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Friday 1st Finished off developing FUI dropdown menu Working on docking sim settings menu Saturday 2nd Experimented with SQLite in UnityVery painful to setup There are some Unity specific libraries, but Myriad isn't Unity specific so can't depend on them! LiteDB seems like a good pure C# alternativeImmediately works in Unity Fiddling with Entity serialization in Myriad.ECS Monday 4th More dropdown container work!Auto resizing as options are added and removed Way to add options from editor as well as scripts Started on button hierarchy/tree view Put together audio settings menu Worked out how to apply content size fitting to the FUI panel hierarchyStill need to integrate this into the prefab so it works with all panels Added support to the FUI panel for auto resizing based on content size Tuesday 5th Fixed up some minor bits of broken UI due to the panel change Binding audio settings UI to the actual audio settingsLoading from serialized settings into UI Applying UI changes to audio system and saving them to file Upgraded FUI project to Unity 6 Started experimenting with a "treeview" of buttons Wednesday 6th Continued with TreeView experiment Improved test coverage for Myriad.ECSRemoved some APIs that I didn't really like when coming back to them a second time Thursday 7th Cleaning up TreeView prototype code, moving to permanent location Added a method to Myriad.ECS to bulk delete entities which match a QueryDescription
Updated main project packages, fixed some minor Unity 6 issues in 3rd party packages Started setting up the docking menu with tree view Modified some event handler behaviours to targets arrays of things instead of just 1 thing, easier to work with than adding lots of duplicate behavioursFixing breakage caused by this in FUI project Fixing it in main project Investigated how to rebind input actions in the UI Debugging issue with audio setting defaulting back to Mono
Appears to be an issue with Carousel initialisation, always reverting back to zero Friday 8th Fixed Carousel initialisation Setting up other panels with treeview Investigating how to do custom graphics settings Building graphics settings menu Saturday 9th Playing around with internal ballistics prototype Monday 11th Added RenderingSettings.PropertyChanged
callback Added AudioSettings.PropertyChanged
callback Created a simple UI binding system Used that binding system in the audio menu, much neater Removed overrides (eg. render scale) from graphics menu for now, they're a pain to work with Added screen mode (full screen exclusive, borderless, window) Fixing some z-order issues with dropdownMaking the pop out options box ignore layout flow and draw over everything else Creating a player build to test screen resolution settings (which don't apply in editor)Fixed various minor issues blocking player build Begun implementing input binding menu Tuesday 12th Adapting rebinding UI example to work with TextMeshPro Modifying rebinding prefabs to work with FUI framework Wednesday 13th Work on rebinding UI (making it fit the FUI style) Reworking input actions to have separate Yaw/Pitch/Roll actions, easier to understand when rebinding which axis means what Thursday 14th Improving FUI dropdown to fix some issue discovered while using it in the GFX settings menu Tweaking layout of input bindings menu Fixing scaling of canvas with resolution Implemented resetting back to default for input bindings Saving/loading input bindings Fixing velocity indicatorOffset by half a canvas size Friday 15th Modified smoothing on velocity indicator to apply less smoothing when burning and more when not burning. Changing velocity indicator when velocity is offscreen, and clamping to edge Rotating velocity indicator to point towards true position when off screen Experimented with moving lines (getting bigger and small) to indicate velocity Discovered velocity indicator is broken in certain resolutionsUsing in-world indicators instead of canvas based, sidestepping the whole issue Monday 18th Showing speed and range meters on HUD Experimenting with various ways to style text in TextMeshPro
Working out how to best format the text with zero allocations Debugging issues with TextMeshPro
not setting text as I expect Investigated issue with z-fighting, caused by depth primingProbably related to camera near/far planes being very far apart Worked around by disabling depth priming Tuesday 19th Setting up docking axis for station Adding MET clockPlay/Pause Fast Forward Menu Toggling icons when changing states Blink elements to indicate state Showing time based on sim time Adding tooltips to some HUD elements Started on victory system Wednesday 20th Removing GDTK from FUI project (it's been deprecated from asset store) Building new tooltip system for FUI system (to replace GDTK one) Found some music to use royalty free Created a playlist in the menu which cycles through tracks Tweaked audio settings menu range Fixed bug in Myriad.ECS
integration advancing time too fast (due to getting tick data twice in a frame) Thursday 21st Experimenting with Rayfire , for potential spacecraft destruction (e.g. solar panels on ISS in docking sim collisions) Removing GDTK tools from main project Replacing GDTK tooltip usage with my own FUI tooltip Fixed some usability issues with FUI tooltip Friday 22nd Various tooltip tweaks Experimented with victory monitoring system Build docking axis system, generating stats (distance, speed, angle) for every docking pod with it's closest docking target Discussed some potential UI improvements with RecatekMake panel background transparent with UI blur Remove diagonals (or make them more subtle, maybe also transparent) Corner crosses are too dominant (remove them?) Use more colour and iconography to combat how spartan the basic design is Saturday 23rd Sunday 24th More chunk fragmentation prototyping.Reverted it all. The expected speedup wasn't materialising and it was adding a lot of incidental complexity (and even some more work in some cases, which could slow it down) Monday 25th Testing UI blur on FUI in docking sim Modified panels to disable blue effect if any parent gameobject in a panel, this prevents stacking of the effect which looks weird Adding angle/rate to docking UI Began working on HUD elements to show up after docking successfullydocking clamps locking in place one by one Tuesday 26th Animated docking clamp Started creating system to align pod with axis once soft captured Wednesday 27th Tested purchased dragon capsule model in Unity Purchased another dragon model and added it to scene Using dragon in pod prefab Reworking docking ECS systems Installed Mirror in Ephemeris Thursday 28th Experimenting with Netcode for GameObjects in another projectSteam backends available here Trying out menu -> lobby -> game flow Testing multiplayer play mode Implementing network connection approval Basic chat system Friday 29th Basic pong game using NfGO and GameObjectsSpawning paddles and ball when loaded Physics bounciness Using tags to auto configure other players