This was the result I achieved when trying to code a motorcycle in first person. What do you think?
https://reddit.com/link/1gt5wwv/video/6w6uifu26e1e1/player
https://redd.it/1gt5wwv
@r_Unity3D
https://reddit.com/link/1gt5wwv/video/6w6uifu26e1e1/player
https://redd.it/1gt5wwv
@r_Unity3D
Hello everyone! How do you make in unity when character goes up the stairs to change the y bias. I encountered one YT short, but no detailed explanation. Thanks in advance!
What is Y bias? And do I need to make a separate noscript that controls the player movement or I add the code line in my character movement noscript?
Here is the yt short:
https://youtube.com/shorts/-rJgj82x3xA?feature=shared
Sorry if the question is stupid.
Thanks a lot! 🙏🏻
https://redd.it/1gtaot3
@r_Unity3D
What is Y bias? And do I need to make a separate noscript that controls the player movement or I add the code line in my character movement noscript?
Here is the yt short:
https://youtube.com/shorts/-rJgj82x3xA?feature=shared
Sorry if the question is stupid.
Thanks a lot! 🙏🏻
https://redd.it/1gtaot3
@r_Unity3D
YouTube
How stairs work in top down 2D game worlds
⁍ Discord: https://discord.gg/63YeahMKfJ⁍ Twitter: https://bit.ly/UnitOfTimeOnTwitter⁍ Play: https://unit.dev/mmo⁍ Github: https://github.com/unitoftime// De...
Implementing Multiplayer - All new logic?
Hello all,
I'm in the process of making my very own game, and so far have a decent-sized prototype running. However, i want to include Multiplayer, and have started looking into it.
Is it normal to completely "re-write" your logic into multiplayer, and essentially have 2 different "game" - where one is single player, one is multiplayer?
A lot need to change like making everything into Network Objects and modifying the code. I don't see a way of having 1 single code-base for it.
I just wanna make sure i get it right, but for me, it seems like that is the way. For instance, i can't use the same prefabs for "Enemies" because the need to have different compontents attached to them.
Do i get it right? xD
https://redd.it/1gtcb3z
@r_Unity3D
Hello all,
I'm in the process of making my very own game, and so far have a decent-sized prototype running. However, i want to include Multiplayer, and have started looking into it.
Is it normal to completely "re-write" your logic into multiplayer, and essentially have 2 different "game" - where one is single player, one is multiplayer?
A lot need to change like making everything into Network Objects and modifying the code. I don't see a way of having 1 single code-base for it.
I just wanna make sure i get it right, but for me, it seems like that is the way. For instance, i can't use the same prefabs for "Enemies" because the need to have different compontents attached to them.
Do i get it right? xD
https://redd.it/1gtcb3z
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Hold: Plays the Timeline instance once and holds on the last frame until playback is interrupted.
What do they mean by "interrupted"? Our current problem is that after playing the timeline the player gets sent back to it's original position from before that timeline starts playing. We want the player to be at the position in the end of the timeline when the timeline is finished. It seems that using Wrap Mode "Hold" on the Playable Director can solve this but I'm not sure what the interrupting means for this scenario. Also are there any other side effects of using "Hold"?
https://redd.it/1gtczrx
@r_Unity3D
What do they mean by "interrupted"? Our current problem is that after playing the timeline the player gets sent back to it's original position from before that timeline starts playing. We want the player to be at the position in the end of the timeline when the timeline is finished. It seems that using Wrap Mode "Hold" on the Playable Director can solve this but I'm not sure what the interrupting means for this scenario. Also are there any other side effects of using "Hold"?
https://redd.it/1gtczrx
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Media is too big
VIEW IN TELEGRAM
This week they are giving away for free in the asset store 🎁 Hand to Hand Set
https://redd.it/1gtdaox
@r_Unity3D
https://redd.it/1gtdaox
@r_Unity3D
This media is not supported in your browser
VIEW IN TELEGRAM
I developed a system for the archer to pull back the arrows they shot. What do you think about its usability in gameplay during fights?
https://redd.it/1gtngab
@r_Unity3D
https://redd.it/1gtngab
@r_Unity3D
Unity Pros: What Was the Hardest Task You Faced, and How Did You Solve It?
Hey everyone,
I’ve recently shifted my focus from coding to working more as a tech artist in Unity. While I love the creative aspects of my current role, I’ve been coding much less than before, and I want to challenge myself to dive back into the deep end.
To find inspiration, I started looking for discussions about the toughest challenges Unity professionals have faced. However, the most relevant post I came across was already 8 years old, and Unity has evolved so much since then!
So, I wanted to bring this question back to life for today’s Unity pros—those of you actively working and making a living with Unity (not just hobbyists). What was the hardest task or problem you faced in your work, and how did you solve it?
Whether it was optimizing complex shaders, integrating cutting-edge tech, managing enormous scenes, or building intricate systems, I’d love to hear about the challenges and the solutions that made you grow as a developer.
I’m looking for something really tough to tackle as a personal challenge—something that could push me out of my comfort zone and help me grow both technically and creatively.
Looking forward to hearing your stories!
https://redd.it/1gto95y
@r_Unity3D
Hey everyone,
I’ve recently shifted my focus from coding to working more as a tech artist in Unity. While I love the creative aspects of my current role, I’ve been coding much less than before, and I want to challenge myself to dive back into the deep end.
To find inspiration, I started looking for discussions about the toughest challenges Unity professionals have faced. However, the most relevant post I came across was already 8 years old, and Unity has evolved so much since then!
So, I wanted to bring this question back to life for today’s Unity pros—those of you actively working and making a living with Unity (not just hobbyists). What was the hardest task or problem you faced in your work, and how did you solve it?
Whether it was optimizing complex shaders, integrating cutting-edge tech, managing enormous scenes, or building intricate systems, I’d love to hear about the challenges and the solutions that made you grow as a developer.
I’m looking for something really tough to tackle as a personal challenge—something that could push me out of my comfort zone and help me grow both technically and creatively.
Looking forward to hearing your stories!
https://redd.it/1gto95y
@r_Unity3D
Reddit
From the Unity3D community on Reddit
Explore this post and more from the Unity3D community
Do you remember the old unity joystick sprite? Somewhere between 2010 to 2015
https://redd.it/1gtlo65
@r_Unity3D
https://redd.it/1gtlo65
@r_Unity3D
Have premade save data in a build
I have made a save load system in my game, which works nicely. The players data is saved exactly how it should be, and I am happy about that. The problem I have is I want to load some pre-captured save data into my build that a player can access when playing the game the first time. However, I do not know how to do that. Is there a way to take a file and load it into a build of a game? (my game has to be build on WebGL for my assignment).
Thanks in advance!
https://redd.it/1gtx3d2
@r_Unity3D
I have made a save load system in my game, which works nicely. The players data is saved exactly how it should be, and I am happy about that. The problem I have is I want to load some pre-captured save data into my build that a player can access when playing the game the first time. However, I do not know how to do that. Is there a way to take a file and load it into a build of a game? (my game has to be build on WebGL for my assignment).
Thanks in advance!
https://redd.it/1gtx3d2
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Do most people create their own materials in Unity, or in their respective 3D modeling software?
Wondering if people reliably import materials from blender or substance painter, or if only textures are made and materials are handled by people in Unity? Which do people usually do?
https://redd.it/1gtyqa2
@r_Unity3D
Wondering if people reliably import materials from blender or substance painter, or if only textures are made and materials are handled by people in Unity? Which do people usually do?
https://redd.it/1gtyqa2
@r_Unity3D
Reddit
From the Unity3D community on Reddit
Explore this post and more from the Unity3D community