First Time New Input User Severe bug
Hey all, I've been trying to get into the new input system and how it works, but so far haven't been able to make it through ANY basic tutorials due to what I believe is a bug, and would really appreciate some help in figuring out if I'm being an idiot and missing something or this is a genuine error. So, in a fresh Unity 6000.0.26 2D project, I create an input action in the project window, add an action map, and an action set to action type value and control type of 2DVector. This doesn't give any troubles, but when I go add a binding, keyboard does not show as an option in the path selector. I seem to have every other option including joystick and gamepad, but keyboard specifically is completely missing. I have tried setting the control scheme to specifically keyboard instead of all and it gives me even less options. A few people have really applauded the current input system and I would really like to learn, but the fact that noo ne online seems to have the same issue is very discouraging. Any help is greatly greatly appreciated.
https://redd.it/1grlvcv
@r_Unity3D
Hey all, I've been trying to get into the new input system and how it works, but so far haven't been able to make it through ANY basic tutorials due to what I believe is a bug, and would really appreciate some help in figuring out if I'm being an idiot and missing something or this is a genuine error. So, in a fresh Unity 6000.0.26 2D project, I create an input action in the project window, add an action map, and an action set to action type value and control type of 2DVector. This doesn't give any troubles, but when I go add a binding, keyboard does not show as an option in the path selector. I seem to have every other option including joystick and gamepad, but keyboard specifically is completely missing. I have tried setting the control scheme to specifically keyboard instead of all and it gives me even less options. A few people have really applauded the current input system and I would really like to learn, but the fact that noo ne online seems to have the same issue is very discouraging. Any help is greatly greatly appreciated.
https://redd.it/1grlvcv
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Having some trouble with collision boxes
So, I have a collision box on the player and then I tried to put one on the floor instead of the walls. Do collision boxes work this way because I keep walking right out of the collision box when I test it? Everything else works from movement to interaction with object hit boxes but not with the walls/floor.
https://redd.it/1grpyv6
@r_Unity3D
So, I have a collision box on the player and then I tried to put one on the floor instead of the walls. Do collision boxes work this way because I keep walking right out of the collision box when I test it? Everything else works from movement to interaction with object hit boxes but not with the walls/floor.
https://redd.it/1grpyv6
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Lessons you have learned from building sizeable games?
Mostly interested from programming side of things, but everything else works too. Like you did some architecture or design pattern decision you later regretted or were really happy about. Links to blogs or articles from this topic also appreciated.
https://redd.it/1grrfr4
@r_Unity3D
Mostly interested from programming side of things, but everything else works too. Like you did some architecture or design pattern decision you later regretted or were really happy about. Links to blogs or articles from this topic also appreciated.
https://redd.it/1grrfr4
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Brand new Unity 6 project crashes when starting up a 2D URP project. Create project, loads, opens editor, immediately crashes. Version: 6000.0.26f1 LTS
https://redd.it/1grye09
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https://redd.it/1grye09
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
I tweaked the Hydroblaster's projectile particle effects further. You'll be able to hunt ghosts in our game. It's still a work in progress, but I'm open to your feedback.
https://redd.it/1gs0xls
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https://redd.it/1gs0xls
@r_Unity3D
Questions about implementing a "modular" bullet system
Hi! To keep it simple, in my game, I have one bullet object that is able to be modified by items that can be equipped by the player. I am currently trying to implement a homing effect, but am running into an issue of implementation. I'm very new to this sort of modular design, so bear with me here.
Right now, the only way I can see to implement these features is to, in the case of Homing, constantly run an if statement within the update function of the bullet that checks if a player has an item equipped that enables homing. This feels like a really clunky way of doing this, and given that I plan to add multiple effects like this, I imagine constantly checking for if statements would be a very inefficient way of doing this.
The way I'm imagining it could be done is by creating some separate chunk of code that handles movement while homing, and if the player has a homing item, pass that chunk of code to the bullet's movement function. This way, rather than checking every update for a boolean, the boolean is only checked upon creation of the bullet. I feel like this is absolutely a thing that is possible, but I'm just not experienced enough with Unity to figure out how to do it.
Any help figuring this out is greatly appreciated!
https://redd.it/1gs33ss
@r_Unity3D
Hi! To keep it simple, in my game, I have one bullet object that is able to be modified by items that can be equipped by the player. I am currently trying to implement a homing effect, but am running into an issue of implementation. I'm very new to this sort of modular design, so bear with me here.
Right now, the only way I can see to implement these features is to, in the case of Homing, constantly run an if statement within the update function of the bullet that checks if a player has an item equipped that enables homing. This feels like a really clunky way of doing this, and given that I plan to add multiple effects like this, I imagine constantly checking for if statements would be a very inefficient way of doing this.
The way I'm imagining it could be done is by creating some separate chunk of code that handles movement while homing, and if the player has a homing item, pass that chunk of code to the bullet's movement function. This way, rather than checking every update for a boolean, the boolean is only checked upon creation of the bullet. I feel like this is absolutely a thing that is possible, but I'm just not experienced enough with Unity to figure out how to do it.
Any help figuring this out is greatly appreciated!
https://redd.it/1gs33ss
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hello, anyone Got a idea how to make a game like this cuz i really don't know what this genre it's like ren'py but with unity so fi some know something please tell me and what i need to learn, and if there any tutorials, thank you
https://preview.redd.it/9mkzxrfr541e1.png?width=1365&format=png&auto=webp&s=d5018fa3dfccc2ebd9eff0a95843ead55e8a88ea
https://preview.redd.it/ask6gxfr541e1.png?width=1364&format=png&auto=webp&s=ddc8a2ce6593cf77a659e686704f947ae786b77b
https://preview.redd.it/pvenzwfr541e1.png?width=1365&format=png&auto=webp&s=c81eaaf1d01358d93a49be15068d67bd33582521
https://redd.it/1gs3zs0
@r_Unity3D
https://preview.redd.it/9mkzxrfr541e1.png?width=1365&format=png&auto=webp&s=d5018fa3dfccc2ebd9eff0a95843ead55e8a88ea
https://preview.redd.it/ask6gxfr541e1.png?width=1364&format=png&auto=webp&s=ddc8a2ce6593cf77a659e686704f947ae786b77b
https://preview.redd.it/pvenzwfr541e1.png?width=1365&format=png&auto=webp&s=c81eaaf1d01358d93a49be15068d67bd33582521
https://redd.it/1gs3zs0
@r_Unity3D
tilepalette toggle
hey there I was working on my palete but I realised there are pieces are missing on my tiles so I need the toggled version of some of those. how can I toggle the tile pieces I choose? in unity forum ppl says , ctrl+ [ works but I am on laptop so I dont have those.
https://redd.it/1gs6j87
@r_Unity3D
hey there I was working on my palete but I realised there are pieces are missing on my tiles so I need the toggled version of some of those. how can I toggle the tile pieces I choose? in unity forum ppl says , ctrl+ [ works but I am on laptop so I dont have those.
https://redd.it/1gs6j87
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Rotations are inconsistent
I'm making a game where you are a triangle and have to climb over obstacles by moving left and right (A+D), and rotating left and right (arrow keys)
sometimes the triangle will rotate over its edge with ease, and then i'll reload the game and it will start to struggle even if i didnt touch the code or rotation speed
is there anything i can do to make it work more?
https://preview.redd.it/0cdcjbtj951e1.png?width=516&format=png&auto=webp&s=3450014604125632911ea840c34d1b78817169d5
https://redd.it/1gs95nc
@r_Unity3D
I'm making a game where you are a triangle and have to climb over obstacles by moving left and right (A+D), and rotating left and right (arrow keys)
sometimes the triangle will rotate over its edge with ease, and then i'll reload the game and it will start to struggle even if i didnt touch the code or rotation speed
is there anything i can do to make it work more?
https://preview.redd.it/0cdcjbtj951e1.png?width=516&format=png&auto=webp&s=3450014604125632911ea840c34d1b78817169d5
https://redd.it/1gs95nc
@r_Unity3D
Which one would you recommend for 2d vfx for games? ToonBoon Harmony or AfterEffects?
https://redd.it/1gs8iyp
@r_Unity3D
https://redd.it/1gs8iyp
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2d isometric visual effects
im trying to make a game about magic and need visual effects for my spells. Im kinda new and don't know what's the best way to achieve that. Is it better to do effects (different explosions, beams stuff like that) via sprite sheets or particle systems /vfx graph and pixelizer shaders?
https://redd.it/1gsbkh2
@r_Unity3D
im trying to make a game about magic and need visual effects for my spells. Im kinda new and don't know what's the best way to achieve that. Is it better to do effects (different explosions, beams stuff like that) via sprite sheets or particle systems /vfx graph and pixelizer shaders?
https://redd.it/1gsbkh2
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Stretching shader
i created this shader using shdergrapgh :
https://preview.redd.it/4uyhdn2xp51e1.png?width=477&format=png&auto=webp&s=f522ae68d427203776ff44efe42c2a4f6c7f361c
but when i scale it , it becomes distorted
https://preview.redd.it/rmmohzl3q51e1.png?width=159&format=png&auto=webp&s=31380b4ec208438253fee731f1f85182bd6488e8
How to fix this?
https://redd.it/1gsay8t
@r_Unity3D
i created this shader using shdergrapgh :
https://preview.redd.it/4uyhdn2xp51e1.png?width=477&format=png&auto=webp&s=f522ae68d427203776ff44efe42c2a4f6c7f361c
but when i scale it , it becomes distorted
https://preview.redd.it/rmmohzl3q51e1.png?width=159&format=png&auto=webp&s=31380b4ec208438253fee731f1f85182bd6488e8
How to fix this?
https://redd.it/1gsay8t
@r_Unity3D
Media is too big
VIEW IN TELEGRAM
I've always felt that there aren't many good games based around Christmas, so I decided to make one!
https://redd.it/1gs8x4y
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https://redd.it/1gs8x4y
@r_Unity3D
Asking for advice and direction for creating a mystery narrative game.
Hi,
I'm working on a narrative mystery game inspired by games like Ace Attorney or Danganronpa, and I'm looking for some guidance on how to structure the game in Unity. I have experience in programming but am new to Unity and still learning, so the overall game design and structure are still a mystery to me.
I think the game will need a main menu, a dialogue section for only conversations, an investigation mode (point and click), and an argument mode (conversation and mini-games like Danganronpa).
How should I decide which components to create as separate scenes? How can I move from visual novel mode to investigation mode? How can I make the inventory persistent across any mode?
Any advice or tutorials on structuring the game and deciding which components should be separate would be very helpful, because as you can see, I am confused.
Thanks in advance!
https://redd.it/1gse723
@r_Unity3D
Hi,
I'm working on a narrative mystery game inspired by games like Ace Attorney or Danganronpa, and I'm looking for some guidance on how to structure the game in Unity. I have experience in programming but am new to Unity and still learning, so the overall game design and structure are still a mystery to me.
I think the game will need a main menu, a dialogue section for only conversations, an investigation mode (point and click), and an argument mode (conversation and mini-games like Danganronpa).
How should I decide which components to create as separate scenes? How can I move from visual novel mode to investigation mode? How can I make the inventory persistent across any mode?
Any advice or tutorials on structuring the game and deciding which components should be separate would be very helpful, because as you can see, I am confused.
Thanks in advance!
https://redd.it/1gse723
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For anyone working on a 2D RPG or adventure game this UI asset pack could be helpful Link in the comments
https://redd.it/1gsf0pc
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https://redd.it/1gsf0pc
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Reddit
From the Unity2D community on Reddit: For anyone working on a 2D RPG or adventure game this UI asset pack could be helpful Link…
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hey, is it better to store files im using as sprites ingame as .png or .aseprite?
https://preview.redd.it/d025p27by61e1.png?width=1913&format=png&auto=webp&s=f1fca42786cd69e099033f2d77746229f0c6992f
https://redd.it/1gsffs0
@r_Unity3D
https://preview.redd.it/d025p27by61e1.png?width=1913&format=png&auto=webp&s=f1fca42786cd69e099033f2d77746229f0c6992f
https://redd.it/1gsffs0
@r_Unity3D