This way the result and the expectation will differ much less.
#Realistic fps prefab inventory system code#
The rule of thumb: avoid edges and try to eject at the angles close to 90 degrees. Checkpoint save triggers Ability to save to PlayerPrefs or encrypted disk files Complete, thoroughly-documented C source code Players stats, inventory. Some parts of the grapple collider get into contact with the target sooner than the others, and the approximation/aligning logic goes from it. Realistic User Guide v1.1 Save System for Realistic FPS Prefab Copyright. Imagine dropping a square 1m x 1m plate on the ground: no matter how you try, you never make all points on its surface to contact with the ground simultaneously. Its accessible by pressing the I key by default and is currently the only way to craft items. That's why the actual attach point may not look aligned perfectly. The Inventory is an interface that shows both items players collect and the ability to craft in it as well.
The latter adjusts to the normal at the hit point, and given its shape, the contact point is not that narrow as with the harpoon. I can cover a couple of cases, but at the cost of a significant code complexity.Īs for the harpoon vs grapple hook alignment. JeCase (83) 1606 users have favourite this asset (1606) FREE. I did try to fix it locally for just one part (winch), and eventually gave up. This tutorial is a continuation of the grid inventory system that was started in Part 1, Design the Grid Based Inventory System Then add the prefab as part. And building a solid structure that respects all the physical forces is not something you can achieve. Like it or not, but this game has its limits. And even if this joint is fixed, the other one will fail up in the hierarchy, etc.
The very next thing would be misaligning the winch from its parent because this connection is not strong enough now. Let's say I reinforce the cable, and you'll stop seeing the "gap" between connector and the winch. Even though it's technically doable, there are too many edge cases to address. The only way to go around it is creating the reinforced joints as KSP does for the medium and large nodes. That being said, this problem simply cannot be fixed. However, in KSP most of the physics is arcade, and what you see is a simulation.
If KSP's physics engine was perfect, the cable connection would just get broken in your case due to it's simply not strong enough. Try attaching your big vessel with the tiny docking port and you'll see more or less same picture. The cable joint is equal to the game's "tiny" connection. That part misaligning thing is a consequence of using a weak PhysX joint.