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Doggo Detective - Week 10

I created a GameObject-oriented inventory system that allowed compatible GameObjects to be picked up and moved about, but someone else had already made a more fitting inventory system, so once I was done fixing the NavMesh, preventing a feet-clipping-into-floor issue, I created an ‘InventoryRenderer’ that allowed inventory items from that system to appear on Sammo, for example: in his mouth. From there, the Cameraman would now drop a polaroid item upon taking the picture. Thanks to RenderTextures, it would even show the picture taken!

Once the inventory system was done, I added an on-screen prompt that would appear when you were able to pick up an item or otherwise interact with the world.

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