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Home Page: http://unity.com/open-projects
License: Apache License 2.0
Unity Open Project #1: Chop Chop
Home Page: http://unity.com/open-projects
License: Apache License 2.0
Short description
The player can climb very steep surfaces if it spams the jump button.
Expected behaviour
One would expect the player to slide down, and to be prevented from jumping if not on a stable surface.
To Reproduce
Short description
Player can climb up buildings by clipping through the edge of a building while jumping
Expected behaviour
Reach maximum jump height then fall down
To Reproduce
Steps to reproduce the behavior:
Short description
Player jumps, cancels jump before collides with object above him. In this case player only stops upward motion after gravitational force pulls him down, making it look like it got "stuck" onto the object above him.
Expected behaviour
Player jumps, cancels jump before collides with object above him. After the collision, the upward motion stops immediately and gravity starts pulling the player down.
To Reproduce
Fix
In the Character.cs script, inside the OnControllerColliderHit function, the code responsible for stopping the upwards motion only runs if the isJumping flag is set to true. Thus, canceling the jump (which sets the flag to false) before the collision, the code won't run. Instead of checking the isJumping flag, we could check whether the player has any upward motion (verticalMovement >= 0). This way, the player will stop any upward motion after hitting a ceiling in any situation.
Hello , I've never work on team before or already existent project.
Can some one help me with first steps?
I am a 20 years old student , I've been programming for long time , I know how to code. Also I worked on unity but it's from 2-3 years ago. As I said I've never work on a team before.
Only by digging through the repo did i find that Unity 2019.4.7f1 was used last, it would be preferable if the intended version was mentioned somewhere in the readme or contributing manual.
Short description
All objects (both dynamic and static) are black when dragged into a new scene.
Expected behaviour
Object should "work" automatically when dragged into a new scene.
To Reproduce
/Prefabs
folder (e.g. a character).Notes
Short description
UOP1_Project\ProjectSettings\Packages\com.unity.probuilder\Settings.json still appears in the GitHub Desktop changes every time the project is open even though "ProjectSettings/Packages/com.unity.probuilder/Settings.json" is in the .gitignore file.
Expected behaviour
I expect the Settings.json file to be ignored by GitHub Desktop.
To Reproduce
Steps to reproduce the behavior:
Short description
An unused meta file for Sound made it through after we merged our new Audio System.
Expected behaviour
There should be no extraneous meta files that reference things that don't exist.
To Reproduce
Steps to reproduce the behavior:
Short description
Can't jump after new scene is loaded.
Expected behaviour
Able to jump without throwing an exception.
To Reproduce
Notes
Short description
Not a bug, but more so a suggestion/enhancement to add the tag hacktoberfest
to the repository.
Expected behavior
Doing so would bring forth more contributors, and would participate in an open source oriented event that is intended to bring in more developers, as well as to plant trees for every person eligible in the event if they choose.
To Reproduce
Visit https://hacktoberfest.digitalocean.com/ for more information if you are a maintainer.
Notes
n/a
Short description
There seem to be some classes which use magic numbers, magic numbers are defined by simply being put into the code as a direct value instead of through a parameter. When using magic numbers it can be difficult to know what they actually mean and if you use the same number multiple times it will be difficult to refactor this if you want to change the value later on.
Expected behavior
All numbers and other values should be stored in either private or public variables and no magic numbers should be allowed in the codebase. Logical numbers like -1 for error states, 0 and 1 for simple resets and 2 for dividing a value in half are numbers that I would not consider magic numbers, -5 and 0.02 (that I currently found in the code) I would consider magic numbers.
Current findings
https://github.com/UnityTechnologies/open-project-1/blob/master/UOP1_Project/Assets/Scripts/Characters/Character.cs#L81
https://github.com/UnityTechnologies/open-project-1/blob/master/UOP1_Project/Assets/Scripts/Characters/Character.cs#L92
Notes
This should become part of the style guide
While the change is expected to be coming to github overall, there is a move to rename default branches to main
https://www.zdnet.com/article/github-to-replace-master-with-main-starting-next-month/
The scale and scope of the change is small enough that it only takes a few seconds to do
more background https://jarv.is/notes/github-rename-master/
Every System needs to live in it's own assembly (like StateMachine does), as we don't want to accidentally create dependencies hell.
Currently Audio system depends on AudioCueEventSO that is located in Events folder. It also depends on Factory and Pool at the same time, but they're in two different folders (when they need to be in a single assembly).
Also, when I was writing custom editor with ReorderableList for AudioCue (#181), it took this random zombie script instead of UnityEditorInternal.ReorderableList.
It would've never happend inside isolated assembly!
Also, please change namespace UOP1 to ChopChop, thanks ๐
Short description
A clear and concise description of what the bug is.
Expected behaviour
A clear and concise description of what you expected to happen instead.
To Reproduce
Steps to reproduce the behavior:
Notes
In the Character controller scene, when the character moves around. Its camera can go through the ground and see under the map.
Camera go's through the ground instead of going over it.
Steps to reproduce the behavior:
Short description
Character can climb the mountain without sliding back down by landing the jump when the character is not moving (WASD keys are not being pressed)
The moment the character moves, it begins sliding.
Expected behaviour
The character should slide down when landing in steep slopes, even without moving.
To Reproduce
Notes
I downloaded the project from here(github) and opened it in unity editor, I then got many resolving packages error, so i connected to internet and then reimported. It then downloaded all the packages, but when editor open and i hit the play button, i noticed there were still some errors
... is inaccessible due to itsbprotection level
failed to load ... because it was serialized with a higher version of unity
And many more (999+)
I am not able to even run the game, please help
(Sorry if I broke any guidelines)
Short description
Protagonist's State Machine Current State goes to Sliding State when it's falling from a platform without jumping.
Expected behavior
It seems to me that's it's much more intuitive if the character would go to a Falling State (That doesn't exist) or at least the JumpDescending State.
To Reproduce
Steps to reproduce the behavior:
Notes
Short description
State Machine flickers to Sliding if character walks into a small object.
Expected behaviour
The character should stay in the Walking state.
To Reproduce
Steps to reproduce the behavior:
Notes
Short description
The Walking state is constantly switching to JumpDescent and back to Walking when moving the character.
Expected behaviour
The character should maintain the Walking state while in flat ground and small slopes.
To Reproduce
Notes
The issue seems to have no practical impact in the game right now, but could create other issues when adding extra actions like footsteps audio and walking animation.
Short description
When I go through the process of signing the CLA, it never verifies that I have completed it.
Expected behaviour
I expect the CLA badge to turn green and to allow me to complete PRs.
To Reproduce
Steps to reproduce the behavior:
Notes
Github for beta and create games
Short description
dialogue system which just got merged in has a reference to an old naming of a variable in the input reader class (referenced variable was updated from gameInput => GameInput about a 5-7 days ago.
Expected behaviour
Game should compile
To Reproduce
Steps to reproduce the behavior:
Notes
Short description
When holding Keyboard keys to move, the character will keep heading in the same direction even if the camera rotates.
Expected behaviour
The direction of movement should update as the camera rotates.
To Reproduce
Notes
Not an issue, but a way to catch your attention on Github too:
We are currently voting (round 1) for the game's title. We have shortlisted around 90 different community suggestions, and you can vote which ones you prefer using this form: https://forms.gle/FuSN79qRxfkffc6s7
The form closes on Tuesday, when we will move into the final round of voting. More info here (though the thread is closed for replies).
Short description
current code doesnt compile due to DeivSky.StateMachine assembly and
existing entries in code
Expected behaviour
Code compiles on clean checkout from repo
To Reproduce
Notes
resolved by removing UOP1.StateMachine assembly
do a search and replace in code:
search for: DeivSky.StateMachine
replace with: UOP1.StateMachine
Player input become not responsive if the game is under heavy load.
How to reproduce:
Note:
Video:
https://youtu.be/117PkDAZQJo
An exception is thrown when initializing a StateMachine.
The StateMachine should get initialized properly.
To reproduce
Short description
Players can do some movement tricks to align themselves so their hands get stuck in Obstacle,not sure if that's because of the way obstacles are made in the project but its not intended to happen
Expected behaviour
Player should not be able to float in air and instead fall to ground
To Reproduce
Steps to reproduce the behavior:
Notes
I have tried this in master branch and since snappy movement is patched this can be quite hard to replicate but is still possible (according to my findings)
Here are some in-game screenshots:
Short description
SpawnSystem
ignores changes in spawn location.
Expected behaviour
First of all, my apologies if I am just missing something. However based on a brief scan of the source code, I would expect, that if I change the position of SpawnSystem
location, the player will spawn at this new position.
This is not the case. The player always spawns at the default (0, 0, 0) position. The SpawnSystem.cs
script is passing the
correct position to the InstantiatePlayer
method so the problem must be somewhere else.
To Reproduce
Steps to reproduce the behavior:
TestingGround
sceneSpawnSystem
game object)SpanSystem
's locationShort description
When using the toon shader, baked geometry becomes black when no dynamic geometry is present on screen.
To Reproduce
Notes
Short description
Player doesn't get instantiated by SpawnSystem when Scene is loaded by the LocationLoader
Expected behaviour
When scene is loaded via the LocationLoader player should be spawned in the scene
To Reproduce
Steps to reproduce the behavior:
Notes
Maybe it's too early to create this issue, but I noticed this by playing a little bit with the LocationLoader, for the record a workaround is to go to the SpawnSystem class and Spawn on the Start method instead of the Awake, but maybe that is not a solid fix.
Please @ciro-unity close this issue if you think it's too early to add it
Short description
When using the keyboard, the movement of the character is very snappy.
Expected behaviour
The character smoothly rotates to face the direction of movement.
To Reproduce
Steps to reproduce the behavior:
Notes
Short description
When a state transition has 4 or more conditions in a specific setup the exception ArgumentOutOfRangeException is thrown and the character stops moving.
Expected behaviour
The state transition should allow as many conditions as needed and with any setting without throwing errors.
To Reproduce
Notes
Sometimes Dialogue Line is not showed by Timeline if dialogue clip is sit side by side.
The skipped clip doesn't wait for user input even if PauseWhenClipEnds set to true.
How to reproduce:
Expected Behaviour:
SecondLine is printed in Console.
Or just watch it here:
https://youtu.be/vfSMV7tkgh8
Latests LTS is now 2019.4.12f1 ;)
Short description
The camera can clip into objects.
Expected behaviour
The camera should not be able to clip through objects, or make it so that the object fades out nicely.
To Reproduce
Short description
When opening the project in Unity, the following error messages show in the Editor Console:
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.get_terrainDetailGrassBillboardShader () (at Library/PackageCache/[email protected]/Runtime/Data/UniversalRenderPipelineAsset.cs:802)
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.get_terrainDetailLitShader () (at Library/PackageCache/[email protected]/Runtime/Data/UniversalRenderPipelineAsset.cs:792)
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.get_terrainDetailGrassShader () (at Library/PackageCache/[email protected]/Runtime/Data/UniversalRenderPipelineAsset.cs:797)
Expected behaviour
No error messages should be shown when opening the project the first time
To Reproduce
Notes
Short description
A clear and concise description of what the bug is.
Expected behaviour
A clear and concise description of what you expected to happen instead.
To Reproduce
Steps to reproduce the behavior:
Notes
#Short description
When performing a jump the player stays in the air even when he hits an object from above until the jump is finished.
Expected behaviour
The jump should stop instantly and the player should start falling down.
To Reproduce
Steps to reproduce the behavior:
Short description
Sometimes the obstacles covers the player and hence the player is not seen in the camera(cinemachine) and instead only the obstacle is seen,...
Expected behaviour
The expected result is to view the player at all times and even if there are obstacles we should view our player only...The cinemachine must align itself in such a way that the player is seen instead of obstacles..
Fix
The fix for the bug is simple, and I downloaded a clone of the project and fixed it..I would love to fix it officially on the original project with your permission..Hoping for a reply if I can implement the same...
Notes
Above are two screen shots to demonstrate the bug..As you can see in the screen shots , the player is not seen as it is covered by the obstacles...I would be very glad to fix the bug in the original version with your permission..
This is it. We shortlisted 6 titles that were the ones who collected more votes in the first round, and now it's the...
Cast your vote for the title you like the best. You can put up to 3 preferences.
Short description
Player character can climb steep surface by repeatedly pressing space and holding down direction buttons, while facing the the surface.
Expected behaviour
When trying to jump on steep surfaces the character should fall back down
To Reproduce
Steps to reproduce the behavior:
Notes
In need of more information, please let me know, I will record a video of how I managed to do it.
Short description
Current PR for dialogue system subscribes / unsubscribes from events using lambdas. This is unreliable and will cause bugs to pop up. More reading: https://stackoverflow.com/questions/1362204/how-to-remove-a-lambda-event-handler
multiple plays of cutscenes should see us subscribed to old playable directors and / or subscribed multiple times to the input system events.
Expected behaviour
Should be subscribed once and only once to each event.
To Reproduce
Steps to reproduce the behavior:
Notes
Short description
Trying to build the project will result in failure due to the Component Assets/Scripts/ClickToPlaceHelper.cs using Editor functionality.
Expected behaviour
Any references to the UnityEditor should be inside an Editor folder or a dedicated assembly definition.
To Reproduce
Notes
This would help to better track PR's that are different implementations of same feature, ie sort by label ...
for example we have multiple PRs for: slope bug, spawn system, state machine system
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