Issues Saving Scanner State


Author: Ethan Ortega

Problem: When loading into the game the meshes that were last scannable were no longer scannable. This was an issue since the scanner is supposed to be a tool when the player is stuck to clue them into what they are supposed to be doing. The problem stemmed because when the scanner was made, we didn't think about needing to reload the scannable meshes. Also, there were times when the meshes you could scan would un-toggle making it annoying for the player.

Solution: The first solution was to add an additional cast to see what was colliding with the scan trigger. This removed issues of the scan being untoggled by other objects colliding with it. The next solution was to save and reload the meshes. With this, another issue arose of some extra meshes being reloaded when they have not been encountered. To fix this issue, I kept another array of those meshes and set some checks for when the size of the array being used to toggle the scannable meshes. When you collided with a trigger it used the meshes passed in by the trigger but when you reloaded it used the saved meshes. Below you can see how there are two options, one for reloading and one for colliding with the trigger.

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