we started off making this basic shader by creating 4 different color nodes that with supplied with different variables for each type of texture (e.g. albedo, normal, and roughness) we then connected these to the inputs of each image.
we added a tiling and offset map to each image type that we made 2 float variables for them that we can change later on each material so that we can make the textures bigger and offset/move them.
we also conected all the correct chanels to the outputs so that our inputs have something they come together to display.
this is the final image of the shader graph we made, last things that we did was group everything up and add in some math to_________,
- more than 6 sided dice
- reset
bad: no gambling
- spawn dice
- ui exists
bad: gambling broke
the issue was the buttons used to be set to call a script from the dice but it got moved to the game manager object, so it wasn't being called i fixed this by replacing where the dice used to be with the game manager and it worked fine.
The UI is cluttered potential fix: to have pop out menus instead of everything being there all the time, for example when you get the result a menu could pop down from the top of the screen and the betting text could all be turned off when the dice is rolling so that there isn't that always at the bottom.
i also noticed i had to point out controls a lot so i would consider adding a instructions menu so that people wouldn't have to ask/ look it up if it was a released game.
another issue is when spawning multiple die then it wont work and all controls will be transferred to the newest die instead of all at the same time though i haven't thought of a way to fix that yet.
:3
I have learnt how to make a simple timer this lesson because of the extension task.
The point of this lesson to me was to get everyone caught up on a common subject of unity 6.
prefabs dont keep variables.
how are you doing?
use prefabs >:)