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[Released] DestroyIt - Cinematic Destruction System

Discussion in 'Assets and Asset Store' started by DeadlyAccurate, Jun 14, 2014.

  1. MaxKMadiath

    MaxKMadiath

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    Dec 10, 2016
    Posts:
    67
    Hi, Thanks for your reply. I re-imported the file having the same error. is that file required? If I delete that file the build works fine. if ii delete that file the build also works fine it will affect the performance of the game?
     
  2. zangad

    zangad

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    Nov 17, 2012
    Posts:
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    Hey @MaxKMadiath,

    Yeah, you can just delete that whole file (/Assets/DestroyIt/Scripts/Helpers/HideFlagsUtility.cs). The only thing that file does is provide a Help menu item that forces gameobjects to be visible in the scene, even when their hideFlags (a Unity thing) are set to hide.

    The reason I put that file in DestroyIt is because there were some errors and missing scripts on gameobjects in the demo scenes that I couldn't find, and it turned out that they had become hidden somehow through the use of those flags. So yes, it's no problem to delete that file. In fact, since that file is really only for me to use, I may just delete it from future versions of DestroyIt, since you are having problems with it, and I have to assume that other customers might be having problems with it, too.

    Thanks for letting me know about this issue! :)
     
  3. MaxKMadiath

    MaxKMadiath

    Joined:
    Dec 10, 2016
    Posts:
    67
    Thanks a lot for the quick reply I try in a new project and only imported this asset still has the issue. :) Once again thanks for your support.
     
    zangad likes this.
  4. dulinieck

    dulinieck

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    May 27, 2021
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    I have question about something related with your system - you have health value - do you have in your solution also any "health indicator" (something like healthbar)?
    If I see correctly you used for something similar ProTips?
     
    Last edited: Aug 12, 2023
  5. zangad

    zangad

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    Nov 17, 2012
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    352
    Hi @dulinieck,

    There's no health bar included in DestroyIt, but it wouldn't be difficult to connect the hit points to a health bar. I really like CodeMonkey's tutorials, and he has a great one on making a simple health bar. You might check that out if you're interested in a coding solution.

    I'll put it on my to-do list to research adding a health bar to the DestroyIt demos. Health bars are going to be very specialized for each person's game, but I think having a generic health bar as a scenario in the demo scene would help a lot of people, so thank you for the suggestion!
     
  6. dulinieck

    dulinieck

    Joined:
    May 27, 2021
    Posts:
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    Yes it is always helpful.

    Another idea - I have your ProTips asset. As I think to use it for inventory I had idea to use it as kind of extended health bar - I mean I do not want to have only health bar but also kind of "object info/statistics".
    Do you think using ProTips would be possible for such case? What I would like to achieve is:
    - I would like to display one of Tips in the middle of the screen just above "crosshair" (so not at the position of mouse as now, because it is disabled) but presenting info about object which is targeted with crosshair.
    What do you think?
     
  7. zangad

    zangad

    Joined:
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    Yes, I think ProTips would work well for that. There is a demo in ProTips called "10. Tooltip Position Override". In that demo, it demonstrates how to have the tooltip follow a transform. You would just assign your tooltip to follow the crosshair transform. As for the health bar, you could put that inside the tooltip and have its slider based on your hit point value.

    There's a lot of little "glue" things that need to be done to make all of this work together. But what you have in mind is totally doable. If you need help, you can send me your project at modelsharkstudio@gmail.com (just zip up the project folder and put it on a cloud hosting service like DropBox, Box, GoogleDrive, etc) and I'll take a look at it.
     
  8. dulinieck

    dulinieck

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    May 27, 2021
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    ok - but for me it is too much work to adjust not mine asset and then maintain alternative "path" - so I hoped that you would have time and think about adding this kind of functionality - like detection of "3d object" not only according to mouse but also according to i.e. "transform on crosshair". First it seems like totally alternative way of detection when Tip should be triggered but it would add a lot of flexibillity to your asset - and for you as the author of existing code it would be much more simple to do.
     
    Last edited: Aug 16, 2023