From $20.07 to $0.00—Ultimate Giveaway: on 7 2D Pixel Art Effects Packs. Limited !
https://xthekendrick.itch.io/
https://redd.it/1hgrz9h
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https://xthekendrick.itch.io/
https://redd.it/1hgrz9h
@r_Unity3D
itch.io
Kendrick ML
Does the Jobs system (which is written in C++) decide which CPU core a worker thread should run on? Or is it handled by e.g the OS?
Does the Jobs system in Unity Engine taht is written in C++ decide which CPU core a worker thread should run on? Or do they let someone else, like a library or the OS handle that?
https://redd.it/1hgryn6
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Does the Jobs system in Unity Engine taht is written in C++ decide which CPU core a worker thread should run on? Or do they let someone else, like a library or the OS handle that?
https://redd.it/1hgryn6
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Reddit
From the Unity3D community on Reddit
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Help with is trigger box collider
Continuation of previous issue - https://www.reddit.com/r/Unity2D/comments/1hg0mz9/player\_wall\_hanging\_issue/
So I'm trying to make it so that my head collider doesn't collide with walls and other terrain but can still collide with traps. The head collider is just another 2D box collider as part of the entire Donkey game object and the head collider is set to is trigger.
The head collider doesn't interact with walls (yay) but i do want it to collide with traps which it isn't doing in the image below. My code is attached.
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Death : MonoBehaviour
{
private Rigidbody2D rb;
private Animator anim;
SerializeField private AudioSource deathSoundEffect;
private bool isPlayerAlive = true;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (isPlayerAlive && collision.gameObject.CompareTag("Trap"))
{
Die();
}
}
// -------This is the part i added for head collider----------------------------
private void OnTriggerEnter2D(Collider2D other)
{
if (isPlayerAlive && other.CompareTag("Trap") && other.gameObject.CompareTag("Head"))
{
Die();
}
}
// -------above is the part i added for head collider----------------------------
public void Die()
{
if (isPlayerAlive)
{
isPlayerAlive = false;
rb.bodyType = RigidbodyType2D.Static;
anim.SetTrigger("death");
deathSoundEffect.Play();
StartCoroutine(RestartLevelAfterDelay(2f));
}
}
private IEnumerator RestartLevelAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
https://preview.redd.it/vgrzizovyk7e1.png?width=442&format=png&auto=webp&s=132b0d39a5336c2bb4fe1519108d32512bada0ac
https://redd.it/1hgyj3l
@r_Unity3D
Continuation of previous issue - https://www.reddit.com/r/Unity2D/comments/1hg0mz9/player\_wall\_hanging\_issue/
So I'm trying to make it so that my head collider doesn't collide with walls and other terrain but can still collide with traps. The head collider is just another 2D box collider as part of the entire Donkey game object and the head collider is set to is trigger.
The head collider doesn't interact with walls (yay) but i do want it to collide with traps which it isn't doing in the image below. My code is attached.
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Death : MonoBehaviour
{
private Rigidbody2D rb;
private Animator anim;
SerializeField private AudioSource deathSoundEffect;
private bool isPlayerAlive = true;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (isPlayerAlive && collision.gameObject.CompareTag("Trap"))
{
Die();
}
}
// -------This is the part i added for head collider----------------------------
private void OnTriggerEnter2D(Collider2D other)
{
if (isPlayerAlive && other.CompareTag("Trap") && other.gameObject.CompareTag("Head"))
{
Die();
}
}
// -------above is the part i added for head collider----------------------------
public void Die()
{
if (isPlayerAlive)
{
isPlayerAlive = false;
rb.bodyType = RigidbodyType2D.Static;
anim.SetTrigger("death");
deathSoundEffect.Play();
StartCoroutine(RestartLevelAfterDelay(2f));
}
}
private IEnumerator RestartLevelAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
https://preview.redd.it/vgrzizovyk7e1.png?width=442&format=png&auto=webp&s=132b0d39a5336c2bb4fe1519108d32512bada0ac
https://redd.it/1hgyj3l
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Player wall hanging issue
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Prototyping Dreadkeeper: Manage your cemetery during the day, prevent zombies from escaping at night, and avoid getting eaten in the process! It’s a horror simulation meets FPS survivor-like game. Should we keep digging into this idea? Your feedback is welcome! Made with Unity!
https://redd.it/1hh0kf5
@r_Unity3D
https://redd.it/1hh0kf5
@r_Unity3D
FFT style combat game - 2d or 2.5d?
I want to make a game that uses turn based tactics and units move around just like chess pieces on a grid, except they can move up to higher terrain. I want the camera to be angled on the grid so you can more easily see the differences in elevation. I want to use detailed sprites for my game. So very similar to Final Fantasy Tactics but I am adding lots of unique mechanics. I do not think the camera will turn. Should I make it a 2d game or a 2.5d game.
https://redd.it/1hh37n0
@r_Unity3D
I want to make a game that uses turn based tactics and units move around just like chess pieces on a grid, except they can move up to higher terrain. I want the camera to be angled on the grid so you can more easily see the differences in elevation. I want to use detailed sprites for my game. So very similar to Final Fantasy Tactics but I am adding lots of unique mechanics. I do not think the camera will turn. Should I make it a 2d game or a 2.5d game.
https://redd.it/1hh37n0
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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I've updated the turret in my game, Dead Engine. How do you think my new turret looks?
https://redd.it/1hh2j9b
@r_Unity3D
https://redd.it/1hh2j9b
@r_Unity3D
how to make bounce pad 2d unity that can jump in the way pad is facing
https://redd.it/1hh8yjb
@r_Unity3D
https://redd.it/1hh8yjb
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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