RaycastHit2D hitting collider outside of the collider
So I'm trying to figure out how to make a drag and drop into a slot(sprite or image) with a sprite, and for some reason the sprite keeps dropping onto a slot that is far away from where I dropped it. I've been trying to debug it, looking at the direction and origin and they're correct. I can't for the life of me figure out why this is happening, can anyone help?
https://preview.redd.it/z33pp3dezq3e1.png?width=1104&format=png&auto=webp&s=34388e4125d716358cdd20910b7daa333c264aa1
https://preview.redd.it/pknzzd7hzq3e1.png?width=1079&format=png&auto=webp&s=78816fff162136454e96ffaeded2d887cde5c82a
https://redd.it/1h2b5pv
@r_Unity3D
So I'm trying to figure out how to make a drag and drop into a slot(sprite or image) with a sprite, and for some reason the sprite keeps dropping onto a slot that is far away from where I dropped it. I've been trying to debug it, looking at the direction and origin and they're correct. I can't for the life of me figure out why this is happening, can anyone help?
https://preview.redd.it/z33pp3dezq3e1.png?width=1104&format=png&auto=webp&s=34388e4125d716358cdd20910b7daa333c264aa1
https://preview.redd.it/pknzzd7hzq3e1.png?width=1079&format=png&auto=webp&s=78816fff162136454e96ffaeded2d887cde5c82a
https://redd.it/1h2b5pv
@r_Unity3D
Bloated project size?
I'm still very much a beginner, so my projects aren't very complex. So I was incredibly surprised when I saw that my project itself weighted at around 1gb, after building, I saw that the exported version was around 100mb
What causes the project to be so much larger? And what are the ways to optimize it so it doesn't take as much storage?
https://redd.it/1h29ql1
@r_Unity3D
I'm still very much a beginner, so my projects aren't very complex. So I was incredibly surprised when I saw that my project itself weighted at around 1gb, after building, I saw that the exported version was around 100mb
What causes the project to be so much larger? And what are the ways to optimize it so it doesn't take as much storage?
https://redd.it/1h29ql1
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Just finished the level editor. Because users make the best content!
https://redd.it/1h2et4m
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https://redd.it/1h2et4m
@r_Unity3D
Introducing Contour, a fullscreen effect for Unity 6 URP that adds subtle edge detection & outline effect to your scene, greatly enhance your game visual & styles, fully compatible with the new Render Graph API for optimal performance. Link in comment.
https://redd.it/1h2esq6
@r_Unity3D
https://redd.it/1h2esq6
@r_Unity3D
Reddit
From the Unity3D community on Reddit: Introducing Contour, a fullscreen effect for Unity 6 URP that adds subtle edge detection…
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Is there any better way to animate in Unity than the animator tree?
I have used the animator tree for a while now. And I am not a fan of the visual, node-like way of setting up animations and having to use hash strings in the noscripts and things just feel like they get very easily messy. And I don’t like having to jump back and forth to make adjustments between the tree and the noscript either. I would rather have one central noscript for doing animations for each different type of object I am animating, and not have to interact at all with the Animation tree. I have used the .Play() method to straight up call states in the Animatir, but is there a better way to animate than this?
My dream would to be to create a serialized list of animations that can be added to and taken away from, and use those animations to animate my character when I specifically call them/ blend between them. Is there some method more like what I am talking about in Unity?
https://redd.it/1h2dana
@r_Unity3D
I have used the animator tree for a while now. And I am not a fan of the visual, node-like way of setting up animations and having to use hash strings in the noscripts and things just feel like they get very easily messy. And I don’t like having to jump back and forth to make adjustments between the tree and the noscript either. I would rather have one central noscript for doing animations for each different type of object I am animating, and not have to interact at all with the Animation tree. I have used the .Play() method to straight up call states in the Animatir, but is there a better way to animate than this?
My dream would to be to create a serialized list of animations that can be added to and taken away from, and use those animations to animate my character when I specifically call them/ blend between them. Is there some method more like what I am talking about in Unity?
https://redd.it/1h2dana
@r_Unity3D
Reddit
From the Unity3D community on Reddit
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I've made a tetris style inventory system based on RE4, and I'm wondering if I should make a relaxing game about packing cases! What do you think?
https://redd.it/1h2gbcl
@r_Unity3D
https://redd.it/1h2gbcl
@r_Unity3D
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Working on a victory roll animation for the warplanes in our WWII game. Got some funny results:
https://redd.it/1h2iwrn
@r_Unity3D
https://redd.it/1h2iwrn
@r_Unity3D
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A small preview of progress on one of the missions over several years of development in a top-down shooter I'm working on in Unity in my spare time. Looking back, it was quite a journey.
https://redd.it/1h2kb0i
@r_Unity3D
https://redd.it/1h2kb0i
@r_Unity3D