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(1 edit) (+1)

V. nice. Sometimes I picked up items I wasn't looking at that were behind me instead of what the text on screen said I was going to pick up, e.g took me several tries to pick up the couch when there were other items in the room. I also somehow picked up the phone model through the wall when in the garage looking at the watering can. I liked the day/night cycle especially when I first noticed some light coming through one of the doors that wasn't there before, though it made it a bit too dark in the garden area to do much. Also went for a cheeky walk down the street, no boundary to stop me doing that?
 Also liked the over-watering mechanic but I didn't want to water the doors when I open them!

I currently have the text that tells you what can be picked up being set by the items themselves, but separately, the character’s raycast is determining what actually gets picked up. I think I need to combine both into a single function to stop it from picking up the wrong items, the way it’s working now is probably what’s causing the issue.

Later on, I’m planning to turn that area into a full little street where you can walk down to a store and buy cleaning supplies. I don’t like putting invisible walls in the game, but I’ll add something that logically blocks off the street, maybe a car crash or a film set barricade or something like that.