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I put a great big Akira inspired freight elevator in my game about a quantum cat. It really helps sell the scale of the environments.
https://redd.it/1gzdnl2
@r_Unity3D
https://redd.it/1gzdnl2
@r_Unity3D
What open source projects have you been a part of? Is it still active?
Hello everybody
I've been wanting to contribute to open source projects to sharpen my skills, but haven't found anything yet. wanted to see if you guys have been a part of the game dev open source community.
would love to hear about your experience
https://redd.it/1gzi2pf
@r_Unity3D
Hello everybody
I've been wanting to contribute to open source projects to sharpen my skills, but haven't found anything yet. wanted to see if you guys have been a part of the game dev open source community.
would love to hear about your experience
https://redd.it/1gzi2pf
@r_Unity3D
Reddit
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Made a fire stream out of symbols. Does it look good? Current battle gameplay: everything shoots automatically. You just reload, maybe craft something mid-fight (like a shield or a support drone) and escape in time. Still deciding if I should rework it to give the player more control...
https://redd.it/1gzkvwt
@r_Unity3D
https://redd.it/1gzkvwt
@r_Unity3D
2D Platform Game for School Project... NEED HELP
Hey guys, this is my code in C# that i actually got from chatGPT because im not really good in coding haha... The problem is that for player2 (frog) it is not actally reseting horizontal velocity only after landing but its like allways... and if there is no reseting of horizontal velocity the frog is sliding after landing.. Can anybody help me with that somehow?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TwoPlayerMovement : MonoBehaviour
{
Header("Player 1 Settings")
public Rigidbody2D rb1;
public Transform groundCheck1;
public LayerMask groundLayer1;
private float horizontal1;
private float speed1 = 8f;
private float jumpingPower1 = 16f;
private bool isFacingRight1 = true;
Header("Player 2 Settings (Frog)")
public Rigidbody2D rb2;
public Transform groundCheck2;
public LayerMask groundLayer2;
private bool isGrounded2;
private bool isChargingJump2 = false;
private bool wasInAir2 = false; // Detects if the frog was previously in the air
private float chargeTime2 = 0f;
private float maxChargeTime2 = 1.5f; // Maximum charge time
private float minJumpPower2 = 6f; // Minimum jump strength
private float maxJumpPower2 = 16f; // Maximum jump strength
private float jumpDirection2 = 0f; // Direction of the jump (-1 = left, 1 = right)
private bool isFacingRight2 = true;
private void Update()
{
// Player 1 Controls
horizontal1 = Input.GetAxisRaw("HorizontalP1"); // Custom axis for Player 1
if (Input.GetButtonDown("JumpP1") && IsGrounded(groundCheck1, groundLayer1))
{
rb1.velocity = new Vector2(rb1.velocity.x, jumpingPower1);
}
if (Input.GetButtonUp("JumpP1") && rb1.velocity.y > 0f)
{
rb1.velocity = new Vector2(rb1.velocity.x, rb1.velocity.y 0.5f);
}
Flip(ref isFacingRight1, horizontal1, rb1.transform);
// Player 2 (Frog) Controls
isGrounded2 = IsGrounded(groundCheck2, groundLayer2);
if (isGrounded2)
{
// If frog just landed, reset horizontal velocity
if (wasInAir2)
{
rb2.velocity = new Vector2(0f, rb2.velocity.y); // Reset horizontal velocity only after landing
wasInAir2 = false;
}
// Start charging the jump
if (Input.GetButtonDown("JumpP2"))
{
isChargingJump2 = true;
chargeTime2 = 0f;
}
// Set jump direction based on input
float inputHorizontal = Input.GetAxisRaw("HorizontalP2");
if (inputHorizontal != 0)
{
jumpDirection2 = inputHorizontal > 0 ? 1f : -1f;
isFacingRight2 = jumpDirection2 > 0;
Flip(ref isFacingRight2, jumpDirection2, rb2.transform);
}
}
// Charge the jump
if (isChargingJump2)
{
chargeTime2 += Time.deltaTime;
chargeTime2 = Mathf.Clamp(chargeTime2, 0f, maxChargeTime2); // Limit to max charge time
}
// Release the jump
if (Input.GetButtonUp("JumpP2") && isChargingJump2)
{
isChargingJump2 = false;
// Calculate jump power based on charge time
float jumpPower = Mathf.Lerp(minJumpPower2, maxJumpPower2, chargeTime2 / maxChargeTime2);
// Apply the jump
rb2.velocity = new Vector2(jumpDirection2 jumpPower, jumpPower);
// Mark that the frog is in the air
wasInAir2 = true;
}
}
Hey guys, this is my code in C# that i actually got from chatGPT because im not really good in coding haha... The problem is that for player2 (frog) it is not actally reseting horizontal velocity only after landing but its like allways... and if there is no reseting of horizontal velocity the frog is sliding after landing.. Can anybody help me with that somehow?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TwoPlayerMovement : MonoBehaviour
{
Header("Player 1 Settings")
public Rigidbody2D rb1;
public Transform groundCheck1;
public LayerMask groundLayer1;
private float horizontal1;
private float speed1 = 8f;
private float jumpingPower1 = 16f;
private bool isFacingRight1 = true;
Header("Player 2 Settings (Frog)")
public Rigidbody2D rb2;
public Transform groundCheck2;
public LayerMask groundLayer2;
private bool isGrounded2;
private bool isChargingJump2 = false;
private bool wasInAir2 = false; // Detects if the frog was previously in the air
private float chargeTime2 = 0f;
private float maxChargeTime2 = 1.5f; // Maximum charge time
private float minJumpPower2 = 6f; // Minimum jump strength
private float maxJumpPower2 = 16f; // Maximum jump strength
private float jumpDirection2 = 0f; // Direction of the jump (-1 = left, 1 = right)
private bool isFacingRight2 = true;
private void Update()
{
// Player 1 Controls
horizontal1 = Input.GetAxisRaw("HorizontalP1"); // Custom axis for Player 1
if (Input.GetButtonDown("JumpP1") && IsGrounded(groundCheck1, groundLayer1))
{
rb1.velocity = new Vector2(rb1.velocity.x, jumpingPower1);
}
if (Input.GetButtonUp("JumpP1") && rb1.velocity.y > 0f)
{
rb1.velocity = new Vector2(rb1.velocity.x, rb1.velocity.y 0.5f);
}
Flip(ref isFacingRight1, horizontal1, rb1.transform);
// Player 2 (Frog) Controls
isGrounded2 = IsGrounded(groundCheck2, groundLayer2);
if (isGrounded2)
{
// If frog just landed, reset horizontal velocity
if (wasInAir2)
{
rb2.velocity = new Vector2(0f, rb2.velocity.y); // Reset horizontal velocity only after landing
wasInAir2 = false;
}
// Start charging the jump
if (Input.GetButtonDown("JumpP2"))
{
isChargingJump2 = true;
chargeTime2 = 0f;
}
// Set jump direction based on input
float inputHorizontal = Input.GetAxisRaw("HorizontalP2");
if (inputHorizontal != 0)
{
jumpDirection2 = inputHorizontal > 0 ? 1f : -1f;
isFacingRight2 = jumpDirection2 > 0;
Flip(ref isFacingRight2, jumpDirection2, rb2.transform);
}
}
// Charge the jump
if (isChargingJump2)
{
chargeTime2 += Time.deltaTime;
chargeTime2 = Mathf.Clamp(chargeTime2, 0f, maxChargeTime2); // Limit to max charge time
}
// Release the jump
if (Input.GetButtonUp("JumpP2") && isChargingJump2)
{
isChargingJump2 = false;
// Calculate jump power based on charge time
float jumpPower = Mathf.Lerp(minJumpPower2, maxJumpPower2, chargeTime2 / maxChargeTime2);
// Apply the jump
rb2.velocity = new Vector2(jumpDirection2 jumpPower, jumpPower);
// Mark that the frog is in the air
wasInAir2 = true;
}
}
private void FixedUpdate()
{
// Apply horizontal movement for Player 1 only
rb1.velocity = new Vector2(horizontal1 speed1, rb1.velocity.y);
// The frog retains its horizontal velocity when grounded
if (!isGrounded2 && !wasInAir2)
{
// Keep horizontal velocity in the air until the jump is released
rb2.velocity = new Vector2(rb2.velocity.x, rb2.velocity.y);
}
}
private bool IsGrounded(Transform groundCheck, LayerMask groundLayer)
{
// Check if the player is on the ground (groundLayer)
return Physics2D.OverlapCircle(groundCheck.position, 0.2f, groundLayer);
}
private void Flip(ref bool isFacingRight, float horizontal, Transform playerTransform)
{
if (isFacingRight && horizontal < 0f || !isFacingRight && horizontal > 0f)
{
isFacingRight = !isFacingRight;
Vector3 localScale = playerTransform.localScale;
localScale.x = -1f;
playerTransform.localScale = localScale;
}
}
private void OnDrawGizmos()
{
// Draw the ground check areas for debugging
if (groundCheck1 != null)
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(groundCheck1.position, 0.2f);
}
if (groundCheck2 != null)
{
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(groundCheck2.position, 0.2f);
}
}
}
https://redd.it/1gzm1by
@r_Unity3D
{
// Apply horizontal movement for Player 1 only
rb1.velocity = new Vector2(horizontal1 speed1, rb1.velocity.y);
// The frog retains its horizontal velocity when grounded
if (!isGrounded2 && !wasInAir2)
{
// Keep horizontal velocity in the air until the jump is released
rb2.velocity = new Vector2(rb2.velocity.x, rb2.velocity.y);
}
}
private bool IsGrounded(Transform groundCheck, LayerMask groundLayer)
{
// Check if the player is on the ground (groundLayer)
return Physics2D.OverlapCircle(groundCheck.position, 0.2f, groundLayer);
}
private void Flip(ref bool isFacingRight, float horizontal, Transform playerTransform)
{
if (isFacingRight && horizontal < 0f || !isFacingRight && horizontal > 0f)
{
isFacingRight = !isFacingRight;
Vector3 localScale = playerTransform.localScale;
localScale.x = -1f;
playerTransform.localScale = localScale;
}
}
private void OnDrawGizmos()
{
// Draw the ground check areas for debugging
if (groundCheck1 != null)
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(groundCheck1.position, 0.2f);
}
if (groundCheck2 != null)
{
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(groundCheck2.position, 0.2f);
}
}
}
https://redd.it/1gzm1by
@r_Unity3D
Reddit
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Click on shapes and do some letter combination... the game. I made it. Go play it
Don't be a SQUARE is fucking out now. Click on the shapes or whatever and do some letter combination shit. You won't win cause its kinda hard. I didn't finish it. Go play it!
https://differentpixels.itch.io/dont-be-a-square
https://redd.it/1gzqmjk
@r_Unity3D
Don't be a SQUARE is fucking out now. Click on the shapes or whatever and do some letter combination shit. You won't win cause its kinda hard. I didn't finish it. Go play it!
https://differentpixels.itch.io/dont-be-a-square
https://redd.it/1gzqmjk
@r_Unity3D
itch.io
Don't be a square by mik
Try not to be a quare. Play in your browser
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A Little Animation Explaining how Meshes are Rendered for a Video I'm Working on
https://redd.it/1gzml6q
@r_Unity3D
https://redd.it/1gzml6q
@r_Unity3D
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Here’s the Trailer for out first game, SPIN Protocol. Demo now playable on Steam. We’d love your feedback!
https://redd.it/1gzoga8
@r_Unity3D
https://redd.it/1gzoga8
@r_Unity3D
I have a Singleton Manager. Does it matter if I write " foo " or " Manager.foo " when I'm writing code inside the Manager class ?
https://redd.it/1gzquqp
@r_Unity3D
https://redd.it/1gzquqp
@r_Unity3D
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Added a weather system to our procedural freeriding skiing game SNØ - What riding with clear skies vs. during a snow storm looks like
https://redd.it/1gzp5ia
@r_Unity3D
https://redd.it/1gzp5ia
@r_Unity3D
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a Minigame Mechanic from Party Spirits, my Upcoming 2-6 Player Online Party Game
https://redd.it/1gzxs9i
@r_Unity3D
https://redd.it/1gzxs9i
@r_Unity3D
Difficulty of a 2 player card game? - Mirror
Hello, experienced C# dev for my profession, dabbled a bit in unity. I understand the feeling of being in over your head by trying to make a 3d hack and slash game, and it’s just too much. I want to make something simpler and fun. I figured a card game would be very component based, so once the uphill battle of initial setup and multiplayer setup is done, I can get rolling.
However, how difficult of a project is this, comparatively? I understand there is a scale between simple 2d platformer and MMO, where does this fall on the scale ?
https://redd.it/1gzwxza
@r_Unity3D
Hello, experienced C# dev for my profession, dabbled a bit in unity. I understand the feeling of being in over your head by trying to make a 3d hack and slash game, and it’s just too much. I want to make something simpler and fun. I figured a card game would be very component based, so once the uphill battle of initial setup and multiplayer setup is done, I can get rolling.
However, how difficult of a project is this, comparatively? I understand there is a scale between simple 2d platformer and MMO, where does this fall on the scale ?
https://redd.it/1gzwxza
@r_Unity3D
Reddit
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It's been over 10 years and you still can't add enums as an argument to button functions
https://discussions.unity.com/t/ability-to-add-enum-argument-to-button-functions/551773/186
https://redd.it/1h02bvr
@r_Unity3D
https://discussions.unity.com/t/ability-to-add-enum-argument-to-button-functions/551773/186
https://redd.it/1h02bvr
@r_Unity3D
Has anyone had and experience with GPU Instancer Pro? I want to know if this will actually improve the performance of my projects?
https://redd.it/1gzulmr
@r_Unity3D
https://redd.it/1gzulmr
@r_Unity3D