Had my coworker test out the simulator with me so I could better tune the gravity attraction. I was happy to see it didn’t take much tweaking to get it to a good level of force.

ROY G. BIV:

I mapped each player skeleton color to a different gradient color. The gradient color intensities need some tweaking, but this is a cool new feature. Testing colors (or any feature not directly tied to the Kinect) is much easier with my dummy player prefab. I need to get that set up again, but even more importantly, get back to my to-do list. Now, where was I?


It took a while, but I finally got the dummy player working. I decided it was in my best interest to make a dummy as I test out the animations, but that required me re-implementing actions, swapping the axis on the dummy transformer script, and a whole bunch of other minor things that prevented dummies from working. Along the way, I solved a sneaky lil’ bug in my player constructor that caused controller configuration values to not get read. Always be mindful of what’s in Awake() vs Start() across different interdependent classes.

Peep the improved color btw

Next, I needed to programmatically control the VFX graph. I used keys on my keyboard to trigger different hand states.

That was the heavy lifting needed for me to get this dummy ready for animation. It’s late, so I’ll work on that tomorrow.


Tags: gamedev unity vfx scripting debugging physics animation