Prep work today for the fourth scene of my energy ball project, which integrates everything from the previous three scenes into one cohesive setup and introduces forces from a target object paired to each sphere. Two hand objects will serve as particle emitters and the target object will be set to the midpoint between them. The goal of this scene, which I’ve titled “Multiple Forces”, is to balance attraction to the target object with attraction from other spheres. I’d like to find a middle ground between the forces where a sphere under the influence of both can be drawn closer to its corresponding hand objects while not losing its union with another spherical body.
That was all theory—what I really accomplished today was this:
I’d like to instantiate each player with two hand emitters and a target transform. I think I’ll keep a reserve of sphere meshes in the scene indefinitely as disabled game objects, and then introduce/enable/pair them to a corresponding target transform each time a player is added.
I revised my naming convention rules today as well. From now on, obsolete scripts get placed in a scene’s “Archive” folder and scene controller scripts follow the naming convention SceneName_Controller_ScriptVersion. The scene name folders got a clearer number ordering prefix as well. Here’s an example:
Tags: gamedev unity vfx physics scripting optimization project-management