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Best practices for rotating assets in a drag and drop system for placing furniture and other assets.

Hopefully the noscript makes sense. I recently set up a drag and drop system in my 2D top down game. When the item is clicked in the storage in game it instantiates that items prefab and allows players to place in the world.

The drag and drop system still needs a lot of work. One problem I have been thinking about is the colliders on the objects. Each furniture item can be rotated in 4 directions. So for some items when they are rotated to face a different direction the shape changes completely and the box collider that’s attached to the main sprite no longer matches. I am also looking to set up a grid snapping system. Where the grid is present on the item will also change based on the rotation.

Wondering what the best practice is for setting up each furniture asset and its rotations to have different box colliders.
Should each rotation be its own prefab? That would create 4x the amount of prefabs.
Should I change the box collider with code?
Any other ways?
Let me know if you need more information.
Thank you!!

https://redd.it/1hzoc75
@r_Unity3D
Laptop for 2D game making?

Hello all,

Any good laptop recommendations for something that can handle unity 2D game making pretty well? I currently own a Lenovo Yoga Book 9i, and i absolutely LOVE the dual-screen setup for my normal software development - but i have noticed that unity chews it up a bit.. it can work, but some processes takes a long.. long time...

I'm also a big, big fan of Microsofts Surface line - especially the surface pro (i like having touch screens for quick mockup of ideas) - would that fare well in unity, or do you have other recommendations? :)


thanks all.

https://redd.it/1hzprla
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how can i make this guard more scary
https://redd.it/1hzp7s4
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Why my pixel asset are still blurry despite having point filter on?
https://redd.it/1hzuow3
@r_Unity3D
Is there a name for this aesthetic
https://redd.it/1hzzshj
@r_Unity3D