From Unity simulator to Android Phone.
I have been playing around with Unity 2 week now, totaly beginner. Have now created a few games with alot of errors. This last game I have everything looking as i want and its working as i want without errors - in Unity. When i Build it and send it to my phone, everything changes, text is not showing, the images wont appear, I cant click, scale is wrong, its a mess. Any ideas? In Unity i have a canvas 1080x1920 , Match with or height. I have a background stretched. In Build profiles i switched to Android, and in Project settings > Player i have Input handling to new, i have no idea what to do next, and i feel if this is a error project aswell, i give up :P
https://preview.redd.it/sz9qo2wdnizd1.png?width=1082&format=png&auto=webp&s=cac0b9a9f0dfaf658e6daee9f458317b5b21e166
https://redd.it/1glw76m
@r_Unity3D
I have been playing around with Unity 2 week now, totaly beginner. Have now created a few games with alot of errors. This last game I have everything looking as i want and its working as i want without errors - in Unity. When i Build it and send it to my phone, everything changes, text is not showing, the images wont appear, I cant click, scale is wrong, its a mess. Any ideas? In Unity i have a canvas 1080x1920 , Match with or height. I have a background stretched. In Build profiles i switched to Android, and in Project settings > Player i have Input handling to new, i have no idea what to do next, and i feel if this is a error project aswell, i give up :P
https://preview.redd.it/sz9qo2wdnizd1.png?width=1082&format=png&auto=webp&s=cac0b9a9f0dfaf658e6daee9f458317b5b21e166
https://redd.it/1glw76m
@r_Unity3D
Just recently published my first Unity asset, 2D Pixel Weapon pack
Hey,
Just published my first asset and wanted to share it with you. This asset consists of 28 sprites, amongst them there is weapons and poisons. Also planning to add more sprites to this asset in closest future, link: https://assetstore.unity.com/packages/2d/rpg-2d-pixel-weapon-pack-287402
Besides that recently sent to the approval my second asset(huge UI pack of 100+ icons and ui items) and wanted to ask is wait for approval is same in lengths or is it shorter for people who have published asset once?
https://redd.it/1gm3zi2
@r_Unity3D
Hey,
Just published my first asset and wanted to share it with you. This asset consists of 28 sprites, amongst them there is weapons and poisons. Also planning to add more sprites to this asset in closest future, link: https://assetstore.unity.com/packages/2d/rpg-2d-pixel-weapon-pack-287402
Besides that recently sent to the approval my second asset(huge UI pack of 100+ icons and ui items) and wanted to ask is wait for approval is same in lengths or is it shorter for people who have published asset once?
https://redd.it/1gm3zi2
@r_Unity3D
Unity Asset Store
RPG 2D Pixel Weapon pack | 2D | Unity Asset Store
Get the RPG 2D Pixel Weapon pack package from Hrust and speed up your game development process. Find this & other 2D options on the Unity Asset Store.
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I finally released the official trailer of Midori no Kaori !!! Hope you like it ! If you have any suggestions, please share , everything is considerated :)
https://redd.it/1gm3nal
@r_Unity3D
https://redd.it/1gm3nal
@r_Unity3D
Create Skeetos behaviour in Ori and the will of wisp.
Please how do I create the Skeetos behaviour in Ori and the Will of Wisp in unity 2D? I have tried everything I know and I still can't replicate that behaiour please someone should assist.
https://redd.it/1gmcn7t
@r_Unity3D
Please how do I create the Skeetos behaviour in Ori and the Will of Wisp in unity 2D? I have tried everything I know and I still can't replicate that behaiour please someone should assist.
https://redd.it/1gmcn7t
@r_Unity3D
Reddit
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Help with Physics2D casting
Hi,
I’m making a top-down shooter and I’m trying to use Physics2D.CircleCast around the player to detect whether there is anything in the way, to stop the player from being able to move.
Currently the player moves by calling new Vector3 on update, so using Unity’s Rigidbody2D system wouldn’t work.
This is the way I tried using circlecast (will paste more code if needed):
>
My idea was if the circlecast returns true (colliding with something), it disables input.
The editor did not throw any errors with this so I assumed it returned a bool and it was fine, however it would not interact with any of the other colliders in the scene.
I’m sure the process would be very easy by just making the player with a Rigidbody2D and applying velocity instead of changing the vector position. However I wanted to make this game without using Rigidbodies.
If anyone would be willing to share any insight about CircleCast or any alternative way of going about this, I’d greatly appreciate it!
Thanks
https://redd.it/1gmgf46
@r_Unity3D
Hi,
I’m making a top-down shooter and I’m trying to use Physics2D.CircleCast around the player to detect whether there is anything in the way, to stop the player from being able to move.
Currently the player moves by calling new Vector3 on update, so using Unity’s Rigidbody2D system wouldn’t work.
This is the way I tried using circlecast (will paste more code if needed):
>
My idea was if the circlecast returns true (colliding with something), it disables input.
The editor did not throw any errors with this so I assumed it returned a bool and it was fine, however it would not interact with any of the other colliders in the scene.
I’m sure the process would be very easy by just making the player with a Rigidbody2D and applying velocity instead of changing the vector position. However I wanted to make this game without using Rigidbodies.
If anyone would be willing to share any insight about CircleCast or any alternative way of going about this, I’d greatly appreciate it!
Thanks
https://redd.it/1gmgf46
@r_Unity3D
Reddit
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Doubts about tilemap animations. Is the animation culled when outside the camera?
Hey everyone, I have been making some touch-ups for optimization with the tilemaps.
I've expected to be able to control the culling mode for the tilemap animations (just like with animators), but, based on what I researched, it doesn't seem to be possible.
With that in mind, is the animations from the tilemap already culled when outside the camera?
And if is not, it is at least optimized (not my case, but this sounds even worse if the tilemap collider is changin with the animation, taking even more resources to update the composite collider of the tilemap) or is their a way to disable the animations with noscripts?
https://redd.it/1gmh8m1
@r_Unity3D
Hey everyone, I have been making some touch-ups for optimization with the tilemaps.
I've expected to be able to control the culling mode for the tilemap animations (just like with animators), but, based on what I researched, it doesn't seem to be possible.
With that in mind, is the animations from the tilemap already culled when outside the camera?
And if is not, it is at least optimized (not my case, but this sounds even worse if the tilemap collider is changin with the animation, taking even more resources to update the composite collider of the tilemap) or is their a way to disable the animations with noscripts?
https://redd.it/1gmh8m1
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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