Quick lil progress log.
I ran the handoff. I ran it the other night, figuring it would only take a few minutes—enough time for me to brush my teeth and wash up. It ended up taking close to an hour to fully execute; last time I run a handoff at bedtime unless it’s on a quiet machine (this one sounds like an industrial fan).
After some initial tests, everything does indeed seem to track to bodyScale. I added a follow-up prompt to make it so the dummy hand sprites and scene camera also adjust accordingly when it changes.
With that bad boy out of the way, the next hill to tiny-wing myself over is adjusting the physics and VFX settings to the new scale. They’re waaayyyy off. The hand open animations are messed up too. They don’t die anymore. Not sure how that happened, but I anticipate a simple fix. Also, I need to add the remaining VFX settings to the in-game menu; even though they don’t relate to scale, I still need a way to customize them. Lastly, but not least, I need to make sure settings changes are recognized by both the inspector and in-game menu wherever they happen and give priority to the most recently changed values. When the user changes values in one place, those same values must correspondingly change in the other place. When an inspector value is changed outside of gameplay, that change should stick at game start. This goes hand-in-hand with marking profiles as dirty (with unsaved changes). Perhaps this entails saving temporary profiles. Anyhow, after this enhancement is complete, the user should never experience an undesired flip back to old settings when gameplay stops or when gameplay starts. The most recent settings changes should always stick, unlike typical inspector behavior, which disregards changes made in play mode once gameplay stops.