After completing a new feature, I like to review it, then go and do cleanup. In my opinion, an ideal development workflow alternates between building and refining what was built.
I’d manually added some colored cubes as children inside the dummy players’ sphere game objects while testing my new distance-limiting functionality to help me visually distinguish between positions of the spheres and metaballs since they no longer stay attached past the metaball grid boundary. This worked fine, but I figured that for consistency’s sake, (and since everything is now working properly), I’d remove those cubes and instead add toggles in my scene controller next to other debug setting toggles that force the metaball and/or sphere meshes to be permanently visible.
Next, I improved documentation on adding new game settings since it was missing steps on adding new settings to the SceneController component. The documentation on this is way too dense, and I’m sure I can do better. But since I already have a todo for migrating scene profile settings back to Scriptable Objects, I’ll save my review of the scene controller and in-game settings for when I attempt to tackle that task.
Tags: gamedev unity debugging workflow documentation refactoring