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Snebjorn

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Snebjorn
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  • Created this unity package, which I'll update with new funtionality as it gets added: https://dl.dropboxusercontent.com/u/6457013/AutomatedAdventureTestSystem.unitypackage
  • Make that "four issues" ...
  • This is definitely worth pursuing - found a couple of issues with my game just by running with this very simple "blind idiot" version for about 30 mins. Plus it's strangely fascinating to watch ... :O)
  • I'm now adding to the logic so any visible hotspots are clicked at a configurable interval, instead of just clicking at a random position in the scene. This means the code is growing in size, so I'll create a Unity package for this and put it online…
  • Quick demo in a somewhat empty scene: https://youtu.be/2U6QYpHuNws
  • Yes, at the moment it's mouse-only - because that's what I'm using for my own project - but I suppose it wouldn't be too hard to extend it to handle keyboard input as well. Will keep it in mind as I update it.
  • Thinking about building on this to create a system for recording game sessions so they can be played back - could be really useful, especially if combined with a system for automatically checking the status of game objects at the end of the session …
  • MouseOperations.cs: using System;using System.Runtime.InteropServices; public class MouseOperations{    [Flags]    public enum MouseEventFlags    {        LeftDown = 0x00000002,        LeftUp = 0x00000004,        MiddleDown = 0x00000020,        Midd…
  • RandomClicker.cs: using UnityEngine; public class RandomClicker : MonoBehaviour{    public int ClickDelay = 30;    public int MoveCursorDelay = 5;     int clicker_countdown;    int move_cursor_countdown;    float x_offset;    float y_offset;    Vect…
  • Okay, here are the two scripts that enable random clicking and cursor movement in the game window in the editor. Windows only, I'm afraid. Put the RandomClicker on an empty gameobject in your scene and press ctrl-p to start and end the test (it will…
  • Got a system running now that moves the mouse pointer around randomly and clicks every now and then - it's fun to watch and might be useful for finding navigation problems. Next step is to make it aware of AC objects in the scene so it can be used f…
  • Yeah, they make it look so easy ....  :) Real-life professional testers are a special breed. I remember this one guy I used to work with (as a software developer you can work WITH or AGAINST your testers) - his job was to make my stuff crash, and he…
  • I haven't tried Uber, but am a big fan of Relief Terrain Pack from the same guy, so I would expect the same type of issues I had to deal with when first integrating the shaders in my project. The documentation is very detailed, but a bit hard to fol…
  • Don't worry, they'll be back ...  :D Depending on which 3rd party shaders you're using, you'll probably want to go and set specific options on them to prevent this - especially because you might be losing some advanced functionality in certain shade…
  • Check this out - I've used the script in the last post with good results some time ago: https://forum.unity3d.com/threads/accessing-navmesh-vertices.130883/
  • I was testing it some time ago as a dialogue solution in an AC project, two of the main reasons being that it uses a human-readable text file format and is comparatively easy to grasp for non-technical people. In the end, I went with a combination o…
  • In game development, "camera" is just another word for "can of worms" ... (https://youtu.be/C7307qRmlMI) :D Fortunately, using 3rd party camera controllers with AC is generally quite simple, so if you're prepared to spend a bit o…
  • Are you absolutely certain you actually need a 3rd party system for this? It sounds like it could be handled more or less out of the box with AC's own direct control scheme + clever use of action lists and/or some custom code - and a lot of work get…
  • Opsive's Third Person Controller definitely works with AC, but can be a bit complex to set up to get really satisfactory results. You'll probably also have to do some scripting (and their documentation is definitely aimed at coders) but if that's no…
  • Cool - I'm using the code actively myself, so will update it if I run into anything that needs to be changed.
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