Hi!
This isn't so much me asking for help, in fact it's the opposite. A long time ago I made a game in a weekend using playmaker for fun called Ricochet. It's on the android store here;
https://play.google.com/store/apps/details?id=com.EarlyGames.Ricochet&hl=enHowever I abandoned the project before making more levels because of a game breaking bug. I was using physics on the ball to move it, initially and using collisions with the bars and the ball to make the ball bounce. At first I thought this was a solid way of doing it. What could go wrong? The bar was exactly 45 degrees and the ball starts off aligned to an imaginary grid with the bars, everything was placed perfectly.
Well, the ball would very rarely not collide exactly on time with the bars and would eventually become offset, which would then make the ball collide incorrectly and it would bounce off at a random angle. I was a noob at the time so this was a big problem I couldn't solve.
Enter today! I was thinking about the project today and it clicked, I could just manually move the ball exactly 1 unit, check whats there then move 1 unit accordingly, repeat. This removes physics in favour of just using translate. I'd move the ball for 0.5 seconds at a speed of 2 if I wanted it to be double the speed. Unfortunately for me once again, this wasn't accurate. As it turns out the ball would sometimes stop too late, becoming slightly offset once again.
My next attempt was to look for something other than moving it with physics or translate so I tried a using iTween actions and BAM! No matter how fast I wanted to make the ball, it would move exactly 1 unit, do it's check then move again accordingly. It all happens instantly so the ball looks like it's smoothly moving. So I've solved the issue (mind you I need to start my project again as I no longer have that project on my pc).
I guess my main point in this thread is for one, to help others come to the same realisation that using standard methods to move objects in Unity are flawed and inaccurate. And secondly, I guess I want to ask why they're inaccurate? How have other people done similar things without noticing this flaw?
Anyway, expect to see Ricochet 2 released on PC in the future.
Pure Playmaker game. Now that I've become a little more educated on game design I will also strive to make the game a little more balanced with difficulty, since almost everyone stopped playing around level 6-9 due to my ramp in difficulty throughout the 27 levels.
Thanks,
MattyWS