Hi ROMAD, thanks for your feedback. I have checked out the videos for the aforementioned toolkit as well, & it’s been an inspiration for me to keep working on new updates. I do not have plans for adding custom pathing, but I would definitely love to look into other features like perk system, global abilities, etc.
-
It does not use any sort of object pooling at the moment & hasn’t been optimized to be used on mobiles. Part of the reason is that I did not anticipate anyone coming up with the idea to use it on mobiles, since without VR, FPS games don’t typically work that well on mobiles. But now that you’ve mentioned it, I’ll keep that in mind when working on the future updates. I cannot promise it without creating a working prototype first, but I’ll let you know if it’s making it into the toolkit soon.
-
By common tower, are you referring to the Attack Tower parent class? If so, it does not directly have any inbuilt function to turn around since not all the turrets require this effect. Examples include aoe towers like shockwave and boost. However, if you check out the Sniper Tower, you’ll notice that it’s turret while attached to the tower at one end, is free to move in any direction. You can find this feature in the ‘Turn to Acquire Target’ function. Now since what you want is slightly different as you need the tower itself to rotate while limiting the degrees of freedom of the turret, it will require some minor changes. You can copy & implement the logic from screenshot below to achieve the required result at your end. If it feels satisfactory, you could just copy the function & function call logic to the tower parent itself.
[See attached Image]
Since the machine gun & sniper tower both have somewhat similar turret rotation, it’s kind of redundant. So I’ll replace the sniper tower turret rotation with the logic that you suggested so that it’s available out of the box. It should make it into the 6th update.
-
I will test out the above sniper tower code on an inclined plane and let you know if it needs any changes.
-
Yes the tower placement, grid detection, target health display on HUD, firing projectiles, etc are all based on ray casting from the main player camera. So if the camera is pointed directly at an enemy unit, the HUD displays its health. Similarly point it a grid generator and you get a holographic tower displayed at the focused grid cell, etc. I’m not sure if I understood what you meant by multiple fire points. Could you elaborate on that?