Fixing Cut Scene Bugs


Hello everyone! It's Monday which means it's time for another weekly devlog! I was absent last week taking a break, but now I am ready to give you your weekly updates. Without further ado, let's get into it.

Cut Scene Bugs

Overhauling/refactoring one of the main NPC mechanics caused a lot of bugs. One of those bugs were that the components responsible for animations were no longer in the parent gameobject. This caused issues when the runtime controller would need to be set during and after cut scenes. This also caused issues when initializing the Battle Simulator, and the NPCs were not ready for battle because their animation components were not properly initialized after each cut scene was over.

Since then, I have found a solution for these bugs. I have created a method that runs in the update method that will check certain requirements to always update the runtimeAnimatorController during and after cut scenes. In addition to this, I have also created methods that upon initializing the Battle Simulator, allows for the NPC to restore it's own runtimeAnimatorController in time for the NPC sprite animations to be shown in battle.

Additional Bugs

There are still other bugs that I need to address as a result of the NPC updates, such as the FightObject components. The FightingObject component is a class that allows the NPC to detect the player from far away, and travel to the player to initiate combat. However, the FightingObject utilizes the old NPC feature, which now is no longer in use. I will be working on fixing these bugs all this week before moving on to fixing the NPC bugs in Toxic Trails

So that's all I got for you today! If you haven't already, be sure to play Guardians of RPG v1.02! If you want even more details and video updates of my progress, be sure to follow me on Instagram and support me on Patreon! Patrons especially get exclusive content and details on all EO Comics projects one week early!

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