#3 fixing WebGL, again, and other bugs


Only new thing, besides some smaller stuff, is the implementation of the small arms under the catchers which prevent the booster from swinging. I called them "swing locks". Even though it doesn't really lock in anything at the moment. It just brakes the swinging motion slowly.

The pushers which bring the booster to the center of the catcher arms have been updated to closer resemble their estimated actual operation.

I also started working on individual raptor control with gimbaling for landing operations, but decided to put it in the next update as it probably will need a lot of testing. Better to get the working WebGL version out.

For WebGL I had to move away from using mouse cursor for the control panel UI as you have to unlock the cursor for it to work properly which doesn't really work with browser play. So I went back to casting a ray from the camera to check if we are looking at a control panel, enable a custom cursor/crosshair to show where we are looking at and registering mouse clicks with it. It still doesn't work with sliders though with the default Unity slider components. Because of that I implemented keyboard control for the panels. This is also nice as you can do the controls without looking at the panel. The same mode is also the default now for standalone version. VR is unchanged.

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