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Collision Data Tool

Project: HF
A downloadable game

Hello! I’ve been refactoring the overall game flow of the game considering the frames of each move. I’ve come to the point where I have to do the collision data. I don’t really like to use Unity’s default colliders and its trigger functions because again, I won’t have enough control of when it will collide. Thus, I decided to do both the collision data and its hit checks manually.

Detour

Adding and editing collision data manually is too much of a hassle. This is simply too hard especially that I have to do it for each action of each character. That’s why I took a detour and decided to make a custom tool to help me with this. I created a custom editor that will preview the move’s animation and add the collider data, which I call events, to the specific frame that I want.

I can also see all of them in action if I choose the ALL tab above. The tool lets me play the animation in the editor so that I can see the colliders as the animation plays. Although I don’t know if I play it correctly according to the animation’s frame rate. In any case, I’m quite satisfied with the tool. This will definitely be improved along the way as I add more animations and as I introduce animations with/out root motion. Here’s a brief video preview of the tool in action:

Notes:

  • I’m using Okayu’s MMD model from official Hololive’s Website.
  • You might notice that the dashboard shows Tokino Sora but the preview shows Okayu as the model. This is because I only downloaded Okayu and Roboco’s models they don’t have that much dynamic bones like hair and stuff.

That’s it for now. You can check the game’s GDD at the front page. Or you can check it directly from here. I’ll appreciate any comment or suggestion. Thank you!

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