Comments (6)
I'll probably do something about it.
from augtyr.
I do agree with this. A possible solution would be to have an area behind/to the sides of the character which acts as a node consumer.
i.e rather than a circle centered on the character have a square centered behind the character with the radius being equal to the distance away from the center point.
This makes it such that you do not prematurely consume nodes but if you run past but the node still hit invisible box it still gets consumed
from augtyr.
This is really relevant specially now with mounts, as it's more difficult to touch the little nodes.
Would increasing its size solve it, maybe?
Edit: just saw the NodeSize config and undestood it has nothing to do with the area of contact.
from augtyr.
I still plan on addressing this, it'll just have to wait a bit as I'm quite busy these days.
from augtyr.
a little late to the party, but there is a variable exposed in the code that helps with this if you are up to building it yourself in unity.
example (value set to 100): https://gfycat.com/NiftyTerribleAustralianfurseal
from augtyr.
Oh, this is fixed as of v0.5.
from augtyr.
Related Issues (20)
- Bounds are wrong on multi-screen PCs HOT 3
- [Suggestion] Arrows instead of blobs HOT 3
- [Suggestion] Follow-mode should be default. HOT 2
- [Suggestion] Route smart auto-loading HOT 2
- List of maps done HOT 1
- How can i finish update?and i have some problem...... HOT 7
- Dredgehaunt Cliffs Bug HOT 1
- Farming routes HOT 19
- New "mode" HOT 5
- Doesn't respond to commands HOT 1
- Getting "ArgumentNullException" on updating database
- Don't have a numpad
- AugTyria stops responding to numpad input. HOT 4
- Instantly stops responding
- Mount Supportability HOT 1
- There is a compatibility problem with this software HOT 1
- State of this software HOT 1
- Doesn't work with DX 11 Rendering HOT 1
- Need help with first launch. HOT 1
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from augtyr.