Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/app/520010/discussions/0/1753526853883052144/
He likes it his way so I guess that's it. Either that or he doesn't know how to as he's hard-coded the rotation to move alongside the flag as well so it looks like the game is behaving like a recalculation of play-space whenever you do it. Kind of amateur if you ask me...
What? The flag is just following the user's rotation, it has absolutely nothing to do with it.
I recently revamped the way moving platforms work as there was a recurring glitch that'd happen if you rotated while standing on one- before they'd just parent you to them, which isn't great for rotation since Unity has weird issues where children of an object inherit the parents' scale, I was manually compensating for the difference in scale every time you rotated but this also required snapping the rotation to 90 degree increments, which is way more disorienting than the default 45 degree snaps are so I limited that to only happen on moving platforms.
The revamped way moving blocks function isn't perfect yet, I've still got some fine-tuning to do, but I'm essentially moving the player with the moving block now instead of parenting, meaning rotation won't be affecting player scale anymore, which means now you can snap with 45 degree increments on moving blocks, and it wouldn't freak out about smooth turning either unlike before.
Smooth turning makes me sick personally (like, literally makes me feel ill), and there's a ton of different speeds people would have a preference for with it making implementing a version of it that people will universally like quite a tricky task.
I have it on my list now that it's actually feasible though, and will see if I can figure out an elegant solution somewhere this month or the next.
Please consider giving players an option to adjust the speed of smooth turning. I've had a lot of conversations on that topic with other players during my five years in VR as some sort of "research" for my hobby project. The broad sentiment is that there is no one-size-fits-all solution to smooth turning speed.
As a starting point try 180 degree/sec with an adjustment range from half to double of that.
I'm looking forward to finally have smooth turning in this game.