Umurangi Generation is a first person photography game in the shitty future. Set in Tauranga Aotearoa off the back of an impending crisis you are a courier for the Tauranga Express. Throughout the game you will unlock a variety of lenses and equipment.
HI,
We've updated the game to fix the following 2 minor bugs. We've been working on a port of the game and found the root cause of some issues on PC.
[h1]Performance for Ultra on Contact & Protest[/h1]
It seems a certain glitch occurred where the red tracers on Contact were calling a physics calculation while colliding into a solid object. With the new 144hz update, this would calculate more than twice per frame and the bottleneck was found. We wrote some custom code that prevents this physics calculation from occurring because it is not necessary. It seems this was a default setting based on a template we used to achieve the effect.
You should find that this level is much more performant
[h1]Creative Mode Soft lock and All Levels being unlocked at the start[/h1]
We got clues something was wrong when a player asked 'is the DLC free now?' they were using a public beta 'development build' of the game. For development the game temporarily unlocks everything including the DLC. Something which seems to have slipped through in the last patch is that all the levels were unlocked on a non development build as well as the option to choose which mode players would like to use. If players loaded into a creative mode or speedrun mode with no save file the game would save this mode as the default. Once the player would exit, they would be unable to access the mode selection, but the default would be locked to creative mode.
We've prevented players from being to do this bug when playing, but it is still technically possible if they delete the playerProgress.fdsave file but not the input_settings.fdsave file located next to the gallery directory. We will have a cleaner fix to this next week.
[h1][MACRO ONLY] Protestor feet physics[/h1]
During the Protest Level the feet of the protestors use an Inverse Kinematic Setting to firmly plant them on the ground. It seems with the change to 144hz code this has resulted in 2 bugs
1) it offsets the starting position causing some of them to clip into each other
2) it causes unnecessary physics calculations per frame.
For this fix, we replaced this setting with a custom script which on the first frame of the game, the character scans the ground below them and sets the position to this. This does not require a physics calculation and therefore gives a huge performance boost.
Thank you for your patience and reporting the issues. We appreciate everyone's great feedback.