I need help with projectile trajectory
Hi, I’m currently studying game development and my group has recently started on our first big project, which will be a 2D action platformer.
My main responsibility in the project is making the enemies and I’m currently working on an enemy that’s supposed to fire a projectile in an arch. I’ve tried following a few different tutorials for projectile trajectory, some using the physics engine and some using animation curve. Since the projectile is always supposed to land on the ground at the players position on the x axis I believe that a physics based method would be best.
But there’s an issue with that… I’m new to coding and bad at the trajectory calculating math that would be used in the context.
Does anyone have any tips on how to make a physics based projectile that moves in an arch to the players position?
I appreciate any help!
https://redd.it/1gawjwu
@r_Unity3D
Hi, I’m currently studying game development and my group has recently started on our first big project, which will be a 2D action platformer.
My main responsibility in the project is making the enemies and I’m currently working on an enemy that’s supposed to fire a projectile in an arch. I’ve tried following a few different tutorials for projectile trajectory, some using the physics engine and some using animation curve. Since the projectile is always supposed to land on the ground at the players position on the x axis I believe that a physics based method would be best.
But there’s an issue with that… I’m new to coding and bad at the trajectory calculating math that would be used in the context.
Does anyone have any tips on how to make a physics based projectile that moves in an arch to the players position?
I appreciate any help!
https://redd.it/1gawjwu
@r_Unity3D
Reddit
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Prefab with animation doesn’t appear in scene when play button pressed
I have a prefab with an animation to move up however it doesn’t work when added to the scene. It shows up in game view but when the scene is started it disappears frame 1. It’s still in the scene playing the animation but the sprite isn’t there.
Edit: I figured out the issue the gameobject is being put in the the same place as the other original gameobject. Any way to fix this?
https://redd.it/1gb0i2j
@r_Unity3D
I have a prefab with an animation to move up however it doesn’t work when added to the scene. It shows up in game view but when the scene is started it disappears frame 1. It’s still in the scene playing the animation but the sprite isn’t there.
Edit: I figured out the issue the gameobject is being put in the the same place as the other original gameobject. Any way to fix this?
https://redd.it/1gb0i2j
@r_Unity3D
Reddit
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Just Improved My Galaxy Simulation ! 🌌
https://reddit.com/link/1gaz2vv/video/qckdgmttfowd1/player
I just hitted 1k dowload on itch so I updated my simulation !
itch io : https://nosleepnoe.itch.io/galaxy-simulator
code : https://github.com/NoeBrt
https://redd.it/1gaz2vv
@r_Unity3D
https://reddit.com/link/1gaz2vv/video/qckdgmttfowd1/player
I just hitted 1k dowload on itch so I updated my simulation !
itch io : https://nosleepnoe.itch.io/galaxy-simulator
code : https://github.com/NoeBrt
https://redd.it/1gaz2vv
@r_Unity3D
JetBrains Rider is now free for non-commercial use!
As per the noscript, Rider and WebStorm are now free for non-commercial use. So hobbyists, open-source devs and educational use no longer needs to pay anything.
There is the caveat that you have to agree to telemetry in the IDE, which depending on your view of that sort of things may or may not be worth the saving.
This could be pretty huge though for hobby devs.
Read more:
WebStorm and Rider Are Now Free for Non-Commercial Use | The JetBrains Blog
https://redd.it/1gb3440
@r_Unity3D
As per the noscript, Rider and WebStorm are now free for non-commercial use. So hobbyists, open-source devs and educational use no longer needs to pay anything.
There is the caveat that you have to agree to telemetry in the IDE, which depending on your view of that sort of things may or may not be worth the saving.
This could be pretty huge though for hobby devs.
Read more:
WebStorm and Rider Are Now Free for Non-Commercial Use | The JetBrains Blog
https://redd.it/1gb3440
@r_Unity3D
The JetBrains Blog
WebStorm and Rider Are Now Free for Non-Commercial Use | The JetBrains Blog
WebStorm and Rider, JetBrains IDEs, are now free for non-commercial use! Learn more in the blog post.
Where do professional Unity devs get their experience?
I'm really curious where people get enough experience with Unity to work in a professional setting. Looking at many universities, it seems there are at maximum 1-2 classes (if any) that would teach how to use a game engine (either Unity or Unreal). This makes me wonder where do people get enough experience in Unity to work professionally? Is it mainly software engineers that are taught Unity as part of training, or is a lot of it self teaching?
I'm curious if anyone here who works with Unity in a professional setting could share how they got their experience.
https://redd.it/1gb2tli
@r_Unity3D
I'm really curious where people get enough experience with Unity to work in a professional setting. Looking at many universities, it seems there are at maximum 1-2 classes (if any) that would teach how to use a game engine (either Unity or Unreal). This makes me wonder where do people get enough experience in Unity to work professionally? Is it mainly software engineers that are taught Unity as part of training, or is a lot of it self teaching?
I'm curious if anyone here who works with Unity in a professional setting could share how they got their experience.
https://redd.it/1gb2tli
@r_Unity3D
Reddit
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Does this look like trees? I need an advice on procedural tree generation.
https://redd.it/1gb6tv7
@r_Unity3D
https://redd.it/1gb6tv7
@r_Unity3D
Texture tool plugin for free until October 31
Hello Everybody.
Unity has chosen me to be "publisher of the week" this time, so you can get F Texture Tools plugin for free, by entering "FIMPOSSIBLE" at checkout in the coupon code field!
Link to the asset: https://assetstore.unity.com/packages/tools/utilities/f-texture-tools-274837
I created this plugin mainly because I got frustrated that only Photoshop has a decent color replacement filter. :D (I couldn't find it in gimp/krita/xnview etc)
https://preview.redd.it/8zzxlgw12qwd1.jpg?width=1614&format=pjpg&auto=webp&s=206d7835ebe2bba68d47ce0b51609fcea6ffd27e
https://redd.it/1gb59md
@r_Unity3D
Hello Everybody.
Unity has chosen me to be "publisher of the week" this time, so you can get F Texture Tools plugin for free, by entering "FIMPOSSIBLE" at checkout in the coupon code field!
Link to the asset: https://assetstore.unity.com/packages/tools/utilities/f-texture-tools-274837
I created this plugin mainly because I got frustrated that only Photoshop has a decent color replacement filter. :D (I couldn't find it in gimp/krita/xnview etc)
https://preview.redd.it/8zzxlgw12qwd1.jpg?width=1614&format=pjpg&auto=webp&s=206d7835ebe2bba68d47ce0b51609fcea6ffd27e
https://redd.it/1gb59md
@r_Unity3D
Unity Asset Store
F Texture Tools | Utilities Tools | Unity Asset Store
Use the F Texture Tools from FImpossible Creations on your next project. Find this utility tool & more on the Unity Asset Store.
The most frustrating part about localizing a game is dealing with fonts.
I started localizing my game into Chinese with the help of ChatGPT (because I don't have many strings to translate) and I'm asking about all the cultural norms and stuff. I'm enjoying the process even though I don't understand a word of Chinese. Then I find out that Chinese has thousands of characters which you can't (shouldn't) include as a whole so I start using dynamic multi atlases for Text Mesh Pro. I can't use a separate material for localized text, prefabs act weird with localization, everything bugs out, I'm randomly getting errors about atlas textures and I'm spending days to hopefully have a functioning multi-language game in the end. I haven't started with Japanese or Russian yet but I'm hoping I will have less problems because I will have figured it out by then. Wish me luck.
https://redd.it/1gb9o70
@r_Unity3D
I started localizing my game into Chinese with the help of ChatGPT (because I don't have many strings to translate) and I'm asking about all the cultural norms and stuff. I'm enjoying the process even though I don't understand a word of Chinese. Then I find out that Chinese has thousands of characters which you can't (shouldn't) include as a whole so I start using dynamic multi atlases for Text Mesh Pro. I can't use a separate material for localized text, prefabs act weird with localization, everything bugs out, I'm randomly getting errors about atlas textures and I'm spending days to hopefully have a functioning multi-language game in the end. I haven't started with Japanese or Russian yet but I'm hoping I will have less problems because I will have figured it out by then. Wish me luck.
https://redd.it/1gb9o70
@r_Unity3D
Reddit
From the Unity3D community on Reddit
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iOS app publishing unnecessarily complex
I am trying to publish my game to the AppStore and am finding it very difficult. The amount issues I am encountering is insane. Part of me feels like they take your developer fee at the beginning knowing full well 90% will not ever even complete the publishing process.
Anybody having the same experience?
https://redd.it/1gbb72j
@r_Unity3D
I am trying to publish my game to the AppStore and am finding it very difficult. The amount issues I am encountering is insane. Part of me feels like they take your developer fee at the beginning knowing full well 90% will not ever even complete the publishing process.
Anybody having the same experience?
https://redd.it/1gbb72j
@r_Unity3D
Reddit
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If you build it, they will do SOMETHING.
When we rolled out our new graffiti quest I didn't realize people would use the patterns to make Yoga mats for chilling and chatting. I sprayed it on the ground randomly as art, and a few players who didn't even know each other before that immediately took a seat in their own rectangular graffiti square and started talking...
If you build it they will come, or at the very least they'll do something unexpected every single time.
m00m world graffiti quest
https://redd.it/1gbip9d
@r_Unity3D
When we rolled out our new graffiti quest I didn't realize people would use the patterns to make Yoga mats for chilling and chatting. I sprayed it on the ground randomly as art, and a few players who didn't even know each other before that immediately took a seat in their own rectangular graffiti square and started talking...
If you build it they will come, or at the very least they'll do something unexpected every single time.
m00m world graffiti quest
https://redd.it/1gbip9d
@r_Unity3D
Save System issue
Sorry I'm not going to be putting down any code for this because its quite a few noscripts at this point, but I have a question. In my save system I'm converting my gamedata to a json text file. One of the things that is being saved are chests and their placement and state in my game.
The chests are being saved the instant they are placed and whenever you open/close it due to the fact that if you leave the scene and come back in, they'll still be there and in their correct state. However, this leads to the problem where if I save the game with no chest in the scene, then place a chest and add stuff to it, then load, theoretically it should go back to before the chest, but its loading the instantly saved data instead. I'm not sure of a way to do it without instantly saving the data or else if I leave the scene and come back it will be gone. Obviously I'm not going to be able to receive code solutions because it's a kind of vague question, but does anyone have any ideas? Like a separate temp save file? I'm not too sure how to approach this.
https://redd.it/1gbfqgk
@r_Unity3D
Sorry I'm not going to be putting down any code for this because its quite a few noscripts at this point, but I have a question. In my save system I'm converting my gamedata to a json text file. One of the things that is being saved are chests and their placement and state in my game.
The chests are being saved the instant they are placed and whenever you open/close it due to the fact that if you leave the scene and come back in, they'll still be there and in their correct state. However, this leads to the problem where if I save the game with no chest in the scene, then place a chest and add stuff to it, then load, theoretically it should go back to before the chest, but its loading the instantly saved data instead. I'm not sure of a way to do it without instantly saving the data or else if I leave the scene and come back it will be gone. Obviously I'm not going to be able to receive code solutions because it's a kind of vague question, but does anyone have any ideas? Like a separate temp save file? I'm not too sure how to approach this.
https://redd.it/1gbfqgk
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Media is too big
VIEW IN TELEGRAM
I'm still learning how to use Unity and struggling a lot with performance optimization, but I'm really happy with how my game looks so far!
https://redd.it/1gbnwpg
@r_Unity3D
https://redd.it/1gbnwpg
@r_Unity3D