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4.0 2.0 2.0 7.13 GB

"Operation Deratization" is a first-person shooter game with a battle royale theme. Play as a secret agent in a prison where only one can survive and gain freedom. No crosshair, limited ammo, and lootable equipment. Survive against AI opponents and a live audience for rewards.

License: Other

C# 70.23% ShaderLab 24.37% GLSL 2.93% HLSL 2.46%
battle-royale first-person first-person-shooter fps game prison shooter unity unity-engine unity3d

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operationderatization's Issues

Sometimes Visual effects (VFX) indicating enemies are on fire persist indefinitely, even after leaving the fire source area.

In the game, there is a bug where the visual effects (VFX) indicating that enemies are on fire persist indefinitely, even after they have left the area of the fire source. This issue can lead to confusion and misinterpretation of enemy states by the player, as enemies may appear to be burning when they are not actually in contact with fire.

Steps to Reproduce:

  • Engage in combat with enemies that are susceptible to fire damage or effects.
  • Inflict fire damage on the enemies using a molotov cocktail.
  • Observe that despite the enemies moving away from the fire source, the visual effects indicating they are on fire persist indefinitely.

Expected Behavior: The visual effects indicating that enemies are on fire should only be active while they are in direct contact with the fire source. Once the enemies move away from the fire, the visual effects should dissipate, reflecting their actual state accurately.

Current Behavior: The visual effects indicating that enemies are on fire persist indefinitely even after they have moved away from the fire source. This leads to a discrepancy between the visual representation and the actual state of the enemies, causing potential confusion for the player.

Audio cuts off upon player death.

During gameplay, when the player dies, the audio in the game is suddenly cut off or interrupted. This issue negatively impacts the player experience as interrupted sounds can lead to disorientation or a decrease in gameplay quality.

Steps to Reproduce

  • Start the game and proceed to any sequence where the player can die, such as during combat with enemies.
  • Cause the player's death through appropriate actions or situations.
  • Notice that the game's audio is suddenly cut off or interrupted instead of smoothly transitioning or playing out.

Expected Behavior: The audio in the game should smoothly transition, even upon the player's death. It should not be interrupted or cut off, ensuring a seamless auditory experience for the player.

Current Behavior: The audio in the game is interrupted or cut off upon the player's death, leading to imperfections in the sound experience.

Grass shadows flicker unnaturally on the map.

Addressing the shadow flickering issue with the grass is likely related to Unity's floating-point precision limits. We need to investigate potential solutions or workarounds to mitigate this problem, such as adjusting shadow bias settings, optimizing shadow cascades, or exploring alternative rendering techniques. Additionally, we should consider optimizing the geometry or shader complexity of the grass to minimize the impact on shadow rendering.

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