Training Stream - Tanks vs. Zombies, p.3 - May 17th

Thanks! Glad to know it’s helpful.

Do you mean that the tank will actually move the wrong direction, or that it will turn suboptimally when it’s right on the line between turning right and turning left? Depending on what the effect is, there are cases in gameplay programming where I’m OK with fragility. Usually, in engine-level programming, I would be more strict about things like that, but if it’s at a gameplay level and doesn’t lead to a bad player experience, it’s usually considered acceptable. So, the tank turning an extra 0.0000001 degrees by rotating the wrong way is OK, but the tank moving left when I press right or vibrating in place is not.

I would probably have gone with “always spawn” without the location adjustment, but the fact that it’s moving you around is interesting, because that means it’s detecting a collision, as you said, and we don’t deliberately have any collision geometry on the tank, or the land, for that matter. Maybe we need to go through the sprite components that we used to make the tank/turret/terrain and double-check that collision is turned off. That seems like it is the most probable cause of an issue like that.