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I need help on a script. I am recreating a scene from A Hat In Time where Hat Girl goes into Queen Vanessa's manor. She has to collect keys and avoid Queen Vanessa. How would I script the door where you can open it and peek through it without actually going out the door? Any help is appreciated. Thanks!

EDIT: Not peeking throught the keyhole, just poke your head out the door

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Are you modding the game or recreating something using an existing engine that you're not totally familiar with yet?  We'll need to know what exactly you're dealing with to offer more detailed suggestions.

Edited by Nypyren

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2 minutes ago, Nypyren said:

Are you modding the game or recreating something using an existing engine that you're not totally familiar with yet?  We'll need to know what exactly you're dealing with to offer more detailed suggestions.

I am recreating a set of actions from Unreal Engine to Unity 

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Normally with a door, you'll either move the collider with the moving part of the door, or just disable the collider at a specific point.  You can use an animation to open the door or use physics and apply force or torque to open it.

With the door that you only want the user to peek through, you'll probably want to use an animation to control the door.  Don't do anything with the collider; just move the rendered mesh so that you can actually see through/around it.  Put the player into a state where they can only perform actions you want them to, or cancel peeking.

I can't quite tell from your posts, but just in case you haven't done any scripting in Unity yet, it would be best to start by reading/watching all of the online tutorials that are available first.

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2 hours ago, Nypyren said:

Normally with a door, you'll either move the collider with the moving part of the door, or just disable the collider at a specific point.  You can use an animation to open the door or use physics and apply force or torque to open it.

With the door that you only want the user to peek through, you'll probably want to use an animation to control the door.  Don't do anything with the collider; just move the rendered mesh so that you can actually see through/around it.  Put the player into a state where they can only perform actions you want them to, or cancel peeking.

I can't quite tell from your posts, but just in case you haven't done any scripting in Unity yet, it would be best to start by reading/watching all of the online tutorials that are available first.

I have scripted before

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23 minutes ago, Timothy Sharp said:

Watch this, and you'll see what I mean by peaking :)

Rephrasing Nypyren's question slightly, how about you show us what you've managed to achieve so far? That way we'll be able to see where you are stuck, and provide specific advice.

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Ok, I misunderstood.  I thought you meant the character was looking through a door without moving into the room on the other side.

Every time the player in that video goes uses a door, he goes into the next room.  I don't know how the game controls work, so I don't know if it's automatically doing that, or if the player is.  Does the game also let you do something else?

What I saw in the video was camera-related techniques used for third-person games:

  • When you move through a door which is parallel to the screen, the door turns transparent so that the third-person camera can see the player character.
  • When you move through a door which is perpendicular to the screen, your can see a blue ghost of your character as the camera pans through the wall.

Are those what you mean by peeking?  Or did I miss something in the video?

Edited by Nypyren

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Yea thats what I mean

21 minutes ago, Nypyren said:

Ok, I misunderstood.  I thought you meant the character was looking through a door without moving into the room on the other side.

Every time the player in that video goes uses a door, he goes into the next room.  I don't know how the game controls work, so I don't know if it's automatically doing that, or if the player is.  Does the game also let you do something else?

What I saw in the video was camera-related techniques used for third-person games:

  • When you move through a door which is parallel to the screen, the door turns transparent so that the third-person camera can see the player character.
  • When you move through a door which is perpendicular to the screen, your can see a blue ghost of your character as the camera pans through the wall.

Are those what you mean by peeking?  Or did I miss something in the video?

 

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OK.

For the first part, where the door turns transparent, it looks like what the game does is:  If you're in a room, turn the near wall and door transparent.  It looks like there is an animation for the wall which hides/reveals it.  This feels to me like it's being scripted by detecting which room the player is in, and telling the wall(s) and door(s) to change state when you change rooms.

For the second part, where the character appears as a blue ghost when they're behind a solid object, I believe that's done with a shader and some rendering tricks.  You'll also notice a few places where the character is behind other objects where it happens as well, so I believe this effect is always active even if you're not going through a door.  Unfortunately I don't know enough about shaders to tell you what to do or what search terms to use to find someone who does.  Maybe it works by simply turning off z-test, drawing the character last, and if any previously drawn pixel has a nearer depth, draw a blue pixel instead?

Edited by Nypyren

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7 minutes ago, Nypyren said:

OK.

For the first part, where the door turns transparent, it looks like what the game does is:  If you're in a room, turn the near wall and door transparent.  It looks like there is an animation for the wall which hides/reveals it.  This feels to me like it's being scripted by detecting which room the player is in, and telling the wall(s) and door(s) to change state when you change rooms.

For the second part, where the character appears as a blue ghost when they're behind a solid object, I believe that's done with a shader and some rendering tricks.  You'll also notice a few places where the character is behind other objects where it happens as well, so I believe this effect is always active even if you're not going through a door.  Unfortunately I don't know enough about shaders to tell you what to do or what search terms to use to find someone who does.  Maybe it works by simply turning off z-test, drawing the character last, and if any previously drawn pixel has a nearer depth, draw a blue pixel instead?

Would you like to be my Unity game design partner?

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No thanks, I've got my hands too full to help much more than this.  I take breaks on the forum occasionally though.  Good luck on your project!

Edited by Nypyren

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