Day Thirty

I have several assets for sale on the Unity Asset Store! Sometimes, people find problems with those assets. Luckily, Bulletfury is actually part of Polyfury, so any fixes there are fixes on this game 👍

I spent a long long time today helping someone with their Bulletfury issues. The crux of the issue was that when you disable a bullet manager, the bullets immediately disappear. If you’ve paid attention to the Pentagon fight, you might notice this - particularly with the spinning pink bullets when a phase changes. I may have had that under my list of “I’m not fixing this unless someone explicitly complains about it”, but I guess this counts as someone explicitly complaining about it!

Bullets are not gameobjects. They don’t exist as objects, they are just a mesh rendered directly to the screen (usually a quad), with a material and a colour, and a matrix that describes position/rotation/scale. However, they are drawn inside the bullet manager class, so when that object gets disabled - poof! It’s no longer rendering.

I’ve spent… more hours than I care to admit doing a quick and dirty fix. It just runs the Update function in a coroutine that starts in OnDisable, and only unsubscribes to the rendering event after that finishes. I’ll fix it “properly” by decoupling rendering eventually for all the Bulletfury users, but for Polyfury (and the person that had the issue), this will work just fine. I’ve been meaning to do that proper rewrite at some point - it’ll mean you can have more than 1023 bullets per bullet manager, but alas, today is not that day.

What’s next?

I still haven’t submitted the latest version into certification, but I should be able to do that on Wednesday. There are a couple of small things to clear up first, though!


I hope you enjoyed reading about my Polyfury progress. If you have any questions or thoughts, please feel free to leave a comment below. Thanks for reading, and maybe check out the demo:

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Day Thirty One

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Day Twenty Nine