A school project for our finals exam
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Updated
Dec 1, 2016 - C#
A school project for our finals exam
My first birthday challenge: make a game with "candle" as the theme. I failed this one cause I was not able to finish everything in just one day. But I got the sprites ready on time its just that Im not that familiar yet with unity.
A 2D Unity "Space Invaders" type of a game, showcasing Unity's projectile system.
[Avoidable] [Won't Fix] GameObject does not stop moving when being moved by an `AnimationClipPlayable` and the `AnimationClipPlayable` is paused.
[By Design] Modifying the "GravityWeight" curve using `PropertyStreamHandle` does not actually affect the gravity being applied to the character.
[Fixed] When the `AnimationScriptPlayable` (asp) is output to an `AnimationLayerMixerPlayable` (_layerMixer) and the `singleLayerOptimization` parameter is set to false when creating the _layerMixer, modifying the alpha in the asp job (refer to the code in the "ModifyBoneTest.cs") does not take effect.
An implementation of Conway's Game of Life using Slick2d
[By Design] The property of a component becomes read-only after it is bound to a `PropertyStreamHandle`.
А 2D Unity platformer game, showcasing the full engine capabilities.
After setting the time of the AnimationClipPlayable, the time of the AnimationClipPlayable will not automatically advance in the next frame.
[Avoidable] [Won't Fix] `ProcessRootMotion` and `ProcessAnimation` methods of the AnimationJob will not be executed if the `AnimationScriptPlayable` is output to a `ScriptPlayable` and it’s not the first(at index 0) input of the `ScriptPlayable`.
[Won't Fix] When `animator.applyRootMotion` is set to `false`, calling `animator.BindStreamTransform(animator.transform)` can cause the character's transform to become abnormal.
[Avoidable] [Won't Fix] Paused Playable starts playing when a GameObject's visible state is changed and Animator::SyncPlayStateToCulling() is called.
[Avoidable][Won'tFix] When the PlayableGraph is in Manual update mode and playing, changing its update mode to non-Manual will not cause the PlayableGraph to continue running.
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