Weekly Development Report: BeatShift
Date: May 20, 2026
Reporting Period: May 13 – May 20, 2026
1. Gameplay & Mechanics (BeatShift)
- Unified Input System: Implemented a unified 'any tap' input system for standard gameplay, drastically improving responsiveness.
- Omnidirectional Swipes: Changed swipe notes to be omnidirectional, allowing players to swipe in any direction to register a hit.
- Input Filtering & Fixes:
- Completely isolated swipe notes from standard tap evaluation, fixing bugs where tapping and swiping simultaneously caused double inputs.
- Added an early "Miss" window for pressing notes too early.
- Prevented double inputs on mobile caused by Unity's touch-to-mouse simulation.
- Prevented wrong swipe directions from erroneously triggering a "Bad" hit.
- BeatUp Phase:
- Fixed dynamic lane detection and object pooling issues where BeatUp notes wouldn't move.
- Fixed audio streaming bugs specifically related to BeatUp mechanics.
- Corrected the scoring percentage logic so branching paths correctly calculate the denominator, allowing players to get 100% (SS rank) by excluding inactive BeatUp notes.
- Accuracy & Scoring: Correctly included Hold notes in the accuracy percentage denominator to reflect true score values.
2. Architecture & CI/CD (BeatShift)
- Jenkins Pipeline: Added and significantly refined a
Jenkinsfile for automated Android and iOS builds.
- Dependencies: Added a
Gemfile to manage Ruby dependencies.
- Vault Integration: Refined the logic for retrieving secret keys and Android version codes via Vault within the Jenkins pipeline.
- Optimization: Moved
BaseNoteSpawner component fetching to the Awake method for better initialization performance.
Takeaway Note: Major overhauls to the input system resulted in a significantly more responsive feel (omnidirectional swipes, unified taps, and early miss windows). The scoring logic was heavily patched to ensure 100% accuracy is mathematically possible, and Jenkins automated pipelines are officially introduced.
Generated by opencode