i deliberated over how to make a clean and orderly hitbox / hurtbox system for most of yesterday and today. and then, for whatever reason, i finally decided i had had enough of that and went and implemented a super gross and simple version of it that could still feasibly be refactored into something far more useful later.

and the great news is that without too much struggle, Unity seems to handle it just fine. is it performant? probably not. but a generic hitbox, hurtbox, and weapons system is not so far away with this one little test.

thinking about it, this means that enemy health and weapon damage isn't so far away either, which is pretty exciting.

rubic1 year ago

just noticed that one of those console lines is written wrong. Hurtbox doesn't leave Sword Swing's Hitbox, i just wrote it reversed on accident. hitboxes are enabled and disabled (and i should probably create some kind of gizmo to show that happening in real time!)

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