From $23.83 to $0.17 On all my asset for few days!
https://itch.io/s/129003/big-exception-now-or-never
https://redd.it/1gphr3m
@r_Unity3D
https://itch.io/s/129003/big-exception-now-or-never
https://redd.it/1gphr3m
@r_Unity3D
itch.io
BIG EXCEPTION! NOW OR NEVER!!!
A bundle by Kendrick ML, $0.17 for 8 games
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I’m working on a cozy simulator game where you run a tattoo removal clinic! It's still in the early stages. 🙈 What do you think? Would you play it?
https://redd.it/1gqaqj0
@r_Unity3D
https://redd.it/1gqaqj0
@r_Unity3D
What is the best way to preserve the state of some objects in a specific scene?
Hi guys, I’m currently working on a top-down RPG which already has a JSON saving system, which I can use to store data between scenes, such as the character's equipment, health, time of the day, etc.
The thing is, I also need to save stuff that are only loaded in a specific scene, for example, an open chest on the second forest map, the position and HP of a boss enemy inside a cave scene...
What's the best way to do this? Thanks in advance
https://redd.it/1gqen22
@r_Unity3D
Hi guys, I’m currently working on a top-down RPG which already has a JSON saving system, which I can use to store data between scenes, such as the character's equipment, health, time of the day, etc.
The thing is, I also need to save stuff that are only loaded in a specific scene, for example, an open chest on the second forest map, the position and HP of a boss enemy inside a cave scene...
What's the best way to do this? Thanks in advance
https://redd.it/1gqen22
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Any ideas? Collider type is none but the sprites still have colliders
https://redd.it/1gqfph9
@r_Unity3D
https://redd.it/1gqfph9
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Any ideas? Collider type is none but the sprites still have colliders
Explore this post and more from the Unity2D community
QTI — a powerful and flexible framework for creating complex behaviors in Unity!
https://redd.it/1gqf2sg
@r_Unity3D
https://redd.it/1gqf2sg
@r_Unity3D
Reddit
From the Unity2D community on Reddit: QTI — a powerful and flexible framework for creating complex behaviors in Unity!
Explore this post and more from the Unity2D community
I want to make a swing mechanic where the character moves to the upper rope every time he jumps and moves to the rope below every time he releases the rope, but I'm having trouble with collisions.
https://preview.redd.it/8306wbe71q0e1.png?width=984&format=png&auto=webp&s=89795e2085a46f8c8bd630924c8c21833199e6bf
https://redd.it/1gqle0y
@r_Unity3D
https://preview.redd.it/8306wbe71q0e1.png?width=984&format=png&auto=webp&s=89795e2085a46f8c8bd630924c8c21833199e6bf
https://redd.it/1gqle0y
@r_Unity3D
2D Top Down - Enemy AI Pathfinding without rotating gameobject
Hey all!
I'm working on a 2D Top Down game in which there are enemies that have to be able to chase the player. The game is made on a tilemap as well and all obstacles are tiles. I want the enemy to be able to chase the player while also being able to avoid obstacles.
AT THE MOMENT... i have introduced A* Grid pathfinding but the movement of my enemies seem way too robotic, clunky and feel "squarish" as they follow the grid very precisely. I have also tried using other methods but haven't been able to find or adjust one to suit my needs. I tried following along this tutorial (https://www.youtube.com/watch?v=WK0fBiytW_8) and adjusting it to my needs, but i can't seem to wrap my head around how to avoid obstacles when chasing the player like this, WITHOUT rotating the gameobject as seen in the example at 14:20.
What have you been using for Top Down Enemy AI Behaviour? I don't mind using the A* Grid pathfinder, but i want to be able to smooth the movement at least to make it seem more natural, so if anyone knows any source that might help me figure that out, it'd be wonderful!
https://redd.it/1gqn0eo
@r_Unity3D
Hey all!
I'm working on a 2D Top Down game in which there are enemies that have to be able to chase the player. The game is made on a tilemap as well and all obstacles are tiles. I want the enemy to be able to chase the player while also being able to avoid obstacles.
AT THE MOMENT... i have introduced A* Grid pathfinding but the movement of my enemies seem way too robotic, clunky and feel "squarish" as they follow the grid very precisely. I have also tried using other methods but haven't been able to find or adjust one to suit my needs. I tried following along this tutorial (https://www.youtube.com/watch?v=WK0fBiytW_8) and adjusting it to my needs, but i can't seem to wrap my head around how to avoid obstacles when chasing the player like this, WITHOUT rotating the gameobject as seen in the example at 14:20.
What have you been using for Top Down Enemy AI Behaviour? I don't mind using the A* Grid pathfinder, but i want to be able to smooth the movement at least to make it seem more natural, so if anyone knows any source that might help me figure that out, it'd be wonderful!
https://redd.it/1gqn0eo
@r_Unity3D
YouTube
Simple AI Obstacle Avoidance in Unity
In this Unity tutorial, we'll explore how to add some simple obstacle resolution logic to enemies, so they don’t get stuck walking into each other.
We’ll also look at how the same logic can be used to have the enemies navigate around obstacles.
To do this…
We’ll also look at how the same logic can be used to have the enemies navigate around obstacles.
To do this…
What do you think of the main menu?
Temporary main menu
This is our current animated main menu for our upcoming game Dreamwalker. Any suggestions for improvements?
Appreciate any feedback :)
https://redd.it/1gqq81r
@r_Unity3D
Temporary main menu
This is our current animated main menu for our upcoming game Dreamwalker. Any suggestions for improvements?
Appreciate any feedback :)
https://redd.it/1gqq81r
@r_Unity3D
From sketch to game release. VED is a story-driven, hand-drawn RPG with a unique turn-based combat system, releasing on all platforms in just 18 hours!
https://redd.it/1gqrchw
@r_Unity3D
https://redd.it/1gqrchw
@r_Unity3D
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Anyone have any idea why hands seem to disapear when looking up and down if i change the fov the angle you see the arms disapear also seems to change (example in video hip fov90 ads fov60)
https://redd.it/1gqeyma
@r_Unity3D
https://redd.it/1gqeyma
@r_Unity3D