Playable clone of the legendary Atomic Bomberman including Network and Ai
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Updated
May 31, 2024 - Pascal
Playable clone of the legendary Atomic Bomberman including Network and Ai
A tool for monitoring the PlayableGraph in real-time within the Unity Editor.
A simulation for the card game "kupen"
Minesweeper player, solver and analyser in javascript
[Avoidable] [Won't Fix] The effect of changing the time on RootMotion isn't eliminated when calling SetTime method twice on an AnimationClipPlayable.
[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`.
[Avoidable] [Won't Fix] GameObject does not stop moving when being moved by an `AnimationClipPlayable` and the `AnimationClipPlayable` is paused.
[Avoidable] [Won't Fix] When the effective weight of AnimationScriptPlayable is not 1, the PropertyStreamHandle within it does not take effect.
[Avoidable] [Won't Fix] Modifying the `velocity` property through `AnimationStream` does not take effect as expect when using hunamoid animation.
[Avoidable] [Won't Fix] Paused Playable starts playing when a GameObject's visible state is changed and Animator::SyncPlayStateToCulling() is called.
[Won't Fix] The Animation Event will be triggered twice in certain situations.
[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.
[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.
[Fixed] According to Unity's Script Reference, "The frameId is incremented by `1` for every call to Playable.PrepareFrame." However, when manually evaluating a PlayableGraph, the frameId is incremented by `2` for every call to Playable.PrepareFrame.
An extension to monetize your application with Pangle ads.
Weekend hobby project to build simple playable simulations
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