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For the player movement, you probably want to use GetKey instead of GetKeyDown so the player doesn't have to keep mashing the keys to move.
Also, sounds will help a lot for players to be able to understand the collisions.
I was able to get a WebGL build going (using Unity 2018.2.10), although it took ~28 minutes. I would recommend trying again.
You may also want to scale the canvas element, because you won't be able to get past the menu unless you make it full screen (a lot of the text gets cut off).
Please mark Builds.zip as playable in the browser! You may need to rezip it so index.html and the other folders are in the root folder of the zip file.
Also, please upload the scripts and/or a link to your github so I can grade it!
I would try using Vector3.Lerp in your CameraScript when applying the new angle. So instead of:
transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
I would make it 50% in between the previous value and the new one like this:
transform.eulerAngles = Vector3.Lerp(transform.eulerAngles, new Vector3(pitch, yaw, 0f), 0.5f);
Great work! Here are some notes:
- Quality settings reason why flashlight wasnt working (worked for me on ultra) -- spot lights use dynamic shadows, so they are replaced with point lights for performance
- Might be nice if the guard caught you if you have the flashlight on
- Use planes for the outer walls, which only have normals on one side, this way you can see through the wall when the camera is outside of it.
- Sound effects for pick ups, hits, etc. would add a lot to the game.
- Challenge would also be nice, potential to mess things up.
- Lagging animations after releasing movement keys are caused by using "has exit time" on the animator controller transitions.
I'm glad you got it working! I definitely recommend adding colliders to the player and environment so the player isn't able to talk through walls. There's definitely something to optimize regarding performance. It was pretty slow still on my very high end computer.