I have built a tool for netcode for gameobjects that is aimed to provide an alternative to RPCs in certain situations. Here i show case the improvement on the serialization part. If you want to learn more about it please let me know in the comments!!
https://redd.it/1gf3e85
@r_Unity3D
https://redd.it/1gf3e85
@r_Unity3D
How to stop hinge joints from separating when swinging?
Hello! I've created a sort of flail, but when I swing it at "too high" of a speed the links on it separate. The speed isn't astronomically high. I've googled quite thoroughly, and I read that "Default Solver Iterations" in Project Settings can help. I was hesitant to set that number crazy high, but setting it to 10 improved this problem greatly, but I am still having the issue at higher speeds, and even when maxing out that setting, the problem still occurs. You can see the problem here (first swing is correct behavior at lower speeds, 2nd is issue at slightly higher speeds):
https://youtu.be/HtpUd2bGwI4
You can see my setup:
https://preview.redd.it/7va848uo6rxd1.png?width=476&format=png&auto=webp&s=7041593c560e8ff61683cec7882cc9fefdd23798
https://preview.redd.it/ro1ljadr6rxd1.png?width=550&format=png&auto=webp&s=43fa77e328e35b517d6381015fd1907fe7d2862f
https://redd.it/1gf4b0v
@r_Unity3D
Hello! I've created a sort of flail, but when I swing it at "too high" of a speed the links on it separate. The speed isn't astronomically high. I've googled quite thoroughly, and I read that "Default Solver Iterations" in Project Settings can help. I was hesitant to set that number crazy high, but setting it to 10 improved this problem greatly, but I am still having the issue at higher speeds, and even when maxing out that setting, the problem still occurs. You can see the problem here (first swing is correct behavior at lower speeds, 2nd is issue at slightly higher speeds):
https://youtu.be/HtpUd2bGwI4
You can see my setup:
https://preview.redd.it/7va848uo6rxd1.png?width=476&format=png&auto=webp&s=7041593c560e8ff61683cec7882cc9fefdd23798
https://preview.redd.it/ro1ljadr6rxd1.png?width=550&format=png&auto=webp&s=43fa77e328e35b517d6381015fd1907fe7d2862f
https://redd.it/1gf4b0v
@r_Unity3D
YouTube
HingeJoint2D Issue
Feature Freeze? Couldn't Resist Adding Environmental Hazards Once I Realized How Easy It'd Be!
https://youtu.be/FuqKeV1OOnA
https://redd.it/1gf696p
@r_Unity3D
https://youtu.be/FuqKeV1OOnA
https://redd.it/1gf696p
@r_Unity3D
YouTube
Feature Freeze? Couldn't Resist Adding Environmental Hazards Once I Realized How Easy It'd Be!
Media is too big
VIEW IN TELEGRAM
I kinda love Unity, been using it for a while but this is the first game where it all feels like it's coming together, even managed to get fully procedural levels by frankensteining some assets from the store together. Demo is finally up on Steam!
https://redd.it/1gf6qpy
@r_Unity3D
https://redd.it/1gf6qpy
@r_Unity3D
How do I make a gameobject go up only when hold?
I want to make my gameobject move only when the screen is held, not clicked. Any ideas on how i would do this?
https://redd.it/1gf8qzu
@r_Unity3D
I want to make my gameobject move only when the screen is held, not clicked. Any ideas on how i would do this?
https://redd.it/1gf8qzu
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Inheritance question
I have a parent prefab Ship and parent noscript ShipController/AIController that has 2 structs of data: ShipStats, and BoidStats. In my child prefab AllyShip there is also the child class AllyController that inherits the parent noscripts, but when adding the noscript I have to reinitialise all the stats. My question is whether it would be better to split the ship stats and boid stats into their own class attached to the parent Ship prefab that then can be pulled from with GetComponent<>().var. But is that a better structure/ programming standards (I was going for OOP) or is the noscript I have right now better? Also less important would there be any performance drop/ lag on each ship as they get from the stats classes each update iteration?
Current noscript
https://redd.it/1gf8i7s
@r_Unity3D
I have a parent prefab Ship and parent noscript ShipController/AIController that has 2 structs of data: ShipStats, and BoidStats. In my child prefab AllyShip there is also the child class AllyController that inherits the parent noscripts, but when adding the noscript I have to reinitialise all the stats. My question is whether it would be better to split the ship stats and boid stats into their own class attached to the parent Ship prefab that then can be pulled from with GetComponent<>().var. But is that a better structure/ programming standards (I was going for OOP) or is the noscript I have right now better? Also less important would there be any performance drop/ lag on each ship as they get from the stats classes each update iteration?
Current noscript
https://redd.it/1gf8i7s
@r_Unity3D
Beginners Guide to GitHub Desktop
Hello Everyone,
This is a quick (ish) beginner guide on how to get your game backed up using github.
Here is a video version of this guide. If you found any of this helpful or want to see more support me on the channel.
https://www.youtube.com/watch?v=uVzmc4UOPi8
Step 1: Download gitHub Desktop and make an account. (you can find the links i believe in you!)
Step 2: In the Github Window navigate to your profile page by pressing the icon in the upper right hand part of the window. It is the first button when the side window appears.
Step 3: In the Github Window click the reprsorites page and in the window hit the green new button.
Step 4: in the new screen You'll see a bunch of things, I go over it in my video but you absolutely need to
Fill in a Repo Name: use the games code name or whatever is your fancy
You need to keep the repo public unless you pay.
License and readme files are unnecessary especially if youre just working yourself.
You need to select unity in the gitIgnore or it wont work.
Step 5: after you press Create Repository. It should take you to a new page. On that page select code and from that drop down list select open with github desktop.
Step 6: Github Desktop should pop up and you should click open and then click yes on the clone repo screen.
Step 7: now that you have the repo cloned you either need to move your project into it or create your project into it.
Step 8: If you need to move your project to the git repo. Find your project in its folder, make sure its closed and move the project files (not the name folder) into the gitHub folder.
If you dont have a project just one in the gitHub folder location!
Step 9: Github should have a bunch of green buttons. Put a comment into the lower left corner and push it up.
Step 10: you have no saved your game!
If you have any questions or concerns or a correction please message me!
https://redd.it/1gfdcc0
@r_Unity3D
Hello Everyone,
This is a quick (ish) beginner guide on how to get your game backed up using github.
Here is a video version of this guide. If you found any of this helpful or want to see more support me on the channel.
https://www.youtube.com/watch?v=uVzmc4UOPi8
Step 1: Download gitHub Desktop and make an account. (you can find the links i believe in you!)
Step 2: In the Github Window navigate to your profile page by pressing the icon in the upper right hand part of the window. It is the first button when the side window appears.
Step 3: In the Github Window click the reprsorites page and in the window hit the green new button.
Step 4: in the new screen You'll see a bunch of things, I go over it in my video but you absolutely need to
Fill in a Repo Name: use the games code name or whatever is your fancy
You need to keep the repo public unless you pay.
License and readme files are unnecessary especially if youre just working yourself.
You need to select unity in the gitIgnore or it wont work.
Step 5: after you press Create Repository. It should take you to a new page. On that page select code and from that drop down list select open with github desktop.
Step 6: Github Desktop should pop up and you should click open and then click yes on the clone repo screen.
Step 7: now that you have the repo cloned you either need to move your project into it or create your project into it.
Step 8: If you need to move your project to the git repo. Find your project in its folder, make sure its closed and move the project files (not the name folder) into the gitHub folder.
If you dont have a project just one in the gitHub folder location!
Step 9: Github should have a bunch of green buttons. Put a comment into the lower left corner and push it up.
Step 10: you have no saved your game!
If you have any questions or concerns or a correction please message me!
https://redd.it/1gfdcc0
@r_Unity3D
YouTube
Basics of Unity: GitHub Desktop
GitHub is an important tool in every developers tool belt.
Teaches you hot to get your unity project into a github branch so your project is protected by source control.
Downloads
https://github.com/join
https://desktop.github.com/download/
Support Us…
Teaches you hot to get your unity project into a github branch so your project is protected by source control.
Downloads
https://github.com/join
https://desktop.github.com/download/
Support Us…
This media is not supported in your browser
VIEW IN TELEGRAM
Hi! Here is 2D singleplayer Haxball like football game :) I made in Unity and its open-source. You can use the source and change it.
https://redd.it/1gfkhsy
@r_Unity3D
https://redd.it/1gfkhsy
@r_Unity3D
This media is not supported in your browser
VIEW IN TELEGRAM
I created a basic food making game in Unity and it's all open-source. You can use however you want :) Github link on comment
https://redd.it/1gfkfnw
@r_Unity3D
https://redd.it/1gfkfnw
@r_Unity3D
How do you implement inertia for your character in platformer?
I wanted to add some "weight" to my character, implementing inertia, i.e. adding acceleration and braking time.
I came up with some 3 methods how to do it.
\- Linear acceleration. Adding same amount of velocity in Fixed update. The main problem here was that the character became too slow. It slowly reacts on fast button press.
\- Lerp. float newVelocity = Mathf.Lerp(currentVelocity, targetVelocity, acceleration); - this way is better, as reaction to button press is quick. But it acceleration parameter is not intuitive and it is hard to calculate acceleration time. Moreover the graphic of acceleration is always the same and it means the lack of control.
\- Using AnimationCurve accelerationCurve; - It is hard to implement as this method, as it has some not obvious corner cases, but such curves give most of control and with this method we can implement both a linear and lerp acceleration.
How do you implement acceleration and braking in your game, or do you implement it at all?
https://redd.it/1gfqqo6
@r_Unity3D
I wanted to add some "weight" to my character, implementing inertia, i.e. adding acceleration and braking time.
I came up with some 3 methods how to do it.
\- Linear acceleration. Adding same amount of velocity in Fixed update. The main problem here was that the character became too slow. It slowly reacts on fast button press.
\- Lerp. float newVelocity = Mathf.Lerp(currentVelocity, targetVelocity, acceleration); - this way is better, as reaction to button press is quick. But it acceleration parameter is not intuitive and it is hard to calculate acceleration time. Moreover the graphic of acceleration is always the same and it means the lack of control.
\- Using AnimationCurve accelerationCurve; - It is hard to implement as this method, as it has some not obvious corner cases, but such curves give most of control and with this method we can implement both a linear and lerp acceleration.
How do you implement acceleration and braking in your game, or do you implement it at all?
https://redd.it/1gfqqo6
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Any good tutorials for making a card game?
I was wondering if there were some good tutorials on making a TCG like Magic, or something like slay the spire
https://redd.it/1gfrr05
@r_Unity3D
I was wondering if there were some good tutorials on making a TCG like Magic, or something like slay the spire
https://redd.it/1gfrr05
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
I tried to make funny and memorable achievements for my horror game. And these are my favorites :D
https://redd.it/1gfnxyh
@r_Unity3D
https://redd.it/1gfnxyh
@r_Unity3D
Reddit
From the Unity3D community on Reddit: I tried to make funny and memorable achievements for my horror game. And these are my favorites…
Explore this post and more from the Unity3D community
Hiring an artist was the best decision I made for my game! | 2-month comparison
https://redd.it/1gful3y
@r_Unity3D
https://redd.it/1gful3y
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Hiring an artist was the best decision I made for my game! | 2-month comparison
Explore this post and more from the Unity2D community