Trouble with moving on slopes!
Hello!
I'm working on a platformer akin to Mario and Donkey Kong Country, and I'm having serious issues with the slopes. I'm trying to make my player stick to the slopes, but my player is pushed across when sitting still. Do you know of any ways I can fix this?
Here is my code.
https://redd.it/1hbvpfw
@r_Unity3D
Hello!
I'm working on a platformer akin to Mario and Donkey Kong Country, and I'm having serious issues with the slopes. I'm trying to make my player stick to the slopes, but my player is pushed across when sitting still. Do you know of any ways I can fix this?
Here is my code.
https://redd.it/1hbvpfw
@r_Unity3D
Pastebin
PlayerMovement - Pastebin.com
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My fully deterministic multiplayer RTS is finally starting to come together.
https://redd.it/1hc5rqw
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Ability System i learned thanks to help from people here, comes with template code to make your own ability! Link for unity package in the denoscription... Feel free to give tips or ask questions [Short code and uses flyweight pattern, noscriptableObjects]
https://redd.it/1hc7qfh
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From the Unity2D community on Reddit: Ability System i learned thanks to help from people here, comes with template code to make…
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i have walls that you can place down for my top down 2.5D game and i have all these sprites to make them look connected
i have walls that you can place down for my top down 2.5D game and i have all these sprites to make them look connected. Im using rule tiles rn but i cant figure out how to give each tile its own y sorting and own health noscript what should i do?
i rather make it so you place gameobjects instead of tiles cause that seems easier to add the all the noscripts i need but idk how i can achieve the same effect as a rule tile.
(idk how to word this question AT ALL BTW sorry)
https://redd.it/1hc8ymq
@r_Unity3D
i have walls that you can place down for my top down 2.5D game and i have all these sprites to make them look connected. Im using rule tiles rn but i cant figure out how to give each tile its own y sorting and own health noscript what should i do?
i rather make it so you place gameobjects instead of tiles cause that seems easier to add the all the noscripts i need but idk how i can achieve the same effect as a rule tile.
(idk how to word this question AT ALL BTW sorry)
https://redd.it/1hc8ymq
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How to tell if the 2D space is full?
I encountered a problem and asked for help. Suppose I have a 2D desktop with some objects placed on it, which may be circles, capsules, etc. They can be dragged and placed irregularly but cannot overlap. When I get a new I want to place an object on the table. How can I tell if the table has enough space to accommodate it, or if the table space is already full?
https://redd.it/1hca9rm
@r_Unity3D
I encountered a problem and asked for help. Suppose I have a 2D desktop with some objects placed on it, which may be circles, capsules, etc. They can be dragged and placed irregularly but cannot overlap. When I get a new I want to place an object on the table. How can I tell if the table has enough space to accommodate it, or if the table space is already full?
https://redd.it/1hca9rm
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Reddit
From the Unity2D community on Reddit
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How to remind myself when i have to call base when overriding and when it's just to replace a behaviour or im doing it wrong?
for example Awake() when the parent and children both have variables to set i need to remember to call base
but if i make a weapon reload virtual function it doesn't require calling base, but it's not necessary to implement it neither if i don't want the weapon to reload
https://redd.it/1hcatzy
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for example Awake() when the parent and children both have variables to set i need to remember to call base
but if i make a weapon reload virtual function it doesn't require calling base, but it's not necessary to implement it neither if i don't want the weapon to reload
https://redd.it/1hcatzy
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Made a noscript for slicing meshes that I thought looked pretty cool
https://redd.it/1hc7yjo
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Our game uses a system where it takes a screenshot of a finished food item to show the player what they made when they deliver it out to a customer! However, we've run into an issue where in the build, not the editor, the screenshot does not seem to update. It works perfectly fine in the editor, however. Any potential fixes to this problem? Thank you!
https://redd.it/1hcetxn
@r_Unity3D
Our game uses a system where it takes a screenshot of a finished food item to show the player what they made when they deliver it out to a customer! However, we've run into an issue where in the build, not the editor, the screenshot does not seem to update. It works perfectly fine in the editor, however. Any potential fixes to this problem? Thank you!
https://redd.it/1hcetxn
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Reddit
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In our game, there are mini-puzzle games. Similar to Goose Goose Duck, players play mini-games during the day to obtain clues. I'm brainstorming other puzzle ideas with a similar vibe. Would it be better to add more challenging puzzles or to include a lot of easier puzzles?
https://redd.it/1hcepaz
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pls help i need help asap
# can anyone help me write a code?
so basically im making a 2d topdown game and i need a movement code can anyone help mine isnt working i used this video https://youtu.be/ongCws4gs5A?si=yXxHz6mZxkcSoWXI and this is the code
using UnityEngine;
public class TopDownPlayerMovement : MonoBehaviour
{
public float moveSpeed = 5f;
private Vector2 moveInput;
private Vector2 movement;
void Update()
{
moveInput.x = Input.GetAxisRaw("Horizontal");
moveInput.y = Input.GetAxisRaw("Vertical");
if (moveInput.magnitude > 1)
{
moveInput.Normalize();
}
movement = moveInput moveSpeed;
transform.Translate(movement Time.deltaTime, Space.World);
}
}
https://redd.it/1hcgyw9
@r_Unity3D
# can anyone help me write a code?
so basically im making a 2d topdown game and i need a movement code can anyone help mine isnt working i used this video https://youtu.be/ongCws4gs5A?si=yXxHz6mZxkcSoWXI and this is the code
using UnityEngine;
public class TopDownPlayerMovement : MonoBehaviour
{
public float moveSpeed = 5f;
private Vector2 moveInput;
private Vector2 movement;
void Update()
{
moveInput.x = Input.GetAxisRaw("Horizontal");
moveInput.y = Input.GetAxisRaw("Vertical");
if (moveInput.magnitude > 1)
{
moveInput.Normalize();
}
movement = moveInput moveSpeed;
transform.Translate(movement Time.deltaTime, Space.World);
}
}
https://redd.it/1hcgyw9
@r_Unity3D
YouTube
4. How to make a 2D RPG in Unity - Character Movement - Code
In this video, we will use the logic from the previous video to code the character movement. We will be creating the movement component, getting input from the keyboard, and using physics to move our character in the world.
Support me on Patreon: https:…
Support me on Patreon: https:…
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Universal Gravitation with 50k objects in Unity. Optimized with GPU compute shader's calculations + indirect GPU instancing
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From the Unity2D community on Reddit: ENSCROLL: Craft Magical Scrolls in my first Steam indie game - Free Release on December 17th!
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