I'll just post a bunch of updates, as usual. Still moving steady, if slowly!
SUN MAR 6 - SESSION 6, 6-9pm - spawning platforms when they are distant from top of page
TUES MAR 8 - SESSION 7, 12:19am -2am - trying to get "area collision by tagged object" (to sense when objects marked "platform" are hit)
WED MAR 9 - SESSION 8, 6-9pm - area collision by tag list, WIP. All tagged items (in this case "platforms" are put into a list which is then checked
WED MAR 23 - SESSION 9, 1:45a-3 - proximity tag check script mostly there
FRI MAR 25 - SESSION 10, 8pm-9:30 - fixing proximity tag check
SUN MAR 27 - SESSION 11, 4-7pm
"floating-up platform" bug investigated and fixed, now it will stop "looking" for overlaps after it's timer runs out
snapped a bunch of screens from iOS and collaged together to help for reference
MON MAR 28 - SESSION 12
-snapped iOS pics to get sizes of platforms, burger, burger jump height, screen proportions. compared to Unity scene.
-added "offset" to platform re-placement, testing many times to make sure there are not distant gaps (which can't be jumped). It's not perfect, but more than satisfactory. Right now platforms spawn too low into the screen and you can see them move when they overlap, this has to happen higher up. Also jumping and landing on a platform needs to be finessed.
TUES APR 5 - SESSION 13
refining platform spawning (very close)
FRI APR 8 - SESSION 14
SAT APR 9 - SESSION 15
spawn looks good, no more jumping and falling short of consecutive platforms. spawning and disappearing platforms are set to occur offscreen properly (as much as I have tested)
MON APR 11 - SESSION 16
fixed box colliding & launching from the proper part of a platform - it was using "moveTo" and just needed to reassign to platform position + offset, because it was getting stuck in the middle of a platform sometimes.
Trying to make platforms bounce when hit. Can't use Animator for various reasons so trying to use coroutine to move them. I can get them to bounce down but not back up, yet.
TUES APR 12 - SESSION 17
working on bounciness of platforms.
Bounce is working, but not properly. The guts are there just need to be implemented better.
Made "don't bounce by object" and "mute all bounces" options
Animation needs to start more immediately when it launches off a new platform, also platforms will (sometimes) need to play animations when they are jumped off of. Maybe each will hold sub-gameObjects and toggle them quickly?
WED APR 13 - SESSION 18
got the bounce working, but in a way I really don't like. It still double-bounces on some objects, needs to get fixed.
TUES APR 19 - SESSION 19
Tried to fix double-bounce by changing anim cube collider from "discrete" to "continuous" - this was not a good fix as it introduced different problems, reverted.
Still hitting some occasions where the platforms will eventually be too far apart, but it takes several minutes of play so not gonna sweat it for now, there's many ways I might be able to tweak it. I'll test some more after getting the bounce better.
It was "landing" too long and I was going nuts trying to find how to address this. Eventually I needed to enable "spam" on my playAnimator script, that fixed the bounce and made it immediate. The jump speed looks good, although the fall might be a little too fast, hard to tell since there's no upper bun to more slowly float down. The entire jump might be too quick, but it feels quite close to iOS.
(after some futzing) Jump feels pretty dialed in right now, between speed and height. side-by-side monitor w iOS, feels just about close enough so I will call it good for now (wait till it has ingredients!). The camera scrolling feels jerkier now, but I can look at that later.
Will have to test for bounciness (will run a few times before session ends - edit, bounciness is still there) and out-of-reach platforms.
Started making horiz sliding platform code. Early test makes funky things happen, I'll need to temp disable platform's collision when it touches JB maybe, but they were moving back and forth (no ease in/out yet) so that is a start.
JB can now "power" thru platforms when they are too close together, which looks bad. Maybe tweak the spam, or jump height.