Hey I just tried importing the latest detonator package and aside from the virtual functions that are easily changed there seems to be some shader problems… Anyone managed to cobble together a fix for this? I’d give it a try myself but shader code makes my head hurt
Problem seems to be in the heatwave and the shockwave
Downloaded from the link, but still getting a whole lot of errors…lots of things are coming up as out of date, also,
Assets/Detonator/System/Detonator.cs(67,30): error CS0106: The modifier `virtual’ is not valid for this item
Is popping up too. I’d try to fix the issues myself, but I really have never used C# much…is there an updated version available? It’s not really urgent, but the Explosion Framework has such nice explosions.
Yeah, I did do that, but then all the out of date errors popped up. Not sure if deleting virtual actually does anything. Unless there actually is an updated version, I could probably feel my way through all the changes.
Okay, got it to work. Wasn’t all that hard, really, just updating some of the terms. Had to also change the rollOff mode to Logarithmic…probably should have spent a couple more minutes looking at it before. Anyways, thanks for any help!
I’m still trying to get Detonator back on it’s feet with U3. I downloaded the version aNTeNNa trEE said was updated, and found it to have exactly the same problems as the package I was using from 3 months ago, so i’m not sure that anything about it is actually updated (in so far as U3’s new code requirements are concerned). The problem, after deleting all uses of the word virtual, is the DetonatorSound.cs code. I can figure out C# enough to switch min/maxVolume to min/maxDistance, but I don’t know how to go about repairing the inability to use rolloffFactor. IronWarrior said to change it to Logarithmic, but that didn’t add up for me. The “broken” version has this line: _soundComponent.rolloffFactor = rolloffFactor; The latter being a float defaulted to 0.5f at the top of the script. Frankly the use of rolloffFactor as a property of _soundComponent AND as a definable variable confuses me (which is indicative of my lack of knowledge). I got Unity to stop throwing an error at me by changing the above line to: _soundComponent.rolloffMode = AudioRolloffMode.Logarithmic; But this removes the need for the “rolloffFactor” variable I mentioned, and makes me think I’m gimping the capabilities of the script. Can anyone shed some light on this?
Also, in a couple places I get a warning that a private field is assigned but it’s value is never used. Specifically in the DetonatorFireball.cs and DetonatorSparks.cs a private float called _baseDamping. My guess is that U3 is more aware than version 2.61 was and can now tell that this situation exists. removing the line fixed the problem, but again, I’m newb enough that I’m not sure if it may cause a problem in certain circumstances.
Finally, the detonator explosions do indeed look significantly different. I of course have no clue as to why other than something about U3 works differently, and have no idea how to go about tweaking things (the shockwave in particular lost all subtlty). Any comments about any of this would be educational, thanx!
Detonator in 3.0 is a complete mess.
I also had to delete the virual keywords and references to some obsolete properties of audio component.
But even after it still creates tons of errors on every explosion:
“Scene::raycastClosestShape: The maximum distance must be greater than zero!”
“f < 0 || f > UINT_MAX”
And basically outputs that every frame. Explosion still sorta works but it slows down the editor so much, it’s not fun.
I have the Auto Create Smoke unchecked and yet it still makes smoke. Also, the smoke is not where the explosion is even when I have it checked – its a couple points away, up to a big gap, from any given explosion.
This is with the updated Detonator package that antenna supplied.