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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
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
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Some people wanted to see symmetry via the gravity so here we are. 2.000.000 objects.
https://redd.it/1hnijwd
@r_Unity3D
https://redd.it/1hnijwd
@r_Unity3D
Loading Assembly Failed : Fixing this Script Can Not Be Loaded Error in Unity
https://youtu.be/PAzVPPQl-aU
https://redd.it/1hnnbxs
@r_Unity3D
https://youtu.be/PAzVPPQl-aU
https://redd.it/1hnnbxs
@r_Unity3D
YouTube
Loading Assembly Failed : Fixing this Script Can Not Be Loaded Error in Unity
In this tutorial, we dive into resolving common Loading Assembly Failed : Script Can Not Be Loaded, File does not contain a valid CIL image unity encountered during Unity Android development, focusing on deleting Corrupted Assembly CSharp files. Follow along…
So small issue with my jump animation for my game
Basically, instead of what I see on tutorials (I'm a baby), they do a jump then fall for the animation but mine is just two sprites jump/fall in one to make it look like they're player is floating gently. I'm having trouble developing it to work and everything if anyone can tell my pea brain how to make it easier it would help
https://redd.it/1hnoats
@r_Unity3D
Basically, instead of what I see on tutorials (I'm a baby), they do a jump then fall for the animation but mine is just two sprites jump/fall in one to make it look like they're player is floating gently. I'm having trouble developing it to work and everything if anyone can tell my pea brain how to make it easier it would help
https://redd.it/1hnoats
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Why speedTime.deltaTime when only setting the Rigidbody's velocity?
I'm working on a two dimentional platformer that I already started.
I have already worked on the player's movements, but recently someone told me that for the movements he was setting the Rigidbody's velocity to horizontalSpeed\Time.deltaTime.
I was wondering why they multiply by Time.deltaTime when only setting the velocity, because I think that Unity is already applying movements depending on the velocity in Unit per Second, am I right?
What is your opinion on this?
https://redd.it/1hnqh25
@r_Unity3D
I'm working on a two dimentional platformer that I already started.
I have already worked on the player's movements, but recently someone told me that for the movements he was setting the Rigidbody's velocity to horizontalSpeed\Time.deltaTime.
I was wondering why they multiply by Time.deltaTime when only setting the velocity, because I think that Unity is already applying movements depending on the velocity in Unit per Second, am I right?
What is your opinion on this?
https://redd.it/1hnqh25
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
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If you want to share a level with your friend in my Level Editor, send them a PNG!
https://redd.it/1hnrisr
@r_Unity3D
https://redd.it/1hnrisr
@r_Unity3D
Our game's first song! The game is called Digg 'n' Deep and we are making steady progress into releasing it. Here is the main menu theme for the game (made by me!)
https://youtu.be/Xh-cRLtewmc
https://redd.it/1hnqaap
@r_Unity3D
https://youtu.be/Xh-cRLtewmc
https://redd.it/1hnqaap
@r_Unity3D
YouTube
Digg 'n' Deep: Main Menu Theme (Extended Version)
This is the main menu theme for the hit indie game: Digg 'n' Deep! Made by us! We decided to give you guys a little teaser of the songs before release. I hope you guys enjoy one of the soundtracks of the game!
Our Itch.io page (Game is not there yet):
h…
Our Itch.io page (Game is not there yet):
h…