Does AI help in game development process? Survey.
Hi, I am a student from Latvia. I have a project about - "Artificial intelligence in optimization of the game development process. " So I have created this survey and I need help (if possible) from all of you! If you are a game developer or just a gamer I would be really happy to hear your thoughts in this survey.
Link to the survey
https://redd.it/1gk7007
@r_Unity3D
Hi, I am a student from Latvia. I have a project about - "Artificial intelligence in optimization of the game development process. " So I have created this survey and I need help (if possible) from all of you! If you are a game developer or just a gamer I would be really happy to hear your thoughts in this survey.
Link to the survey
https://redd.it/1gk7007
@r_Unity3D
Google Docs
Artificial intelligence in optimization of the game development process.
Hi, I am a student from Latvia. I have a project about - "Artificial intelligence in optimization of the game development process. " So I have created this survey and I need help (if possible) from all of you! If you are a game developer or just a gamer I…
Frozen gameplay after adding New Input System - Solution for timeScale Bug in Unity 2D
https://youtube.com/watch?v=LMUmY3P8moM
https://redd.it/1gk7yxk
@r_Unity3D
https://youtube.com/watch?v=LMUmY3P8moM
https://redd.it/1gk7yxk
@r_Unity3D
YouTube
How to fix TimeScale Bug in Unity 2D - New Input System
If you make a game in Unity and use New Input System for player movement, you might notice that, every time you want to restart your game after game over, the game is frozen due to Time.timeScale is set to 0. This can easily be fixed by going to your player's…
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My best friend was an underwater welder on a deep-sea oil rig in the North Sea. He passed away from a heart attack just a year after he retired. I’m creating the game Weldiver to honor his memory.
https://redd.it/1gk8zce
@r_Unity3D
https://redd.it/1gk8zce
@r_Unity3D
How do I copy a score into a different scene
Helloo I'm new to coding and I need help. I need to put the score from one scene (game scene) to another scene (respawn scene) and I don't know how to do that.
[Scene 1](https://preview.redd.it/7amd8cqow3zd1.png?width=907&format=png&auto=webp&s=4f088a6a22c4884102cd16450194693dda63456f)
[Scene 2](https://preview.redd.it/8jkes6kjw3zd1.png?width=910&format=png&auto=webp&s=c7fd178ac8b4034ba0ffbcbe7f6caa538df1f4ec)
Player movement with scoring code:
And "Scoring" Script (I tried following a tutorial but I don't get it)
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Controller : MonoBehaviour
{
public Animator animator;
private Rigidbody2D rb2d;
private float moveInput;
private float speed = 10f;
private bool isStarted = false;
private float topScore = 0.0f;
public Text pointsText;
public Text startText;
// Start is called before the first frame update
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
rb2d.gravityScale = 0;
rb2d.linearVelocity = Vector3.zero;
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Space) && isStarted == false)
{
isStarted = true;
startText.gameObject.SetActive(false);
rb2d.gravityScale = 5f;
}
if (isStarted == true)
{
if (moveInput < 0)
{
this.GetComponent<SpriteRenderer>().flipX = false;
}
else
{
this.GetComponent<SpriteRenderer>().flipX = true;
}
if (rb2d.linearVelocity.y > 0 && transform.position.y > topScore)
{
topScore = transform.position.y;
}
pointsText.text = "Score: " + Mathf.Round(topScore).ToString();
}
}
public void AddPoints()
{
Scoring.topScore += //HELPPPPPPPP;
}
public void GetPoints ()
{
int recievedPoints = Scoring.topScore;
pointsText.text = recievedPoints.ToString();
}
void FixedUpdate()
{
animator.SetFloat("Speed", Mathf.Abs(moveInput));
if (isStarted == true)
{
moveInput = Input.GetAxis("Horizontal");
rb2d.linearVelocity = new Vector2(moveInput * speed, rb2d.linearVelocity.y);
}
if (transform.position.y + 30 < topScore)
{
SceneManager.LoadScene("GameOver");
}
}
}
using UnityEngine;
using System.Collections;
public class Scoring : MonoBehaviour
{
public static int topScore;
}
https://redd.it/1gka86j
@r_Unity3D
Helloo I'm new to coding and I need help. I need to put the score from one scene (game scene) to another scene (respawn scene) and I don't know how to do that.
[Scene 1](https://preview.redd.it/7amd8cqow3zd1.png?width=907&format=png&auto=webp&s=4f088a6a22c4884102cd16450194693dda63456f)
[Scene 2](https://preview.redd.it/8jkes6kjw3zd1.png?width=910&format=png&auto=webp&s=c7fd178ac8b4034ba0ffbcbe7f6caa538df1f4ec)
Player movement with scoring code:
And "Scoring" Script (I tried following a tutorial but I don't get it)
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Controller : MonoBehaviour
{
public Animator animator;
private Rigidbody2D rb2d;
private float moveInput;
private float speed = 10f;
private bool isStarted = false;
private float topScore = 0.0f;
public Text pointsText;
public Text startText;
// Start is called before the first frame update
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
rb2d.gravityScale = 0;
rb2d.linearVelocity = Vector3.zero;
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Space) && isStarted == false)
{
isStarted = true;
startText.gameObject.SetActive(false);
rb2d.gravityScale = 5f;
}
if (isStarted == true)
{
if (moveInput < 0)
{
this.GetComponent<SpriteRenderer>().flipX = false;
}
else
{
this.GetComponent<SpriteRenderer>().flipX = true;
}
if (rb2d.linearVelocity.y > 0 && transform.position.y > topScore)
{
topScore = transform.position.y;
}
pointsText.text = "Score: " + Mathf.Round(topScore).ToString();
}
}
public void AddPoints()
{
Scoring.topScore += //HELPPPPPPPP;
}
public void GetPoints ()
{
int recievedPoints = Scoring.topScore;
pointsText.text = recievedPoints.ToString();
}
void FixedUpdate()
{
animator.SetFloat("Speed", Mathf.Abs(moveInput));
if (isStarted == true)
{
moveInput = Input.GetAxis("Horizontal");
rb2d.linearVelocity = new Vector2(moveInput * speed, rb2d.linearVelocity.y);
}
if (transform.position.y + 30 < topScore)
{
SceneManager.LoadScene("GameOver");
}
}
}
using UnityEngine;
using System.Collections;
public class Scoring : MonoBehaviour
{
public static int topScore;
}
https://redd.it/1gka86j
@r_Unity3D
How is the walking down animation made?
https://youtu.be/NoQ_Mnuv2FE?t=8&si=7JvOkCgSRbN9FAjJ
https://redd.it/1gkci7e
@r_Unity3D
https://youtu.be/NoQ_Mnuv2FE?t=8&si=7JvOkCgSRbN9FAjJ
https://redd.it/1gkci7e
@r_Unity3D
YouTube
Mirthwood - Official Launch Trailer
Your next favorite open-world medieval fantasy RPG/life sim is ready, as Mirthwood launches on Steam. Enjoy this new trailer before you dive in on November 6.
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After a year of learning Unity, I'm excited to announce my first game: Fluff'n'Roll. Let me know what you think!
https://redd.it/1gkaecb
@r_Unity3D
https://redd.it/1gkaecb
@r_Unity3D
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The difference switching out a directional light for just a spotlight attached to the player's head makes when skiing at night!
https://redd.it/1gkabdn
@r_Unity3D
https://redd.it/1gkabdn
@r_Unity3D
Making a simple flappy birds game for practice and needing help with OnTriggerEnter2D.
I have a parent object that spawns a pipe prefab that I made. The prefab contains a parent object and a noscript that moves the pipes with two children object "pipes" (each with boxcollider2d). I then have a boxcollider2d that is a trigger and I want it to delete the pipes on trigger which I named "DeadZone"
I made a noscript for DeadZone , but the pipes are not even being detected. Is it because the parent object doesn't contain a collider and only the prefab's children objects? I can't seem to get it to work.
From what I understand, OnTriggerEnter2D needs two collider2D's with at least one being a trigger. What am I doing wrong?
https://redd.it/1gkgy1n
@r_Unity3D
I have a parent object that spawns a pipe prefab that I made. The prefab contains a parent object and a noscript that moves the pipes with two children object "pipes" (each with boxcollider2d). I then have a boxcollider2d that is a trigger and I want it to delete the pipes on trigger which I named "DeadZone"
I made a noscript for DeadZone , but the pipes are not even being detected. Is it because the parent object doesn't contain a collider and only the prefab's children objects? I can't seem to get it to work.
From what I understand, OnTriggerEnter2D needs two collider2D's with at least one being a trigger. What am I doing wrong?
https://redd.it/1gkgy1n
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Rpg party follows leader with navmesh
So trying to work on an rpg and I was thinking of having the party members follow the leader when not in battle. The obvious and simple method would be to have them echo what the player is doing but with a delay.
But I was thinking would it be overkill to use 2D nav mesh to have them follow the leader? I feel like it could possibly make it more organic and feel more natural?
What do you guys think?
https://redd.it/1gkhdff
@r_Unity3D
So trying to work on an rpg and I was thinking of having the party members follow the leader when not in battle. The obvious and simple method would be to have them echo what the player is doing but with a delay.
But I was thinking would it be overkill to use 2D nav mesh to have them follow the leader? I feel like it could possibly make it more organic and feel more natural?
What do you guys think?
https://redd.it/1gkhdff
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Area vs Scene
There is a scene called "City" it's a giant map with many buildings.
Some building can be entered, Eg. Convenient Store, so I'm creating a seperate scene called "Convenient Store" but some buildings are massive, for example "School", there are couple of classrooms and a gym, cafeteria, library etc etc... do you think it is good idea to divide these areas into seperate scenes or just leave it in one scene called "School".
Until now, I put everything in one scene but each area has fairly large gap in there positions eg (-80, 0) (40, 0) something like that, but I'm not sure whether I should divide it or not...
It's a pixel art game so, the image size is small, so in terms of optimisation I don't think it is a problem but I need some "experts' opinion".
Thanks :)
https://redd.it/1gkjvqb
@r_Unity3D
There is a scene called "City" it's a giant map with many buildings.
Some building can be entered, Eg. Convenient Store, so I'm creating a seperate scene called "Convenient Store" but some buildings are massive, for example "School", there are couple of classrooms and a gym, cafeteria, library etc etc... do you think it is good idea to divide these areas into seperate scenes or just leave it in one scene called "School".
Until now, I put everything in one scene but each area has fairly large gap in there positions eg (-80, 0) (40, 0) something like that, but I'm not sure whether I should divide it or not...
It's a pixel art game so, the image size is small, so in terms of optimisation I don't think it is a problem but I need some "experts' opinion".
Thanks :)
https://redd.it/1gkjvqb
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Skip that last awful geometry LOD or LODs all together with Amplify Impostors!
https://redd.it/1gkirwn
@r_Unity3D
https://redd.it/1gkirwn
@r_Unity3D
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We're working so god damn hard to make an incredible menu, so we added literally this animation to it. (You're free to share your thoughts!)
https://redd.it/1gkenxz
@r_Unity3D
https://redd.it/1gkenxz
@r_Unity3D
Object Pooling not working
So I am following a Tutorial from Pandemonium for my first 2D jump and run game. (https://www.youtube.com/watch?v=PUpC44Q64zY&list=PLgOEwFbvGm5o8hayFB6skAfa8Z-mw4dPV&index=6)
In this part he uses Object Pooling for the fireball. I tried to implement it, but couldn't get it to work. The pooling in itself works (activating/deactivating the objects on trigger) but every second time I try to shoot, the fireball gets set to one position (2.73, -0.46, -8.82) and stays there until deactivated by collision or timeout. The position is always the same, but seems random to me. I also wonder why the z position is changed. But it doesn't seem to affect the collision detection.
I checked about everything I did multiple times, but couldn't find the problem. I have the exact same code as him. I also checked if I attached everything correct. And it seems like I did.
My last thought was that maybe it's because of the different Unity Versions. I use 2022.3 and I believe he uses 2020.1
Does anyone know why this could be happening?
https://redd.it/1gkgu5k
@r_Unity3D
So I am following a Tutorial from Pandemonium for my first 2D jump and run game. (https://www.youtube.com/watch?v=PUpC44Q64zY&list=PLgOEwFbvGm5o8hayFB6skAfa8Z-mw4dPV&index=6)
In this part he uses Object Pooling for the fireball. I tried to implement it, but couldn't get it to work. The pooling in itself works (activating/deactivating the objects on trigger) but every second time I try to shoot, the fireball gets set to one position (2.73, -0.46, -8.82) and stays there until deactivated by collision or timeout. The position is always the same, but seems random to me. I also wonder why the z position is changed. But it doesn't seem to affect the collision detection.
I checked about everything I did multiple times, but couldn't find the problem. I have the exact same code as him. I also checked if I attached everything correct. And it seems like I did.
My last thought was that maybe it's because of the different Unity Versions. I use 2022.3 and I believe he uses 2020.1
Does anyone know why this could be happening?
https://redd.it/1gkgu5k
@r_Unity3D
YouTube
Unity 2D Platformer for Complete Beginners - #4 SHOOTING
2D platformer for complete beginners in Unity. In this episode we're adding the ability to shoot fireballs and we'll use simple object pooling to make it more performant.
➤ Starting Project: https://github.com/nickbota/Unity-Platformer-Episode-3
➤ Complete…
➤ Starting Project: https://github.com/nickbota/Unity-Platformer-Episode-3
➤ Complete…
After collecting all of your suggestions, here are the new capsule and logo!!
https://redd.it/1gknsed
@r_Unity3D
https://redd.it/1gknsed
@r_Unity3D
Reddit
From the Unity2D community on Reddit: After collecting all of your suggestions, here are the new capsule and logo!!
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animator trigger issue
I have a problem with the animator. the boolean trigger i am using for my walking animation is always being triggerd even while staying still.
my unity
https://preview.redd.it/a6tbu2aqy6zd1.png?width=2559&format=png&auto=webp&s=d3478d1bf279e132154f5899bc90de8ee92293e5
my code
https://preview.redd.it/ce5v2fwsy6zd1.png?width=2489&format=png&auto=webp&s=06bc8526fa14ae50534535cd9e06568de7fe2031
also my code
https://redd.it/1gko1k5
@r_Unity3D
I have a problem with the animator. the boolean trigger i am using for my walking animation is always being triggerd even while staying still.
my unity
https://preview.redd.it/a6tbu2aqy6zd1.png?width=2559&format=png&auto=webp&s=d3478d1bf279e132154f5899bc90de8ee92293e5
my code
https://preview.redd.it/ce5v2fwsy6zd1.png?width=2489&format=png&auto=webp&s=06bc8526fa14ae50534535cd9e06568de7fe2031
also my code
https://redd.it/1gko1k5
@r_Unity3D
Keybinds Don't Work B)
I'm following a video tutorial to change the keybinds in my game, and I really have no idea what's wrong. The print at the bottom shows the right key, which I believe means that it's set correctly, but it doesn't reflect in gameplay. Feel free to verbally abuse me because I am a moron :)
public void StartRebinding()
{
jump.action.actionMap.Disable();
rebinding = jump.action.PerformInteractiveRebinding()
.WithControlsExcluding("Mouse")
.OnMatchWaitForAnother(0.1f)
.OnComplete(operation => RebindComplete())
.Start();
}
public void RebindComplete()
{
jump.action.actionMap.Enable();
rebinding.Dispose();
print(InputControlPath.ToHumanReadableString(jump.action.bindings[0\].effectivePath, InputControlPath.HumanReadableStringOptions.OmitDevice));
}
https://redd.it/1gkq9vl
@r_Unity3D
I'm following a video tutorial to change the keybinds in my game, and I really have no idea what's wrong. The print at the bottom shows the right key, which I believe means that it's set correctly, but it doesn't reflect in gameplay. Feel free to verbally abuse me because I am a moron :)
public void StartRebinding()
{
jump.action.actionMap.Disable();
rebinding = jump.action.PerformInteractiveRebinding()
.WithControlsExcluding("Mouse")
.OnMatchWaitForAnother(0.1f)
.OnComplete(operation => RebindComplete())
.Start();
}
public void RebindComplete()
{
jump.action.actionMap.Enable();
rebinding.Dispose();
print(InputControlPath.ToHumanReadableString(jump.action.bindings[0\].effectivePath, InputControlPath.HumanReadableStringOptions.OmitDevice));
}
https://redd.it/1gkq9vl
@r_Unity3D
Reddit
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Ping Pong and Reverse Not Working on Aseprite Importer for Unity2d?
Unity only plays my animations in "foward" mode. It just ignores any other type of animation direction that I set on Aseprite. Is it only me or the Aseprite Importer extension is currently missing that function? Thanks.
https://redd.it/1gkpvze
@r_Unity3D
Unity only plays my animations in "foward" mode. It just ignores any other type of animation direction that I set on Aseprite. Is it only me or the Aseprite Importer extension is currently missing that function? Thanks.
https://redd.it/1gkpvze
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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