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(+1)

Got this on the main menu after booting the game.

  • "SaveMenuManager: SaveGameMenu panel not found. Assign it in the inspector or make sure a child name 'SaveGameMenu' exists".

And these during gameplay.

  • "There is already a player for this connection"
  • "Not allowed to access vertices on mesh 'Cube.003' (isReadable is false; Read/Write must be enabled in import settings)"
  • "Not allowed to access triangles/indices on mesh 'Cube.003' (isReadable is false; Read/Write must be enabled in import settings)"


Graphics are very cute and charming. The lighting can create some harsh highlights in some areas but overall it was enjoyable for a development build.

Feedback.

  • UI needs the most work. It's too ugly and uninspired compared to the rest of the game. The health bar being the only exception. 
  • You should redo the animation system for walking, use a blend tree so the animations are smoother and less snappy. 
  • Add a sideways walk animation instead of using the forward walking animation when strafing. I noticed that the players lowers the arms when strafing to the right so I think you are already doing something like that but incorrectly you can use a blend tree and layer to move the torso independently of the legs.
  • Jump should have a dedicated animation, use the current animation only when the player velocity is negative so it plays after jumping or when falling and add a new animation when the player initiates a jump.
  • Use a slope collider for stairs so it's going up and down is smooth. The stairs in the castle follow this approach.
  • Aiming and using spells feels off, needs more feedback and what you are doing and to where you are doing it, the weird 3D crosshair behaves weirdly and makes it look like you are shooting something instead of charging your spell. Spells need to be more intuitive.
  • Camera collision doesn't feel good. I think you are using the built-in Cinemachine Collision component, which sucks. Replace it with this one Unity Discussions: Simple Camera Collision Script
    This should only be used for walls and big geometry, small stuff should be excluded and instead just fade it out when close to the camera.

Thanks for the detailed feedback, I agree with everything 100% and will be working on these points.
I added bloom just this week and notice there are some extreme glowing spots, particularly in the dungeons that are gliching, did you encounter those?
Also thanks for the camera tip, I'm using cinemachine and it's very frustrating.