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I've started work on a VR heisting game! If you have any suggestions of vault cracking methods, or just any at all, let me know!
https://redd.it/1hcy7yd
@r_Unity3D
https://redd.it/1hcy7yd
@r_Unity3D
Make hand-drawn sprites clear
Is there a way to make hand-drawn sprites look crisp/clear on unity? Like sprites made on drawing apps like IbisPaint X? Usually when I import the sprites, they either look pixelated or blurry no matter how many changes I make in Inspector. Thank you!
https://redd.it/1hd2x9d
@r_Unity3D
Is there a way to make hand-drawn sprites look crisp/clear on unity? Like sprites made on drawing apps like IbisPaint X? Usually when I import the sprites, they either look pixelated or blurry no matter how many changes I make in Inspector. Thank you!
https://redd.it/1hd2x9d
@r_Unity3D
Reddit
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Can someone figure out while this slide method doesnt work?
Ive been trying to figure this out for so long and nothing seems to work
private IEnumerator HandleSlide()
{
animator.SetTrigger("Slide");
nextAttackTime = Time.time + 1f / SlideRate;
rb.velocity = Vector2.zero;
rb.angularVelocity = 0;
rb.gravityScale = 0;
// Vector2 slideDirection = transform.localScale.x > 0 ? Vector2.right : Vector2.left;
rb.velocity = new Vector2(transform.localScale.x * SlideForce, 0f);
float animationDuration = GetAnimationDuration("Slide");
float elapsedTime = 0f;
while (elapsedTime < animationDuration)
{
Collider2D[\] hitEnemies = Physics2D.OverlapCircleAll(hurtBox.position, attackRange, enemyLayers);
if (hitEnemies.Length > 0)
{
foreach (Collider2D enemy in hitEnemies)
{
enemy.GetComponent<Player2Health>().TakeDamage(SlideDamage);
}
break; // makes so the loop ends if collided
}
elapsedTime += Time.deltaTime;
yield return null;
}
}
https://redd.it/1hczhhj
@r_Unity3D
Ive been trying to figure this out for so long and nothing seems to work
private IEnumerator HandleSlide()
{
animator.SetTrigger("Slide");
nextAttackTime = Time.time + 1f / SlideRate;
rb.velocity = Vector2.zero;
rb.angularVelocity = 0;
rb.gravityScale = 0;
// Vector2 slideDirection = transform.localScale.x > 0 ? Vector2.right : Vector2.left;
rb.velocity = new Vector2(transform.localScale.x * SlideForce, 0f);
float animationDuration = GetAnimationDuration("Slide");
float elapsedTime = 0f;
while (elapsedTime < animationDuration)
{
Collider2D[\] hitEnemies = Physics2D.OverlapCircleAll(hurtBox.position, attackRange, enemyLayers);
if (hitEnemies.Length > 0)
{
foreach (Collider2D enemy in hitEnemies)
{
enemy.GetComponent<Player2Health>().TakeDamage(SlideDamage);
}
break; // makes so the loop ends if collided
}
elapsedTime += Time.deltaTime;
yield return null;
}
}
https://redd.it/1hczhhj
@r_Unity3D
Spaghetti code, Code Optimization, Trojan, Packet Loss, Remote Access. Help me brainstorm more of these.
https://redd.it/1hd8o8u
@r_Unity3D
https://redd.it/1hd8o8u
@r_Unity3D
This is the best feedback I've ever gotten for a game. Some players have a hilarious sense of humor :D
https://redd.it/1hd9jol
@r_Unity3D
https://redd.it/1hd9jol
@r_Unity3D
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I showed my Unity game for the first time at an indie game festival in Seoul! :D (90% of the other devs used Unity as well) It was very exciting seeing my game played blind by others!
https://redd.it/1hda70n
@r_Unity3D
https://redd.it/1hda70n
@r_Unity3D
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Playtesting available for upcoming game, Xenopurge an Alien-inspired Auto Battler
https://redd.it/1hd7f6g
@r_Unity3D
https://redd.it/1hd7f6g
@r_Unity3D
Scaling to size
I'm making a card pairing memory game specifically aiming for my piano students. The game seems to fit well on most mobile devices (the one I'm testing with is 810x1080) however when I run it locally on my mac the buttons are MASSIVE.
My canvas scaler is set to scale with screen size so I don't know why it gets bigger and the layout turns to a bag of frogs.
Can anyone offer any tips please? I don't know if I've done it backwards. Maybe I should've made it for a monitor then worked on mobile devices.
https://imgur.com/a/L3agqu6
https://redd.it/1hdf5qh
@r_Unity3D
I'm making a card pairing memory game specifically aiming for my piano students. The game seems to fit well on most mobile devices (the one I'm testing with is 810x1080) however when I run it locally on my mac the buttons are MASSIVE.
My canvas scaler is set to scale with screen size so I don't know why it gets bigger and the layout turns to a bag of frogs.
Can anyone offer any tips please? I don't know if I've done it backwards. Maybe I should've made it for a monitor then worked on mobile devices.
https://imgur.com/a/L3agqu6
https://redd.it/1hdf5qh
@r_Unity3D
Imgur
Discover the magic of the internet at Imgur, a community powered entertainment destination. Lift your spirits with funny jokes, trending memes, entertaining gifs, inspiring stories, viral videos, and so much more from users.
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I needed to dig a dynamic hole into any geometry when I realised... Portal!
https://redd.it/1hdexzm
@r_Unity3D
https://redd.it/1hdexzm
@r_Unity3D
🤨1
Ulong not responding as intended (Doesn't change value under certain circumstances)
I have a class.
In the constructor of the class i have a public Ulong.
After the initialization part i run a routine that modifies the Ulong and gives it values from 0 to 9.
If the value inside the constructor is default ( 0 ) or is set to 0 the modify part works as intended and it changes the value.
If the value inside the constructor is anything but 0 then after the modify the value remains the same, so if the value starts as 1 in the constructor then it doesn't change.
I don't have any checks like == 0 or anything like this.
https://redd.it/1hdixwt
@r_Unity3D
I have a class.
In the constructor of the class i have a public Ulong.
After the initialization part i run a routine that modifies the Ulong and gives it values from 0 to 9.
If the value inside the constructor is default ( 0 ) or is set to 0 the modify part works as intended and it changes the value.
If the value inside the constructor is anything but 0 then after the modify the value remains the same, so if the value starts as 1 in the constructor then it doesn't change.
I don't have any checks like == 0 or anything like this.
https://redd.it/1hdixwt
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
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100.000 Objects Gravity Attraction. Optimized compute shader + indirect GPU instancing logic even more.
https://redd.it/1hdi7p0
@r_Unity3D
https://redd.it/1hdi7p0
@r_Unity3D
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Wich water shader would you prefer for a mining game and why? We are unsure what to choose, we like them both for different reasons
https://redd.it/1hdladh
@r_Unity3D
https://redd.it/1hdladh
@r_Unity3D