Today was one heck of a tough day, but it was worth it.
The first tough part was the translation of a producer prototype; the simple part was the setting of cubes that would just move up and down in a regular fashion.
The hard part? The idea was to setup a procedural object where by placing it in the scene, it would spawn numerous blocks in a grid. Right after placing it in the editor. Yeesh. At first nothing would work; thankfully, the OnConstruction method would allow the spawning of objects after construction but before the game would play. Unthankfully, the OnConstruction method rapid fired spawning, requiring a hasSpawned boolean. Oddly enough, two copies would still form; one that was properly attached to the object and one that had no parent, but would spawn as soon as I dropped it into the scene. The cure? PostEditChangeProperty, which acts as a form of Tick in the Editor. If the objects were not attached, they would delete and force garbage collection.
The other hard part? The neurofeedback; I had to carefully craft the project to manage the same type of JSON feedback that I achieved during Winter Break. With much luck, I managed to get data onto the screen. Progress!
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