't reflect well off of walls. (2) Lighting in Unity is great - for prebuilt scenes. This allows for unique rooms to spawn differently with each playthrough. The system then goes through and assigns rooms in order of "must spawn", "unique" and then fills the rest with random. (1) As far as layout generation goes I started with juanjpro's algorithm that he built for his Irrlicht conversion. Might I ask how you do your map (layout) generation? C# in Unity is my strong suit so I'd love to grill you about technical details of your project, and I'd also love to jump in and contribute if/where possible. I see you started off getting some tough stuff outta the way (map generation, pathfinding integration, model conversion?!?! HOLY YES). You've got my confidence! With that, how long ago did you start this?Īsdam wrote:Well helloooooooooooooooooo!!! Damn, I was looking around this forum for a (promising) Unity port mere hours before you posted this. Lastly, I already like your inventory system better than original SCP-CB system.ĮDIT: I'd like to add that your current INDEV already showcases features beyond what I've seen successfully implemented in previous conversion attempts.
#SCP CONTAINMENT BREACH DOWNLOAD UNITY CODE#
I'll add that I tried digging into SCP-CB's MapSystem code and failed to glean anything.Īlso, you mention Unity isn't great with lighting? I'm curious what version you're using because my experience with lighting/rendering in Unity (5+) has been great.
Well helloooooooooooooooooo!!! Damn, I was looking around this forum for a (promising) Unity port mere hours before you posted this.