Where do i start?
For context. i want to learn game dev or coding for the frist time. i am pretty confused where to start.
so could someone give good advive or a good tutorial?
Thanks!
https://redd.it/1hp5bpz
@r_Unity3D
For context. i want to learn game dev or coding for the frist time. i am pretty confused where to start.
so could someone give good advive or a good tutorial?
Thanks!
https://redd.it/1hp5bpz
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How to optimize the generation of a lot of GameObjects at once
I have a mining game where each square is a gameobject, and I need to instantiate 4,800 of them (3 sets of 1,600) when the game starts. (The world is procedurally generated, and when the player mines an entire set, another set of 1,600 is generated, while the topmost set is deleted.)
I've already optimized performance with the shadow that appears (the black part in the image). Essentially, as long as a block isn't discovered, it doesn't perform any functions, and its rigidbody and colliders are disabled, but i still have to instantiate them all.
The issue is that the game lags when the player clicks to start the game and when a new set is generated, even though the lag is smaller in the latter case.
How can I optimize this further? I thought about adding a loading screen before the game starts, but what about when the game is already running?
About the code, it generate the blocks in a matrix of strings first, and them loops through every cell of the matrix instantiating the respective block one by one.
I appreciate any tips or suggestions!
https://preview.redd.it/63agn5y6rz9e1.png?width=1296&format=png&auto=webp&s=33b0f285bcc438c581cab4d70bd3f9bcd0ca8dfe
https://preview.redd.it/bip9os0arz9e1.png?width=1296&format=png&auto=webp&s=b6ad791c55b4c1ad7442f12b688d2ec526a4bc64
https://preview.redd.it/g89bzgvjrz9e1.png?width=636&format=png&auto=webp&s=9655ede983c98e85159cb98dc6d50199db76c4bd
https://redd.it/1hpnnpu
@r_Unity3D
I have a mining game where each square is a gameobject, and I need to instantiate 4,800 of them (3 sets of 1,600) when the game starts. (The world is procedurally generated, and when the player mines an entire set, another set of 1,600 is generated, while the topmost set is deleted.)
I've already optimized performance with the shadow that appears (the black part in the image). Essentially, as long as a block isn't discovered, it doesn't perform any functions, and its rigidbody and colliders are disabled, but i still have to instantiate them all.
The issue is that the game lags when the player clicks to start the game and when a new set is generated, even though the lag is smaller in the latter case.
How can I optimize this further? I thought about adding a loading screen before the game starts, but what about when the game is already running?
About the code, it generate the blocks in a matrix of strings first, and them loops through every cell of the matrix instantiating the respective block one by one.
I appreciate any tips or suggestions!
https://preview.redd.it/63agn5y6rz9e1.png?width=1296&format=png&auto=webp&s=33b0f285bcc438c581cab4d70bd3f9bcd0ca8dfe
https://preview.redd.it/bip9os0arz9e1.png?width=1296&format=png&auto=webp&s=b6ad791c55b4c1ad7442f12b688d2ec526a4bc64
https://preview.redd.it/g89bzgvjrz9e1.png?width=636&format=png&auto=webp&s=9655ede983c98e85159cb98dc6d50199db76c4bd
https://redd.it/1hpnnpu
@r_Unity3D
Shader graph doesn't update properly
I'm trying to fake 2d shadow by using Shader Graph. A child object of the player will get sprite from parent every frame and then turn it in to shadow with shader. Problem is it doesn't render every few frame, and it is slower than the texture updating. If I don't use the shader then the child object update fine, showing same texture as the player. (I plan to optimize the shader after fixing this so it looks awful right now haha...)
https://drive.google.com/file/d/1jcRiL0ZxGkqT4dD5yM2WBTLe001\_wUkf/view?usp=drive\_link
https://redd.it/1hpq3b3
@r_Unity3D
I'm trying to fake 2d shadow by using Shader Graph. A child object of the player will get sprite from parent every frame and then turn it in to shadow with shader. Problem is it doesn't render every few frame, and it is slower than the texture updating. If I don't use the shader then the child object update fine, showing same texture as the player. (I plan to optimize the shader after fixing this so it looks awful right now haha...)
https://drive.google.com/file/d/1jcRiL0ZxGkqT4dD5yM2WBTLe001\_wUkf/view?usp=drive\_link
https://redd.it/1hpq3b3
@r_Unity3D
Webgl ads / gartic phone game
We havent been abls to find a a way to put ads in webgl games , anyone knows what gartic phone uses for full page ads? Or any webgl ad networks?
https://redd.it/1hpqv1k
@r_Unity3D
We havent been abls to find a a way to put ads in webgl games , anyone knows what gartic phone uses for full page ads? Or any webgl ad networks?
https://redd.it/1hpqv1k
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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Unity ready ISS, Endeavour Shuttle, NASA Crawler & Rigged Astronaut
https://redd.it/1hpp488
@r_Unity3D
https://redd.it/1hpp488
@r_Unity3D
Reddit
From the Unity3D community on Reddit: Unity ready ISS, Endeavour Shuttle, NASA Crawler & Rigged Astronaut
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HingeJoint2D vs SpringJoint2D to emulate spine movement?
I am leaning towards SpringJoint, but would like to ask those who know better. For reference, Unity 6, topdown, trying to take full advantage of the physics engine.
https://redd.it/1hpuh9r
@r_Unity3D
I am leaning towards SpringJoint, but would like to ask those who know better. For reference, Unity 6, topdown, trying to take full advantage of the physics engine.
https://redd.it/1hpuh9r
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community