Creating an item having AoE with pools as molotov
In my game, I try to make an incendiary bomb that creates a burning ground to defined blast radius after exploding. My game's 16 x 16 pixel per tile so I prepare a fire animation sprites first by 16 x 16 then made the sprite mode to "Tiled" so that fire AoE can change if some item is pick-up or something.
Then at the same game object I have a simple animator that plays this 4 frame burning animation. In default, this animation plays a 16x16 fire animation.
So I have two issues there. First one is that, I want animator to play more fire tiles as defined at below code in Start() with tweaking spriteRenderer.size. (This sprite's draw mode is "Tiled" so fire sprite can repeat according to the size). I want animator to play the same AoE with spriteRenderer's size. That's the first issue.
Second one, if first one is solved, fiery area will be a square shaped burning ground. Instead of square, I want to eliminate corners and edges outside of circleOrigin shown in Editor. I tried to use masks but I couldn't make it maybe the root reason is still the animator or something else. I put related code below. Thanks for your support in advance.
https://preview.redd.it/byapcfoytuzd1.png?width=867&format=png&auto=webp&s=d08f447fc4949a50acb31cbaf1232045bf4b3f83
https://redd.it/1gn7fr7
@r_Unity3D
In my game, I try to make an incendiary bomb that creates a burning ground to defined blast radius after exploding. My game's 16 x 16 pixel per tile so I prepare a fire animation sprites first by 16 x 16 then made the sprite mode to "Tiled" so that fire AoE can change if some item is pick-up or something.
Then at the same game object I have a simple animator that plays this 4 frame burning animation. In default, this animation plays a 16x16 fire animation.
So I have two issues there. First one is that, I want animator to play more fire tiles as defined at below code in Start() with tweaking spriteRenderer.size. (This sprite's draw mode is "Tiled" so fire sprite can repeat according to the size). I want animator to play the same AoE with spriteRenderer's size. That's the first issue.
Second one, if first one is solved, fiery area will be a square shaped burning ground. Instead of square, I want to eliminate corners and edges outside of circleOrigin shown in Editor. I tried to use masks but I couldn't make it maybe the root reason is still the animator or something else. I put related code below. Thanks for your support in advance.
https://preview.redd.it/byapcfoytuzd1.png?width=867&format=png&auto=webp&s=d08f447fc4949a50acb31cbaf1232045bf4b3f83
https://redd.it/1gn7fr7
@r_Unity3D
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Breaking the fourth wall. A character in the game just ate one of the textures.
https://redd.it/1gn8qt1
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https://redd.it/1gn8qt1
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Since the beginning, I've struggled to find an easy-to-read and visually appealing HUD for enemies stats in Sliding Hero. Looking for feedback to help me finally take a definitive stance.
https://redd.it/1gnaqqj
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https://redd.it/1gnaqqj
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Found Some High-Quality Free AI SoundFX!
They’re comparable to paid sites and even allow commercial use without any issues!
Perfect for game devs, video editors, podcasters, or anyone needing sound effects. They’ve got everything from ambient sounds to effects that are pro-level mixed—super helpful for any creative project. If you’re on the hunt for free SoundFX, definitely check these out!
https://redd.it/1gnb2ni
@r_Unity3D
They’re comparable to paid sites and even allow commercial use without any issues!
Perfect for game devs, video editors, podcasters, or anyone needing sound effects. They’ve got everything from ambient sounds to effects that are pro-level mixed—super helpful for any creative project. If you’re on the hunt for free SoundFX, definitely check these out!
https://redd.it/1gnb2ni
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Reddit
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Is this over optimizing? Connecting particle systems to large trigger colliders
https://i.imgur.com/8nONyvx.mp4
https://redd.it/1gncnt9
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https://i.imgur.com/8nONyvx.mp4
https://redd.it/1gncnt9
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Discover the magic of the internet at Imgur, a community powered entertainment destination. Lift your spirits with funny jokes, trending memes, entertaining gifs, inspiring stories, viral videos, and so much more from users.
My First Game is on sale now. I was fiddling around with Unity quite some time and result came. I present you When She's Gone. Historical game for anyone interested.
https://preview.redd.it/ehnvkxhzowzd1.png?width=1920&format=png&auto=webp&s=457917e3095d4df9d29060b11da9d89865548253
https://redd.it/1gnefnx
@r_Unity3D
https://preview.redd.it/ehnvkxhzowzd1.png?width=1920&format=png&auto=webp&s=457917e3095d4df9d29060b11da9d89865548253
https://redd.it/1gnefnx
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Custom 'volumetric' PS1/retro spotlights and crunchy shadows in URP.
https://redd.it/1gna1gf
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Hey fellow game devs! After our last noscript, Universe for Sale, we are prototyping a new project that blends a hand-drawn style and 3D graphics, plus a cross-section effect for a catchy look. We worked hard on the shaders/post-processing to achieve the desired visual effect. We'd love your feedback!
https://redd.it/1gnb007
@r_Unity3D
https://redd.it/1gnb007
@r_Unity3D
The game I have been working on came out of Early Access this week. Surviving the Abyss is an atmospheric survival city builder set deep underwater.
https://redd.it/1gnf7hw
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https://redd.it/1gnf7hw
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From the Unity3D community on Reddit: The game I have been working on came out of Early Access this week. Surviving the Abyss is…
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New input system driving me insane!
I am trying to set up a simple inventory management system. And all my schemes and inputs seem to overlap, I've tried many different checks and cool-downs, to no avail.
Essentially I'm aiming for the functionality of GetButtonDown.
Expected behaviour:
Rightclick from player scheme = open inventory.
Set to UI scheme.
Do your inventory stuff.
Rightclick from UI scheme = shut inventory.
Set back to player scheme.
I have all my inputs set as "on press", I have tried setting the input actions in my code to "started" I have a specific noscript managing all my scheme changes to ensure no overlaps etc, and no matter what I do the inventory only stays open for the duration of my initial open inventory button press.
Ive even tried literally adding the "canceled" action just to trigger the change to the UI scheme. To try and manage any left over inputs.
If anyone has any pointers or possibly a lobotomy?
https://redd.it/1gnjqwk
@r_Unity3D
I am trying to set up a simple inventory management system. And all my schemes and inputs seem to overlap, I've tried many different checks and cool-downs, to no avail.
Essentially I'm aiming for the functionality of GetButtonDown.
Expected behaviour:
Rightclick from player scheme = open inventory.
Set to UI scheme.
Do your inventory stuff.
Rightclick from UI scheme = shut inventory.
Set back to player scheme.
I have all my inputs set as "on press", I have tried setting the input actions in my code to "started" I have a specific noscript managing all my scheme changes to ensure no overlaps etc, and no matter what I do the inventory only stays open for the duration of my initial open inventory button press.
Ive even tried literally adding the "canceled" action just to trigger the change to the UI scheme. To try and manage any left over inputs.
If anyone has any pointers or possibly a lobotomy?
https://redd.it/1gnjqwk
@r_Unity3D
Reddit
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What takes up most of your time when developing projects in Unity?
I develop utilities for Unity and making things that will really help people is my top priority. Since I mostly develop mobile puzzle games, I don't know what kind of problems developers of other genres encounter. So I want to know them and if I can, I want to develop a product that solves their problem.
Like, I needed a tool to add objects or assign components to multiple scenes with a single click, so I created a tool that does it. It saved me from opening dozens of level scenes and doing it one by one. I need problems like this to solve.
https://redd.it/1gnkdfe
@r_Unity3D
I develop utilities for Unity and making things that will really help people is my top priority. Since I mostly develop mobile puzzle games, I don't know what kind of problems developers of other genres encounter. So I want to know them and if I can, I want to develop a product that solves their problem.
Like, I needed a tool to add objects or assign components to multiple scenes with a single click, so I created a tool that does it. It saved me from opening dozens of level scenes and doing it one by one. I need problems like this to solve.
https://redd.it/1gnkdfe
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Is this over optimising? Using trigger colliders to turn (grass) particle systems on and off when the player is not in range
https://redd.it/1gngtkb
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https://redd.it/1gngtkb
@r_Unity3D
Making destructible and simulated pixel terrain.
I am currently working
https://redd.it/1gnn3ux
@r_Unity3D
I am currently working
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@r_Unity3D
Reddit
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