It is common to encounter complex challenges when developing any project. Some are easy to solve, while others are deeply rooted in multiple layers of logic and often result in a journey of discoverability and the will to implement an appropriate solution.
With this project, development has been going generally well. There have been some logical flaws that were initially glossed over and had been showing the signs. Eventually, these anomalies started to get to the point that could not be ignored anymore, and the journey of discoverability began. While hunting for bugs like a terminator, some interesting finds will have positive results in the future.
The journey to find logical flaws is far from over. But along the way, some solutions were implemented while others were marked for later.
Other than that, the usable items within the game room have been partially assembled and implemented. There is still much more to do, and scratching the surface of Unity Shaders and Shader Graph, it is evident that this is a deep rabbit hole to go down. One should tread lightly on depths this deep. Needless to say, Shaders are amazing and fun to learn and play with, but they require a significant time investment to get results.
Here is what the usable block and popsicle look like in a test environment.
Within a game room
As mentioned before, solving some logical challenges requires the tools to solve them. The EditorObjectPool is an excellent example of a tool that extends from the Unity EditorWindow. This tool serves the purpose of being able to view the details of the project Object Pool.
Without question, there will be a lot of Particle Effects and Shaders used within this project as development continues. This will especially be valuable when the development focus shifts to the World and the Pet Combat System.
Thank you for reading :)