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
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Skip that last awful geometry LOD or LODs all together with Amplify Impostors!
https://redd.it/1gkirwn
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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
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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
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https://redd.it/1gknsed
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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
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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
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Reddit
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Procedural Generation of 2d Tilebased Terrarin
My friends and I have recently started a project on unity. We want to make a simple sandbox / survival game with a tile based, top down (exactly 90 degree) 2d perspective. In trying to generate terrarin I've run into a few problems and being new to unity haven't been able to resolve them really and looking around online I can't find any resources on what I am trying to do (probably because I don't know what to search).
* I want it to be efficient, initially I tried with game objects but realised they aren't as efficient I probably need. I have heard the tile system in unity is good but I'm not sure where to start there as most videos covering procedural generation use meshes or game objects
* I also would want it to be able to handle height. For example cliffs running around the terrarin, but not just as an illusion of height but as an actual thing you can dig into and will have roof tiles above you.
* Lastly I would want to plan for the future with a chunk system, do I have to implement that from the start or can you save it for later?
Thanks in advance for any help, sorry if this is common knowledge I just haven't been able to find much info on the specifics I've listed. Also any additional info / tips on terrarin generation or unity as a whole would be very helpful.
https://redd.it/1gkvt30
@r_Unity3D
My friends and I have recently started a project on unity. We want to make a simple sandbox / survival game with a tile based, top down (exactly 90 degree) 2d perspective. In trying to generate terrarin I've run into a few problems and being new to unity haven't been able to resolve them really and looking around online I can't find any resources on what I am trying to do (probably because I don't know what to search).
* I want it to be efficient, initially I tried with game objects but realised they aren't as efficient I probably need. I have heard the tile system in unity is good but I'm not sure where to start there as most videos covering procedural generation use meshes or game objects
* I also would want it to be able to handle height. For example cliffs running around the terrarin, but not just as an illusion of height but as an actual thing you can dig into and will have roof tiles above you.
* Lastly I would want to plan for the future with a chunk system, do I have to implement that from the start or can you save it for later?
Thanks in advance for any help, sorry if this is common knowledge I just haven't been able to find much info on the specifics I've listed. Also any additional info / tips on terrarin generation or unity as a whole would be very helpful.
https://redd.it/1gkvt30
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Some of the environments and characters we created for our Unity game Go Home Annie. CPU light baker still sucks, hope we can get Bakery to work as intended before release.
https://redd.it/1gkvrvd
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https://redd.it/1gkvrvd
@r_Unity3D
Reddit
From the Unity3D community on Reddit: Some of the environments and characters we created for our Unity game Go Home Annie. CPU…
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help with character rotation
So i need to create a game like asteroid for a school project but what i want to add is a system where you can aim with your mouse AND the character change sprite depending of where it face like in enter the gungeon when your mouse is at the top of the screen you see the back of your character and when its at the botom you see the face of your character it goes on with 8 possible direction preferably, so i already know how to make the character rotation follow the mouse thanks to a tutorial but i really don't know how to change the sprite of the character depending of where the mouse is so if you could help with that i would be very gratefull
https://redd.it/1gkwc8r
@r_Unity3D
So i need to create a game like asteroid for a school project but what i want to add is a system where you can aim with your mouse AND the character change sprite depending of where it face like in enter the gungeon when your mouse is at the top of the screen you see the back of your character and when its at the botom you see the face of your character it goes on with 8 possible direction preferably, so i already know how to make the character rotation follow the mouse thanks to a tutorial but i really don't know how to change the sprite of the character depending of where the mouse is so if you could help with that i would be very gratefull
https://redd.it/1gkwc8r
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Reddit
From the Unity2D community on Reddit
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