I continued through more of the Cinematography course over the weekend. Really cool to see how to use the Timeline Grouping tracks to organize timeline tracks and collapse the timeline hierarchy for easier access and use with limited screen space:

Unity Timeline Track Grouping

This is a really simple concept like folders, but helps to make things more manageable just like folders. I’ve been doing a lot of camera animation and camera cuts in the most recent sections of the course, and this helps out.

Joanne wrote an excellent blog about managing her teams app development — https://jmacnut.medium.com/organizing-a-game-development-team-project-nova-star-1-0-a07c52bfae2 9 What a great job the…


I continued moving thru the Cinematography course today. The cinematography features are so cool and rich. I am a bit of a film buff, and I love being able to interpolate between any two camera angles by just overlapping them in the Timeline. It gives some possibilities for shots that would be impossible or very difficult in the real world, like Orson Well’s famous epic continuous opening shot in “Touch of Evil” — following multiple characters from the street, in a car, and everywhere in between with no cuts. …


Getting more experience with Timeline and Cinemachine in the Stealth course. Animating objects with timeline and using the curves. Smoothing out tracking with dampening. Learned a cool trick never used before locking the inspector so you can maintain access to certain setting in some situations like when doing animation. The dolly setup was giving me difficulty even though I had used it in the Unity tutorials, the track was not appearing and adjusting as anticipated. — Appears the main problem was I didn't have Gizmos turned on and why I couldn’t see the track and other indicators.

Reorganized the intern…


Started into the Great Fleece 3D course, and refreshing to start building something new and learning from Jonathan’s video lessons again rather than grinding away on my own continuing to tweak the Space Shooter. At first it seemed a rehashing of a lot of things I’ve done before in 3D, but very quickly some awesome new elements for me were brought into play. I had never used Cinemachine, and had done similar by manually animating various cameras. …


After a long painful struggle with some remaining bug I finally finished the 2D Course with both Phase 1 & 2 and some extras like using Abstract classes.

One of the more frustrating issues was finding that I had changed a coroutine to public and tried to call it like a regular routine to display the game over text, but it was not throwing an error, but also not running. I had not recognized it was an IEnumerator coroutine and tried to call it like a regular routine from another script. In this case it would not throw an error…


Debugging and further cleaning up my code. Seeing that graph err reported like when needing reboot — Object reference not set to an instance of an object UnityEditor.Graphs.Edge.WakeUp () (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/Edge.cs:114). Seems I have some other reference to my non-abstract class I can’t find yet. Some nagging errors still with my retrofitted “Lives” system seeming impacted by something else.

Spent more time connecting with folks on Discord and delving into the GameDevHQ and other Discord server resources. Also studying
Willem Reinier de Jong’s Linked-In: https://www.linkedin.com/in/wrdejong/
An amazing resource of Unity jobs worldwide.


Took a closer look at Get and Set Accessors. The C# survival guide has some good material in the Properties section: Properties — https://gamedevhq.teachable.com/courses/885507/lectures/16227344

This one on YouTube was also informative: https://www.youtube.com/watch?v=ZjoVSAcf63w

We’ve been writing our own regular methods for doing Get and Set, and this is a streamlined built in technique to access and change variables across scripts. Using these methods helps to maintain OOP Encapsulation and keep a scripts variables private and access controlled in a standard means. The accessor structure defining the Get/Set are a little different from our regular Methods. It automatically enforces variable access type…


Still working on the new Live’s system, is negatively impacting other things and not working as expected. Messages not coming up properly though lives are extending. Getting unwanted game over text sometimes. Also found the Boss I setup in a mock test is not coming in as expected in the final wave. So still still battling the bugs in some ways, like the waves of enemies in my game!

Took some time to read Dan’s awesome articles on Ray Casting and Ray Casting Shapes: https://schatzeder.medium.com/boxcast-circlecast-and-more-debugging-98353f139e and https://schatzeder.medium.com/learning-new-features-raycast2d-4bb00f53dcaf. Nice examples with the graphics simulating the casting. Also reviewing the manual and…


Continued working away at bugs and identified more as I tested more thoroughly. The big thing today as reworking the Lives to work properly rather than being another indicator of health. It’s taking time to get this to work properly. Changing the existing code to use a new Health variable, and getting the Lives setup — still a problem with getting the UI display to show it properly and how to make a new life — right now just leaving the existing ship intact and restoring it and putting a msg in the UI that a new life was used…


I finally got the Boss pretty well implemented. I had been distracted for a few days and had become mired, and weeded out a whole slew of issues today. A great feeling breaking out and making progress today. Found I had been developing BossMissileFire method in both BossInheritedBaseEnemy and BossMissile scripts. Moved to doing it only in BossInheritedBaseEnemy. The BossMissile was not getting player assigned in the inspector when instantiating from a prefab — the player was a scene object, and apparently cant assign scene objects to a prefab in the project (maybe could do if I had a prefab…

JEFF SHAW

Unity VR Developer (VRX Virtual Reality Experiences VRX)

Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store