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I would like to present to you a project that my colleague and I have been working on for the past three years.
Status One will be available on Steam on January 10th. If any of you would like to test the Demo, it will be available until the end of this year.
https://redd.it/1hmp4eu
@r_Unity3D
Status One will be available on Steam on January 10th. If any of you would like to test the Demo, it will be available until the end of this year.
https://redd.it/1hmp4eu
@r_Unity3D
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There are only a few days left until the New Year, and in my game, the Christmas cocktails and special menu are ready, along with the festive decorations. Have I covered everything for the comfort of the guests?
https://redd.it/1hmuzw4
@r_Unity3D
https://redd.it/1hmuzw4
@r_Unity3D
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Big arm mode! One of those rare moments where simply scaling up an object came through.
https://redd.it/1hmvwo0
@r_Unity3D
https://redd.it/1hmvwo0
@r_Unity3D
Best approach to have common UI for all levels?
Hello fellow game devs,
I am building a 2D game, where after the main menu, you start at level 1 (which is a separate scene), and each when you destroy all enemies you move to level 2 (scene 2) and so on..
I want to add a Label with the score that increases everytime you kill and enemy and stays across all leven scenes.
What is the best approach to do this? Should I have a prefab for the score UI and add it to all scenes manually or via noscript? Or is there a better approach?
(Note: I might end up having like 30 levels)
https://redd.it/1hmy5xz
@r_Unity3D
Hello fellow game devs,
I am building a 2D game, where after the main menu, you start at level 1 (which is a separate scene), and each when you destroy all enemies you move to level 2 (scene 2) and so on..
I want to add a Label with the score that increases everytime you kill and enemy and stays across all leven scenes.
What is the best approach to do this? Should I have a prefab for the score UI and add it to all scenes manually or via noscript? Or is there a better approach?
(Note: I might end up having like 30 levels)
https://redd.it/1hmy5xz
@r_Unity3D
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Applications from different categories in the same account
Would it be a problem if I published a PDF viewer, a shooter game, and a strategy game at the same account? (Google and Apple Developer accounts)
Does it prevent any apps from being featured?
https://redd.it/1hmz6vu
@r_Unity3D
Would it be a problem if I published a PDF viewer, a shooter game, and a strategy game at the same account? (Google and Apple Developer accounts)
Does it prevent any apps from being featured?
https://redd.it/1hmz6vu
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Does DOTween have better or equal performance as Unity animator?
I am currently using DOTween for literally all UI animations and so I want to know whether this will affect my game performance wise.
https://redd.it/1hn8nbl
@r_Unity3D
I am currently using DOTween for literally all UI animations and so I want to know whether this will affect my game performance wise.
https://redd.it/1hn8nbl
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Get confused by object layer
I’m having a problem that I have a player object with sorting layer “Player” and another table object with sorting layer “Intractable” which is higher than the player, each of them has box collider at the bottom half so the object can get closer.
Now the problem is: when my player is behind the table it looks correct, the table covers bottom half of my player’s body, but if my player is in front of the table, the table seems still on top of the player which covers the players head.
I’m not sure what’s go wrong…
https://redd.it/1hn9l6d
@r_Unity3D
I’m having a problem that I have a player object with sorting layer “Player” and another table object with sorting layer “Intractable” which is higher than the player, each of them has box collider at the bottom half so the object can get closer.
Now the problem is: when my player is behind the table it looks correct, the table covers bottom half of my player’s body, but if my player is in front of the table, the table seems still on top of the player which covers the players head.
I’m not sure what’s go wrong…
https://redd.it/1hn9l6d
@r_Unity3D
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My latest work on volumetric clouds for special effects including atmospheric lighting, lightning and vortexes, with controllable vortex radius, vorticity and speed.
https://redd.it/1hn9l6e
@r_Unity3D
https://redd.it/1hn9l6e
@r_Unity3D
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Why is white light being emitted from certain objects when viewed at a certain angle?
https://redd.it/1hn9v3n
@r_Unity3D
https://redd.it/1hn9v3n
@r_Unity3D
random walkable point A
I want to generate a random point within 5 units from my enemy where he can walk to so not outside the map and not in an wall. and i am having trouble programming it so it doesnt need to do 100 itterations until it finds a spot, becouse i want to have a lot of enemies. and then i want to use an A\ pathfinder to generate the path to it
https://preview.redd.it/ryfcddr2qd9e1.png?width=1095&format=png&auto=webp&s=ebad1a0df5d0f3a4cb890747d8b87371d8f9fc6d
i already created a green tilemap for where it can generate the points and where it cant, but this is just for the test and not the actual game, in the actual game it wil be a tilemap for everything and then where this is no walls i will make it green so the enemies know where to go to.
has anyone got any recomendations on how to program that becouse having a random inside circle somtimes generates a point outside the map and having it do 10 things until it works is not effecient for around 50 enemies at once
https://redd.it/1hndag6
@r_Unity3D
I want to generate a random point within 5 units from my enemy where he can walk to so not outside the map and not in an wall. and i am having trouble programming it so it doesnt need to do 100 itterations until it finds a spot, becouse i want to have a lot of enemies. and then i want to use an A\ pathfinder to generate the path to it
https://preview.redd.it/ryfcddr2qd9e1.png?width=1095&format=png&auto=webp&s=ebad1a0df5d0f3a4cb890747d8b87371d8f9fc6d
i already created a green tilemap for where it can generate the points and where it cant, but this is just for the test and not the actual game, in the actual game it wil be a tilemap for everything and then where this is no walls i will make it green so the enemies know where to go to.
has anyone got any recomendations on how to program that becouse having a random inside circle somtimes generates a point outside the map and having it do 10 things until it works is not effecient for around 50 enemies at once
https://redd.it/1hndag6
@r_Unity3D
Charachter falling in top down shooter (need help)
I wanted to make a top down shooter in unity 2d but my charrachter is going to the bottom of the screen. I am using a box collider, and a Rigidbody 2d set to kinematic. I also have a noscript for moving the charrachter:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public GameObject bulletPrefab;
public Transform firePoint;
private Rigidbody2D rb;
private Vector2 movement;
private Vector2 mousePos;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
// Get movement input
movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");
// Get mouse position
mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Shooting
if (Input.GetButtonDown("Fire1")) // Left mouse button
{
Shoot();
}
}
void FixedUpdate()
{
// Move the player
GetComponent<Rigidbody2D>().MovePosition(GetComponent<Rigidbody2D>().position + movement * moveSpeed * Time.fixedDeltaTime);
// Rotate to face the mouse
Vector2 lookDir = mousePos - GetComponent<Rigidbody2D>().position;
float angle = Mathf.Atan2(lookDir.y, lookDir.x) * Mathf.Rad2Deg;
GetComponent<Rigidbody2D>().rotation = angle;
}
void Shoot()
{
Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
}
}
This also has a shooting function which is working perfectly fine.
https://i.redd.it/4vak5j9tce9e1.gif
Here is what is happening
https://redd.it/1hnfdgm
@r_Unity3D
I wanted to make a top down shooter in unity 2d but my charrachter is going to the bottom of the screen. I am using a box collider, and a Rigidbody 2d set to kinematic. I also have a noscript for moving the charrachter:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public GameObject bulletPrefab;
public Transform firePoint;
private Rigidbody2D rb;
private Vector2 movement;
private Vector2 mousePos;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
// Get movement input
movement.x = Input.GetAxisRaw("Horizontal");
movement.y = Input.GetAxisRaw("Vertical");
// Get mouse position
mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Shooting
if (Input.GetButtonDown("Fire1")) // Left mouse button
{
Shoot();
}
}
void FixedUpdate()
{
// Move the player
GetComponent<Rigidbody2D>().MovePosition(GetComponent<Rigidbody2D>().position + movement * moveSpeed * Time.fixedDeltaTime);
// Rotate to face the mouse
Vector2 lookDir = mousePos - GetComponent<Rigidbody2D>().position;
float angle = Mathf.Atan2(lookDir.y, lookDir.x) * Mathf.Rad2Deg;
GetComponent<Rigidbody2D>().rotation = angle;
}
void Shoot()
{
Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
}
}
This also has a shooting function which is working perfectly fine.
https://i.redd.it/4vak5j9tce9e1.gif
Here is what is happening
https://redd.it/1hnfdgm
@r_Unity3D
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I'm working on a live syntax highlighter and motion graphics tool to help teach shaders.
https://redd.it/1hnf0ot
@r_Unity3D
https://redd.it/1hnf0ot
@r_Unity3D
Shovel Lands - a digging platformer
https://www.youtube.com/watch?v=AL0u96V_qEY
https://redd.it/1hnguc8
@r_Unity3D
https://www.youtube.com/watch?v=AL0u96V_qEY
https://redd.it/1hnguc8
@r_Unity3D
YouTube
Shovel Lands von Tobias Spahn & Robin Kreuzig
Reuse bone animation on sprites with different heights in 2D
Hey guys,
I have a technical question. Is it possible to reuse a skeleton and it's animations on a sprite with a bit different size/shape? I know you can use Sprite Library and the Resolver to swap character parts, but that only works if the sprites are similar in size etc. I want to make a character who is taller for example.
But is it possible to let's say duplicate the main character with it's bones and animations, change the sprite, reposition the bones so they fit the new sprite (since the new character would be taller) and then just adjust the animations if they are off?
My point is to somehow simplify the process of making a new character (a companion that uses the same animations as other companions, but is way taller). So I don't have to make all the animations from scratch again just because the character is taller even though they would use many of the same animations. Or if there is a way to retarget the animations to a different skeleton whose bones are named exactly the same or something like that. Or a way to copy-paste animations I want to reuse.
Thank you for any input!
https://redd.it/1hnevib
@r_Unity3D
Hey guys,
I have a technical question. Is it possible to reuse a skeleton and it's animations on a sprite with a bit different size/shape? I know you can use Sprite Library and the Resolver to swap character parts, but that only works if the sprites are similar in size etc. I want to make a character who is taller for example.
But is it possible to let's say duplicate the main character with it's bones and animations, change the sprite, reposition the bones so they fit the new sprite (since the new character would be taller) and then just adjust the animations if they are off?
My point is to somehow simplify the process of making a new character (a companion that uses the same animations as other companions, but is way taller). So I don't have to make all the animations from scratch again just because the character is taller even though they would use many of the same animations. Or if there is a way to retarget the animations to a different skeleton whose bones are named exactly the same or something like that. Or a way to copy-paste animations I want to reuse.
Thank you for any input!
https://redd.it/1hnevib
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