When I started using the ORK Framework I thought it would be great to save time and make prefabs for all my flowers and mushrooms and include the item collectors on them. I happily put the item collector component on all my prefabs. That assigned the prefabs scene ids. That was ok if I didn't have a lot of scene ids in my scene.
Because -- as I learned to my dismay--and just fixed---when I put those prefabs in my scenes they always kept the same scene id the prefab had -- always. And if I had a lot os scene ids already in the scene that would cause problems.
So my Thistlebright prefab was always scene id 1 even though I might have another scene id 1 item collector already in the scene--before I added the Thistlebright--which meant I couldn't collect that Thistlebright.
I now have prefabs of my flowers and mushrooms with a sphere collider on them and trigger checked and that's all. I place them now in the scene and add the item collector in the scene. It's a little more work but at least I can collect all my items.
The Reset All IDs button in the inspector should've helped you giving every item a new scene ID :)
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Wish I had been more rigorous making atlases for a bunch of smaller textures to cut back on material usage. Going back now and adding them in to finished objects/scenes is a super pain in the butt.
And, not have waited so long to upgrade to Unity 5. I just finished that this weekend....Ugh.
Texture atlas, good one. I'm not there yet in my Dev but I will use that advice!
One thing I shouldn't have done was import entire asset packages right away into my game from asset store when I only needed a few assets for a particular scene. I restarted and now only import specific assets I need from packages I bought. Had a game of 5 gig and there was only 1 small map hahahaha
@Catacomber, a combination of reexporing the fbxes with new UVs or using TexturePacker for the worst cases.
Also wish I didn't write huge amounts of text directly in Unity without first writing them in something like Word with a built-in spellchecker. Damn you, laziness!
(This might be true in regards to ORK, actually! Any weird problem or choice I've made has always resulted in either improving ORK or teaching me some new ways to utilize it)
My biggest regret is attempting to handle Dead Gear without tilemaps. Instead of using tilemaps, each and every location would be handdrawn from scratch. This is a terrible, terrible idea for any indie dev, and you should never do it. The sheer amount of work and the atlasing nightmares are not worth it.
@Firrerreo I actually wish for a text parser for ORK that parses all authored dialogue and menu strings in events/menus and exports them to a spreadsheet that can be modified and then reimported. This would be incredibly useful for sending off transcripts for localization and rapid dialogue fixes.
@Kirb - Yes, that exactly would be perfect. I used to do localization handling for my old company and without the ability to export the strings out I'm not touching anything to do with loc in my current game. :) Hope everyone speaks English, cause I can't keep track of everything to do it correctly myself. Too scatterbrained.
Heck, even if the text key names for the key-value pairs had to be procedurally generated when it spit it out into a sheet and were non-human-readable-friendly, that'd still be awesome enough for me. Or spit it out into an xml file. That would work too.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Wish I had been more rigorous making atlases for a bunch of smaller textures to cut back on material usage. Going back now and adding them in to finished objects/scenes is a super pain in the butt.
And, not have waited so long to upgrade to Unity 5. I just finished that this weekend....Ugh.
One thing I shouldn't have done was import entire asset packages right away into my game from asset store when I only needed a few assets for a particular scene. I restarted and now only import specific assets I need from packages I bought. Had a game of 5 gig and there was only 1 small map hahahaha
@Firrerreo--what tool do you use for atlasing?
@artainx- I still do that :) and then remove the excess graphics :) It's better as you say to stay lean.
I spent a week writing a character creation script (party really) while figuring out where everything is in ORK...
...to learn that the PORTRAITS coming in from code do not save :)
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Also wish I didn't write huge amounts of text directly in Unity without first writing them in something like Word with a built-in spellchecker. Damn you, laziness!
(This might be true in regards to ORK, actually! Any weird problem or choice I've made has always resulted in either improving ORK or teaching me some new ways to utilize it)
My biggest regret is attempting to handle Dead Gear without tilemaps. Instead of using tilemaps, each and every location would be handdrawn from scratch. This is a terrible, terrible idea for any indie dev, and you should never do it. The sheer amount of work and the atlasing nightmares are not worth it.
@Firrerreo I actually wish for a text parser for ORK that parses all authored dialogue and menu strings in events/menus and exports them to a spreadsheet that can be modified and then reimported. This would be incredibly useful for sending off transcripts for localization and rapid dialogue fixes.
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Heck, even if the text key names for the key-value pairs had to be procedurally generated when it spit it out into a sheet and were non-human-readable-friendly, that'd still be awesome enough for me. Or spit it out into an xml file. That would work too.