Recent Updates


Changelog 

Build / version

  • Project version string is bumped in Player Settings with each release; character select shows it as V.<version> on a dedicated label.

Character select

  • Version label: Reads from Player Settings at runtime (Application.version), formatted as V.x.y.z; auto-binds to a TextMeshPro child named version.
  • Passive growth sliders: Values now clamp to each slider’s real min/max (no more everything forced to 0–1).
  • Slider ranges: Slider maxima are raised from roster data when needed so high growth values (e.g. regen) aren’t clipped by the UI.
  • Preview: No longer sets velocity on kinematic rigidbodies when prepping the character preview.

Characters & data

  • Player blurbs: Short, stat-focused lines on Recruit, Doc, Golem, Glorb, and Skeleton player definitions.

Combat / audio

  • Bullet: Optional pitch variance on the projectile clip (slider 0–1, random pitch around 1.0 per shot).
  • Projectile SFX: Fires at spawn (where the projectile is initialized), not at impact, so shots sound local to the player.

Skeleton sword slash VFX

  • Sword Slash visibility fixes for mobile/WebGL: particle renderer/settings and PolySlash02 tuned for URP (alpha/transparency, slash shape instead of a flat quad glow). Dust child could already show while the main slash didn’t — that path is aligned.

Files

UberloopWeb.zip Play in browser
2 hours ago

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