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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
From the Unity2D community on 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
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Canvas and TMP texts in Unity 6
Hi, I was doing a prototype of a twin stick shooter in unity 6 and I needed a few quick ui elements. Canvas and tmp texts are a true nightmare to use compared to the previous lts release, so either Im doing something wrong or they really broke it. Im switching back to a previous version but I cant just believe its broken like that. Anybody else had troubles moving texts, organizing elements on canvas, visualizing it, and so on?
https://redd.it/1gmlgy3
@r_Unity3D
Hi, I was doing a prototype of a twin stick shooter in unity 6 and I needed a few quick ui elements. Canvas and tmp texts are a true nightmare to use compared to the previous lts release, so either Im doing something wrong or they really broke it. Im switching back to a previous version but I cant just believe its broken like that. Anybody else had troubles moving texts, organizing elements on canvas, visualizing it, and so on?
https://redd.it/1gmlgy3
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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I'm working on an 'infinite resolution' (textureless, procedural) portal shader.
https://redd.it/1gmhn8y
@r_Unity3D
https://redd.it/1gmhn8y
@r_Unity3D
Which colors are better for my tileset? (I want my WW2 game to look realistic)
https://preview.redd.it/t6i71wggrpzd1.png?width=612&format=png&auto=webp&s=fb78929b3c45b8c68686445bdec44a5e352b9818
https://preview.redd.it/nenafgtgrpzd1.png?width=585&format=png&auto=webp&s=e3e17604be53351867638ef1311abfee7ef25951
https://redd.it/1gmo6i5
@r_Unity3D
https://preview.redd.it/t6i71wggrpzd1.png?width=612&format=png&auto=webp&s=fb78929b3c45b8c68686445bdec44a5e352b9818
https://preview.redd.it/nenafgtgrpzd1.png?width=585&format=png&auto=webp&s=e3e17604be53351867638ef1311abfee7ef25951
https://redd.it/1gmo6i5
@r_Unity3D
🚨 Two years in solo development! 60-second style game but about zombies, 75% done! 🎮💥
https://redd.it/1gmpwn6
@r_Unity3D
https://redd.it/1gmpwn6
@r_Unity3D
Reddit
From the Unity2D community on Reddit: 🚨 Two years in solo development! 60-second style game but about zombies, 75% done! 🎮💥
Explore this post and more from the Unity2D community
Extension Kit for Unity
I made an Extension Kit for Unity developers which simplifies usage of 150+ functions by letting you call them with a single line of code. It is 50% off and expires in three days.
Get it now
What is Extension Kit?
Extension Kit is a powerful collection of 150+ C# extension methods designed to simplify Unity development. Each method is well-structured, editable, grouped, and providing single-line access.
Reach me out via dm if you would like to have a free version to review.
https://redd.it/1gmssxb
@r_Unity3D
I made an Extension Kit for Unity developers which simplifies usage of 150+ functions by letting you call them with a single line of code. It is 50% off and expires in three days.
Get it now
What is Extension Kit?
Extension Kit is a powerful collection of 150+ C# extension methods designed to simplify Unity development. Each method is well-structured, editable, grouped, and providing single-line access.
Reach me out via dm if you would like to have a free version to review.
https://redd.it/1gmssxb
@r_Unity3D
Unity Asset Store
Extension Kit | Utilities Tools | Unity Asset Store
Use the Extension Kit from DOGAN KIRNAZ on your next project. Find this utility tool & more on the Unity Asset Store.
Random.Range doesn't work
Hi Guys,
So I'm currently new to Unity and programming in general, and I wanted to try making a visual memory game where you have to remember a pattern and right at the beginning I stumble to a problem i couldn't fix. so my plan was that i get a random number from the Blue Tile int and i gave each Tile a bnr (Box number) in an order which a calculator would have. And my plan was just to get 1 number and that if the Blue Tile int had the same number as one of the 9 Tiles it would be Blue
https://preview.redd.it/b5vpmihvdrzd1.png?width=2560&format=png&auto=webp&s=f022f1d05796e23c78e85af046a873a13aedeced
https://preview.redd.it/riav6olxdrzd1.png?width=2560&format=png&auto=webp&s=2ec8e345da7869601bb7d1b12d5c451bba7d4507
https://preview.redd.it/v53hws3zdrzd1.png?width=2560&format=png&auto=webp&s=8f0f47ce0236b5d4f3f583d17a8636aa5f81ce37
Now my Problem is that sometimes 2 Boxes or 3 Boxes get Blue or sometimes even noone, but I can't figure out why. Im thankful to anyone who comments under this post.
https://redd.it/1gmvqiz
@r_Unity3D
Hi Guys,
So I'm currently new to Unity and programming in general, and I wanted to try making a visual memory game where you have to remember a pattern and right at the beginning I stumble to a problem i couldn't fix. so my plan was that i get a random number from the Blue Tile int and i gave each Tile a bnr (Box number) in an order which a calculator would have. And my plan was just to get 1 number and that if the Blue Tile int had the same number as one of the 9 Tiles it would be Blue
https://preview.redd.it/b5vpmihvdrzd1.png?width=2560&format=png&auto=webp&s=f022f1d05796e23c78e85af046a873a13aedeced
https://preview.redd.it/riav6olxdrzd1.png?width=2560&format=png&auto=webp&s=2ec8e345da7869601bb7d1b12d5c451bba7d4507
https://preview.redd.it/v53hws3zdrzd1.png?width=2560&format=png&auto=webp&s=8f0f47ce0236b5d4f3f583d17a8636aa5f81ce37
Now my Problem is that sometimes 2 Boxes or 3 Boxes get Blue or sometimes even noone, but I can't figure out why. Im thankful to anyone who comments under this post.
https://redd.it/1gmvqiz
@r_Unity3D