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Finished mobile version (#6)
* Finished Game (#1) * Added base maze. * Made camera looking. * Added player movement. * Imported new character model. * Changed ground texture. * Made bird's eye view ability. * Organized assets. * Made painting prototype. * Made object pooler for painting. * Made spray amount. * Fixed issue with painting's rotation. * Changed painting material. * Optimized game. * Made countdown timer. * Made lossing. * Made footprints. * Fixed optimizing issue. * Made object pooling for footprints and improved object polling system. * Made footprints and paintings' lifetime. * Recreated base level and created terrain. * Made compass rotation. * Made player rotation to north by pressed key. * Made bird's eye view cooldown. * Made surprised wall(without collider). * Created a new level. * Created 3 more levels. * Added coin prefab and created level choosing scene. * Made levels' number text on the wall. * Made separate class for timer and made generic singleton for gameController. * Made fading between scenes. * Made loading bar. * Made game states system. * Made loading levels in level selection scene. * Remade bird's eye view ability with coroutine. * Made spray a scriptable object. * Made compass, boot and bird's eye view a scriptable object. * Made main menu. * Finished main menu. * Made pause menu. * Made victory menu. * Made replay menu. * Made setting menu. * Made difficulty settings. * Made base localization. * Made auto localization. * Made choosing language in settings. * Revert "Made choosing language in settings." This reverts commit 60671e7. * Revert "Revert "Made choosing language in settings."" This reverts commit f4fa8d9. * Fixed missed locals bug. * Made localized dropdown. * Change text fonts. * Made distance to exit on 4th compass level. * Made how to play panel. * Imported DOTween asset. * Made main menu UI tweening. * Made Pause menu tweening. * Made better tween animation of pause menu. * Made victory menu tweening. * Made replay menu twening. * Made critical time animaiton. * Fixed issue with second time tweening array elements. * Made events when UI changed and surprise text. * Changed options menu tabs size. * Made inventory UI. * Changed back button to icon. * Made a selected tab gold. * Made shop elements tweening. * Made inventory page localization. * Made price button text and upgraded level text depending on item. * Made subtracting item price when the upgraded button is pressed. * Fixed tweening issue. * Disabled color stats. * Remade upgrade struct. * Made changing stats to next level for spray, birds and boots. * Made changing stats for compass. * Made changing real game stats by upgrading items. * Fixed timer issue. * Made load and save persisting data. * Made audio system. * Made game sounds. * Made second test game build. * Fixed little bugs. * Made level system. * Made player autospawning near to max reached level in level selection. * Made bird's eye view ability cooldown ui. * Made compass cooldown UI. * Made some game objects prefabs. * Remade level choosing terrain. * Remade first five levels. * Made five more levels. * Made two more levels. * Made one more level. * Made three more levels. * Made boss level design. * Made boss level system. * Fixed bug with timer text tweening and no exit transform reference for compass. * Made coin rotation to random axis. * Made second boss level. * Made the third boss level. * Made final (4) boss level. * Remade environment. Change skybox, wall and ground textures, removed terrain, added asteroid and spaceship. * Imported player astronaut 3d model. * Imported astronaut character with idle and run animations. * Added astronaut materials. * Clamped camera rotation. * Fixed astronaut suit camera bug. * Redesigned loading screen and added stars bg to main menus. * Added star bg to levels menu and made start tab tweening. * Fixed volume slider issue and loading data issue. * Made compass array for boss level. * Fixed pause menu issue. * Changed 13 levels textures. * Changed textures and skyboxes of all levels. * Fixed wall position issues and changed wall height. * Fixed footstep sound issue. * Made checkpoint as glass wall. * Made levels lighting and post prosessing. * Made changing checkpoint color when enter it. * Organized assets. * Fixed little build issues. * Rebuild localization system. Build is localized now! * Localized main menu. * Fixed difficult dropdown issue. * Optimaze build size. Made script for texture auto color. Reduced textures and skyboxes resolutions. * Optimized build size. Removed unnecessary skyboxes, changed their and textures max sizes, changed all level lighting. * Fixed some bugs. * Changed all levels lighting. Made new reflection material. * Fixed minor bugs. * Added game logo. * Made final build. * Finished mobile version (#3) * Added base maze. * Made camera looking. * Added player movement. * Imported new character model. * Changed ground texture. * Made bird's eye view ability. * Organized assets. * Made painting prototype. * Made object pooler for painting. * Made spray amount. * Fixed issue with painting's rotation. * Changed painting material. * Optimized game. * Made countdown timer. * Made lossing. * Made footprints. * Fixed optimizing issue. * Made object pooling for footprints and improved object polling system. * Made footprints and paintings' lifetime. * Recreated base level and created terrain. * Made compass rotation. * Made player rotation to north by pressed key. * Made bird's eye view cooldown. * Made surprised wall(without collider). * Created a new level. * Created 3 more levels. * Added coin prefab and created level choosing scene. * Made levels' number text on the wall. * Made separate class for timer and made generic singleton for gameController. * Made fading between scenes. * Made loading bar. * Made game states system. * Made loading levels in level selection scene. * Remade bird's eye view ability with coroutine. * Made spray a scriptable object. * Made compass, boot and bird's eye view a scriptable object. * Made main menu. * Finished main menu. * Made pause menu. * Made victory menu. * Made replay menu. * Made setting menu. * Made difficulty settings. * Made base localization. * Made auto localization. * Made choosing language in settings. * Revert "Made choosing language in settings." This reverts commit 60671e7. * Revert "Revert "Made choosing language in settings."" This reverts commit f4fa8d9. * Fixed missed locals bug. * Made localized dropdown. * Change text fonts. * Made distance to exit on 4th compass level. * Made how to play panel. * Imported DOTween asset. * Made main menu UI tweening. * Made Pause menu tweening. * Made better tween animation of pause menu. * Made victory menu tweening. * Made replay menu twening. * Made critical time animaiton. * Fixed issue with second time tweening array elements. * Made events when UI changed and surprise text. * Changed options menu tabs size. * Made inventory UI. * Changed back button to icon. * Made a selected tab gold. * Made shop elements tweening. * Made inventory page localization. * Made price button text and upgraded level text depending on item. * Made subtracting item price when the upgraded button is pressed. * Fixed tweening issue. * Disabled color stats. * Remade upgrade struct. * Made changing stats to next level for spray, birds and boots. * Made changing stats for compass. * Made changing real game stats by upgrading items. * Fixed timer issue. * Made load and save persisting data. * Made audio system. * Made game sounds. * Made second test game build. * Fixed little bugs. * Made level system. * Made player autospawning near to max reached level in level selection. * Made bird's eye view ability cooldown ui. * Made compass cooldown UI. * Made some game objects prefabs. * Remade level choosing terrain. * Remade first five levels. * Made five more levels. * Made two more levels. * Made one more level. * Made three more levels. * Made boss level design. * Made boss level system. * Fixed bug with timer text tweening and no exit transform reference for compass. * Made coin rotation to random axis. * Made second boss level. * Made the third boss level. * Made final (4) boss level. * Remade environment. Change skybox, wall and ground textures, removed terrain, added asteroid and spaceship. * Imported player astronaut 3d model. * Imported astronaut character with idle and run animations. * Added astronaut materials. * Clamped camera rotation. * Fixed astronaut suit camera bug. * Redesigned loading screen and added stars bg to main menus. * Added star bg to levels menu and made start tab tweening. * Fixed volume slider issue and loading data issue. * Made compass array for boss level. * Fixed pause menu issue. * Changed 13 levels textures. * Changed textures and skyboxes of all levels. * Fixed wall position issues and changed wall height. * Fixed footstep sound issue. * Made checkpoint as glass wall. * Made levels lighting and post prosessing. * Made changing checkpoint color when enter it. * Organized assets. * Fixed little build issues. * Rebuild localization system. Build is localized now! * Localized main menu. * Fixed difficult dropdown issue. * Optimaze build size. Made script for texture auto color. Reduced textures and skyboxes resolutions. * Optimized build size. Removed unnecessary skyboxes, changed their and textures max sizes, changed all level lighting. * Fixed some bugs. * Changed all levels lighting. Made new reflection material. * Fixed minor bugs. * Added game logo. * Made final build. * Dublicate project for mobile version. * Change settings to mobile and made joystick movement. * Made compass and eye bird's view buttons . * Made bad touch camera looking. * Made paint mode. * Removed paint spray and made time dilation. * Made UI scaling on different resolutions for level 1 and level selection. * Remade main menus. * Added ice frame in slow mode. * Changed all UI elements positions on all levels. * Optimized textures and made saving data into directory. * Made advertisement managed. * FIxed compass frame issue. * Made final build. * Made little texture fixes. * Fixed texture issue. * Logs. * Finished mobile version (#5) * Added base maze. * Made camera looking. * Added player movement. * Imported new character model. * Changed ground texture. * Made bird's eye view ability. * Organized assets. * Made painting prototype. * Made object pooler for painting. * Made spray amount. * Fixed issue with painting's rotation. * Changed painting material. * Optimized game. * Made countdown timer. * Made lossing. * Made footprints. * Fixed optimizing issue. * Made object pooling for footprints and improved object polling system. * Made footprints and paintings' lifetime. * Recreated base level and created terrain. * Made compass rotation. * Made player rotation to north by pressed key. * Made bird's eye view cooldown. * Made surprised wall(without collider). * Created a new level. * Created 3 more levels. * Added coin prefab and created level choosing scene. * Made levels' number text on the wall. * Made separate class for timer and made generic singleton for gameController. * Made fading between scenes. * Made loading bar. * Made game states system. * Made loading levels in level selection scene. * Remade bird's eye view ability with coroutine. * Made spray a scriptable object. * Made compass, boot and bird's eye view a scriptable object. * Made main menu. * Finished main menu. * Made pause menu. * Made victory menu. * Made replay menu. * Made setting menu. * Made difficulty settings. * Made base localization. * Made auto localization. * Made choosing language in settings. * Revert "Made choosing language in settings." This reverts commit 60671e7. * Revert "Revert "Made choosing language in settings."" This reverts commit f4fa8d9. * Fixed missed locals bug. * Made localized dropdown. * Change text fonts. * Made distance to exit on 4th compass level. * Made how to play panel. * Imported DOTween asset. * Made main menu UI tweening. * Made Pause menu tweening. * Made better tween animation of pause menu. * Made victory menu tweening. * Made replay menu twening. * Made critical time animaiton. * Fixed issue with second time tweening array elements. * Made events when UI changed and surprise text. * Changed options menu tabs size. * Made inventory UI. * Changed back button to icon. * Made a selected tab gold. * Made shop elements tweening. * Made inventory page localization. * Made price button text and upgraded level text depending on item. * Made subtracting item price when the upgraded button is pressed. * Fixed tweening issue. * Disabled color stats. * Remade upgrade struct. * Made changing stats to next level for spray, birds and boots. * Made changing stats for compass. * Made changing real game stats by upgrading items. * Fixed timer issue. * Made load and save persisting data. * Made audio system. * Made game sounds. * Made second test game build. * Fixed little bugs. * Made level system. * Made player autospawning near to max reached level in level selection. * Made bird's eye view ability cooldown ui. * Made compass cooldown UI. * Made some game objects prefabs. * Remade level choosing terrain. * Remade first five levels. * Made five more levels. * Made two more levels. * Made one more level. * Made three more levels. * Made boss level design. * Made boss level system. * Fixed bug with timer text tweening and no exit transform reference for compass. * Made coin rotation to random axis. * Made second boss level. * Made the third boss level. * Made final (4) boss level. * Remade environment. Change skybox, wall and ground textures, removed terrain, added asteroid and spaceship. * Imported player astronaut 3d model. * Imported astronaut character with idle and run animations. * Added astronaut materials. * Clamped camera rotation. * Fixed astronaut suit camera bug. * Redesigned loading screen and added stars bg to main menus. * Added star bg to levels menu and made start tab tweening. * Fixed volume slider issue and loading data issue. * Made compass array for boss level. * Fixed pause menu issue. * Changed 13 levels textures. * Changed textures and skyboxes of all levels. * Fixed wall position issues and changed wall height. * Fixed footstep sound issue. * Made checkpoint as glass wall. * Made levels lighting and post prosessing. * Made changing checkpoint color when enter it. * Organized assets. * Fixed little build issues. * Rebuild localization system. Build is localized now! * Localized main menu. * Fixed difficult dropdown issue. * Optimaze build size. Made script for texture auto color. Reduced textures and skyboxes resolutions. * Optimized build size. Removed unnecessary skyboxes, changed their and textures max sizes, changed all level lighting. * Fixed some bugs. * Changed all levels lighting. Made new reflection material. * Fixed minor bugs. * Added game logo. * Made final build. * Dublicate project for mobile version. * Change settings to mobile and made joystick movement. * Made compass and eye bird's view buttons . * Made bad touch camera looking. * Made paint mode. * Removed paint spray and made time dilation. * Made UI scaling on different resolutions for level 1 and level selection. * Remade main menus. * Added ice frame in slow mode. * Changed all UI elements positions on all levels. * Optimized textures and made saving data into directory. * Made advertisement managed. * FIxed compass frame issue. * Made final build. * Made little texture fixes. * Made final build for mobile version.
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Amazing Maze 3D/Logs/AssetImportWorker1.log

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Start importing Assets/Textures/Stylize Wood Texture/Textures/vol_2_3_Ambient_Occlusion.png using Guid(40a62786649ecba4280166147e79e5f1) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '2ca93735a172a59345ebfe9a85550ee1') in 0.020649 seconds
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Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe0.log

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Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines'
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Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe1.log

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Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines'
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Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe2.log

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Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines'
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insize=7300 file=Assets/Models/Graphics/TextMesh Pro/Shaders/TextMeshPro/Distance Field Overlay pass=<Unnamed Pass> cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING uKW= dKW=BEVEL_ON UNDERLAY_ON UNDERLAY_INNER GLOW_ON UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=227 mask=6 start=114 ok=1 outsize=1594
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Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe3.log

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Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines'
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insize=5800 file=Assets/Models/Graphics/TextMesh Pro/Shaders/TextMeshPro/Distance Field Overlay pass=<Unnamed Pass> cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING uKW= dKW=OUTLINE_ON UNDERLAY_ON UNDERLAY_INNER UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=33 mask=6 start=83 ok=1 outsize=530
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Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe4.log

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insize=5800 file=Assets/Models/Graphics/TextMesh Pro/Shaders/TextMeshPro/Distance Field Overlay pass=<Unnamed Pass> cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING uKW= dKW=OUTLINE_ON UNDERLAY_ON UNDERLAY_INNER UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=33 mask=6 start=83 ok=1 outsize=3130
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Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe5.log

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Cmd: compileSnippet
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insize=8050 file=Assets/Models/Graphics/TextMesh Pro/Shaders/TextMeshPro/Distance Field SSD pass=<Unnamed Pass> cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING uKW= dKW=BEVEL_ON UNDERLAY_ON UNDERLAY_INNER GLOW_ON FORCE_LINEAR UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=227 mask=6 start=113 ok=1 outsize=1850
67

Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe6.log

+2
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,7 @@
11
Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines'
22
Cmd: initializeCompiler
33

4+
45
Cmd: compileSnippet
56
insize=8050 file=Assets/Models/Graphics/TextMesh Pro/Shaders/TextMeshPro/Distance Field SSD pass=<Unnamed Pass> cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING uKW= dKW=BEVEL_ON UNDERLAY_ON UNDERLAY_INNER GLOW_ON FORCE_LINEAR UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=227 mask=6 start=113 ok=1 outsize=1866
67

@@ -13,3 +14,4 @@ Cmd: compileSnippet
1314
Cmd: compileSnippet
1415
insize=1149 file=/TextMeshPro/Mobile/Bitmap pass=<Unnamed Pass> cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING uKW= dKW=UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=1 mask=6 start=1 ok=1 outsize=822
1516

17+

Amazing Maze 3D/Logs/shadercompiler-UnityShaderCompiler.exe7.log

+1
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@@ -1,6 +1,7 @@
11
Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.11f1/Editor/Data/PlaybackEngines'
22
Cmd: initializeCompiler
33

4+
45
Cmd: compileSnippet
56
insize=7305 file=Assets/Models/Graphics/TextMesh Pro/Shaders/TextMeshPro/Distance Field pass=<Unnamed Pass> cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING uKW= dKW=BEVEL_ON UNDERLAY_ON UNDERLAY_INNER GLOW_ON UNITY_UI_CLIP_RECT UNITY_UI_ALPHACLIP UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=227 mask=6 start=114 ok=1 outsize=3090
67

AstromaMazeMobile/Assets/Models/Asteroids Pack/Assets/Materials/MainSmall_asteroid.mat

+1-1
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ Material:
2222
m_TexEnvs:
2323
- _BaseMap:
2424
m_Texture: {fileID: 2800000, guid: ddce39766e2a9ce48a69c914a4a29487, type: 3}
25-
m_Scale: {x: 5, y: 5}
25+
m_Scale: {x: 4, y: 3}
2626
m_Offset: {x: 0, y: 0}
2727
- _BumpMap:
2828
m_Texture: {fileID: 2800000, guid: 12c40864f9ef9974592868faef1d76c5, type: 3}

AstromaMazeMobile/Assets/Models/Asteroids Pack/Assets/Materials/Main_asteroid.mat

+4-2
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ Material:
2222
m_TexEnvs:
2323
- _BaseMap:
2424
m_Texture: {fileID: 2800000, guid: ddce39766e2a9ce48a69c914a4a29487, type: 3}
25-
m_Scale: {x: 3, y: 4}
25+
m_Scale: {x: 2, y: 2}
2626
m_Offset: {x: 0, y: 0}
2727
- _BumpMap:
2828
m_Texture: {fileID: 2800000, guid: 12c40864f9ef9974592868faef1d76c5, type: 3}
@@ -106,7 +106,9 @@ Material:
106106
- _WorkflowMode: 1
107107
- _ZWrite: 1
108108
m_Colors:
109-
- _BaseColor: {r: 0.7019608, g: 0.07058824, b: 0.28627452, a: 0}
109+
110+
- _BaseColor: {r: 0.99607843, g: 0.98039216, b: 0.2627451, a: 0}
111+
110112
- _Color: {r: 1, g: 1, b: 1, a: 1}
111113
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
112114
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}

AstromaMazeMobile/Assets/Models/Asteroids Pack/Assets/Materials/Main_small_asteroid.mat

+5-2
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,8 @@ Material:
2222
m_TexEnvs:
2323
- _BaseMap:
2424
m_Texture: {fileID: 2800000, guid: ddce39766e2a9ce48a69c914a4a29487, type: 3}
25-
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25+
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26+
2627
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2728
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2829
m_Texture: {fileID: 2800000, guid: 12c40864f9ef9974592868faef1d76c5, type: 3}
@@ -106,7 +107,9 @@ Material:
106107
- _WorkflowMode: 1
107108
- _ZWrite: 1
108109
m_Colors:
109-
- _BaseColor: {r: 0.8392157, g: 0.7137255, b: 0.5019608, a: 0}
110+
111+
- _BaseColor: {r: 0, g: 0.6509804, b: 0.40784314, a: 0}
112+
110113
- _Color: {r: 1, g: 1, b: 1, a: 1}
111114
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
112115
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}

AstromaMazeMobile/Assets/Scripts/UI/Tweening.cs

+3-1
Original file line numberDiff line numberDiff line change
@@ -198,7 +198,9 @@ public void TweenScale(GameObject gameObject, float tweenDuration, bool scaleIn,
198198
if (scaleIn)
199199
{
200200
gameObject.transform.localScale = Vector2.zero;
201-
pauseId = gameObject.transform.LeanScale(Vector2.one, tweenDuration).setEaseOutExpo().setIgnoreTimeScale(true)
201+
202+
pauseId = gameObject.transform.LeanScale(Vector2.one * 1.05f, tweenDuration).setEaseOutExpo().setIgnoreTimeScale(true)
203+
202204
.setOnComplete(() => TweenPauseMenuElements(UIManager.Instance.pauseMenuElements, 0.15f, 0.15f, true)).id;
203205
LTDescr descr = LeanTween.descr(pauseId);
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descr.delay = delay;

AstromaMazeMobile/Assets/Textures/Rock/Main_rock.mat

+6-2
Original file line numberDiff line numberDiff line change
@@ -35,7 +35,9 @@ Material:
3535
m_TexEnvs:
3636
- _BaseMap:
3737
m_Texture: {fileID: 2800000, guid: a170b06388a656c4f90ecdf0f17ab23e, type: 3}
38-
m_Scale: {x: 2, y: 2}
38+
39+
m_Scale: {x: 6, y: 6}
40+
3941
m_Offset: {x: 0, y: 0}
4042
- _BumpMap:
4143
m_Texture: {fileID: 2800000, guid: c7197270cf828fe4e9b52d7e978a5582, type: 3}
@@ -121,7 +123,9 @@ Material:
121123
- _WorkflowMode: 0
122124
- _ZWrite: 1
123125
m_Colors:
124-
- _BaseColor: {r: 0.18431373, g: 0.3764706, b: 0.41568628, a: 0}
126+
127+
- _BaseColor: {r: 0.32941177, g: 0.76862746, b: 0.83137256, a: 0}
128+
125129
- _Color: {r: 1, g: 1, b: 1, a: 1}
126130
- _EmissionColor: {r: 0, g: 0, b: 0, a: 0}
127131
- _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1}

AstromaMazeMobile/Assets/Textures/Stylize Wood Texture/Materials/Main_Stylize Wood.mat

+6-2
Original file line numberDiff line numberDiff line change
@@ -35,7 +35,9 @@ Material:
3535
m_TexEnvs:
3636
- _BaseMap:
3737
m_Texture: {fileID: 2800000, guid: 900f4bd6447eeb041a44d3066d2409ad, type: 3}
38-
m_Scale: {x: 2, y: 0.6}
38+
39+
m_Scale: {x: 3, y: 0.3}
40+
3941
m_Offset: {x: 0, y: 0}
4042
- _BumpMap:
4143
m_Texture: {fileID: 2800000, guid: c3f6480e1852bf34e819f74d58c5477f, type: 3}
@@ -120,7 +122,9 @@ Material:
120122
- _WorkflowMode: 0
121123
- _ZWrite: 1
122124
m_Colors:
123-
- _BaseColor: {r: 0.18431373, g: 0.41176474, b: 0.34117648, a: 0}
125+
126+
- _BaseColor: {r: 0.99607843, g: 0.2627451, b: 0.27450982, a: 0}
127+
124128
- _Color: {r: 1, g: 1, b: 1, a: 1}
125129
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
126130
- _SpecColor: {r: 0.103773594, g: 0.103773594, b: 0.103773594, a: 1}
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,2 @@
11
Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.18f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.18f1/Editor/Data/PlaybackEngines'
22
Cmd: initializeCompiler
3-
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,2 @@
11
Base path: 'C:/Program Files/Unity/Hub/Editor/2020.3.18f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2020.3.18f1/Editor/Data/PlaybackEngines'
22
Cmd: initializeCompiler
3-

AstromaMazeMobile/ProjectSettings/ProjectSettings.asset

+15-6
Original file line numberDiff line numberDiff line change
@@ -163,7 +163,9 @@ PlayerSettings:
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overrideDefaultApplicationIdentifier: 0
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AndroidBundleVersionCode: 1
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AndroidMinSdkVersion: 19
166-
AndroidTargetSdkVersion: 0
166+
167+
AndroidTargetSdkVersion: 31
168+
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AndroidPreferredInstallLocation: 1
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aotOptions:
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stripEngineCode: 1
@@ -244,19 +246,23 @@ PlayerSettings:
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useCustomBaseGradleTemplate: 0
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useCustomGradlePropertiesTemplate: 0
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useCustomProguardFile: 0
247-
AndroidTargetArchitectures: 1
249+
250+
AndroidTargetArchitectures: 3
248251
AndroidTargetDevices: 0
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AndroidSplashScreenScale: 0
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androidSplashScreen: {fileID: 0}
251-
AndroidKeystoreName:
252-
AndroidKeyaliasName:
254+
AndroidKeystoreName: '{inproject}: user.keystore'
255+
AndroidKeyaliasName: cle
256+
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AndroidBuildApkPerCpuArchitecture: 0
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AndroidTVCompatibility: 0
255259
AndroidIsGame: 1
256260
AndroidEnableTango: 0
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androidEnableBanner: 1
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androidUseLowAccuracyLocation: 0
259-
androidUseCustomKeystore: 0
263+
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androidUseCustomKeystore: 1
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m_AndroidBanners:
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- width: 320
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height: 180
@@ -709,7 +715,10 @@ PlayerSettings:
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33: UNITY_POST_PROCESSING_STACK_V2
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additionalCompilerArguments: {}
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platformArchitecture: {}
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scriptingBackend: {}
718+
719+
scriptingBackend:
720+
Android: 1
721+
713722
il2cppCompilerConfiguration: {}
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managedStrippingLevel:
715724
Standalone: 3

AstromaMazeMobile/user.keystore

1.99 KB
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