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
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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
@r_Unity3D
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
@r_Unity3D
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
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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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Calling for the removal of Frogsight's Moderator Status from the Official Unity Discord.
The discussion that started it all \*note\* I am not \/u\/Halfspacer
Fogsight thinks the situation is orchestrated by a bunch of trolls, however, it has grown to become a serious community moderation debacle. Not to mention they are virtue-signaling what kind of content is deemed \\"helpful.\\" I don't think anyone should be in charge of moderating \\"if a solution was not helpful enough.\\"
Another unjust ban! I've counted at least 4 bans regarding this situation now none of them justififed in my eyes.
My response to fogsight \(I had a friend message and ping them this\)
Fogsight's response! Remember all I did was react with 3 emojis expressing my disdain for how \/u\/Halfspacer was treated when accused of posting LLM code that they claim is NOT LLM.
It's incredible to me that the situation has developed this far in the span of a few hours, I was an avid contributor to the DOTS discussion thread. Although I have been inactive for 7 months (I stopped working on my passion project, and was busy with IRL) Fogsight deemed that I must be a troll and a spammer (3 emojis lol) and decided I deserved a rightful ban (and others who have come to my side to back me up)
https://redd.it/1hhbycn
@r_Unity3D
The discussion that started it all \*note\* I am not \/u\/Halfspacer
Fogsight thinks the situation is orchestrated by a bunch of trolls, however, it has grown to become a serious community moderation debacle. Not to mention they are virtue-signaling what kind of content is deemed \\"helpful.\\" I don't think anyone should be in charge of moderating \\"if a solution was not helpful enough.\\"
Another unjust ban! I've counted at least 4 bans regarding this situation now none of them justififed in my eyes.
My response to fogsight \(I had a friend message and ping them this\)
Fogsight's response! Remember all I did was react with 3 emojis expressing my disdain for how \/u\/Halfspacer was treated when accused of posting LLM code that they claim is NOT LLM.
It's incredible to me that the situation has developed this far in the span of a few hours, I was an avid contributor to the DOTS discussion thread. Although I have been inactive for 7 months (I stopped working on my passion project, and was busy with IRL) Fogsight deemed that I must be a troll and a spammer (3 emojis lol) and decided I deserved a rightful ban (and others who have come to my side to back me up)
https://redd.it/1hhbycn
@r_Unity3D
Our Unity tool is now 50% off for a limited time! Swap ANY variables, materials, and references with a single click or line of code in both Runtime and Editor.
https://redd.it/1hh82fx
@r_Unity3D
https://redd.it/1hh82fx
@r_Unity3D