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r/Unity3D
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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
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
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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
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
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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
GPU instanced high-poly meshes with seamless LOD
https://redd.it/1hh325u
@r_Unity3D
Unity's official discord is a has a Moderator problem
https://redd.it/1hh68ab
@r_Unity3D
I just got banned for this…
https://redd.it/1hh7sym
@r_Unity3D
🤬1
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
Anyone got any tips for a new developer?

I'm tying to make a 2d game so if u have any it would be awesome

https://redd.it/1hh7ol4
@r_Unity3D
Animations that run at different FPS

Hey guys, I'm new to this, and I would like to build a 2D platformer, I was thinking about using Pixel Frog assets, for example:
https://pixelfrog-assets.itch.io/kings-and-pigs
https://pixelfrog-assets.itch.io/pirate-bomb

They seem great, the only thing is that some of them run at "20 FPS or 50 MS." and others at "10 FPS or 100 MS.", is this a problem? How do I manage it?

https://redd.it/1hhgk8p
@r_Unity3D
Unity 2D & Microsoft Visual Studio - noob question

When I search in microsoft visual studio for the "awake" function, it does not appear to be showing up? Tried to figure it out but im stumped.

Thanks

https://redd.it/1hhh65x
@r_Unity3D
Make trail follow player when teleporting

I am making a 2D unity game, and I am teleporting the player game object by adding a value to the player's x transform with a Vector2. I am enabling a trail renderer before the player teleports, and then a cooldown starts which will set the trail renderer to inactive once the cooldown is over. The trail should be over by the time it is set to inactive. My problem is that the trail isn't following the teleportation. After the teleport I can move around normally and see the trail, but I want it to follow the teleportation. Everything online is talking about removing the trail during the teleport, which is the opposite of what I want. Any help? I don't even know if what I am asking is possible with my current setup, so any help would be extremely helpful.

https://redd.it/1hhfhoy
@r_Unity3D
Inconsistent OnTriggerEnter2D results

Hey hey, I've been making a 2D side-scrolling game in which I have "custom physics", each entity has velocity which is updated via code. I'm doing it because I want to achieve "non-realistic" physics like a constant jump height no matter the impact velocity.
The only thing that isn't consistent, is the OnTriggerEnter2D reactions. Let's say an enemy bounces of the ground, it could bounce in a margin error of about 1 (0.5 up or down, which is pretty big IMO). Does anyone know a good way to get a more consistent outcome?

https://redd.it/1hhoqfo
@r_Unity3D
Lighting Issue

I'm using the URP to work with my Normal Maps for my game project. Lighting is meant to play a bit of a part in how some of the enemies function, but the lighting itself is acting... well, the picture should say it all.

https://preview.redd.it/ot1tmlzhur7e1.png?width=249&format=png&auto=webp&s=e386596feb9342afef3821db7c7ae9fcd4cbce65

When it's set to interact with the normal maps, the Light itself is always behind the midpoint of the light object. The Spot is just to showcase the issue, and I've verified that the green channels are correct as best that I can (the person who made the Normal Maps has experience with making them). What am I doing wrong that's causing this oddity? Flipping the green channel just flips with half gets the odd lighting along the X axis.


https://redd.it/1hhp2e9
@r_Unity3D