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Fur receiving multi bounce real time global illumination from mesh lights in URP RenderGraph
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@r_Unity3D
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How would I recreate the Flame of Frenzy effect in Unity? (More details below)
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@r_Unity3D
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@r_Unity3D
Will I be in trouble if I use UnityEvents a bit too much
I always use unity events for my prototypes and other project and I just saw in a video that using those will cause peformance issue. Idk if it's true and all and that's why I am here. Will it cause performance issue? And if so how many is too many to be used?
https://redd.it/1i3xyu5
@r_Unity3D
I always use unity events for my prototypes and other project and I just saw in a video that using those will cause peformance issue. Idk if it's true and all and that's why I am here. Will it cause performance issue? And if so how many is too many to be used?
https://redd.it/1i3xyu5
@r_Unity3D
Reddit
From the Unity3D community on Reddit
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We are developing a slice of life game, based on an Indian city by the riverbank.
We have been off the grid for what seems like an eternity. It's about time we reveal what we've been creating.
Here's a very early glimpse of the art.
https://preview.redd.it/b6th0g9fppde1.png?width=1543&format=png&auto=webp&s=f1ece9a2aa8be2c7ea6e6b2475b2453a39cc833b
https://redd.it/1i433tj
@r_Unity3D
We have been off the grid for what seems like an eternity. It's about time we reveal what we've been creating.
Here's a very early glimpse of the art.
https://preview.redd.it/b6th0g9fppde1.png?width=1543&format=png&auto=webp&s=f1ece9a2aa8be2c7ea6e6b2475b2453a39cc833b
https://redd.it/1i433tj
@r_Unity3D
The new trailer for my game! My demo is now available on Steam. Can you give me feedback on my game demo and the trailer?
https://www.youtube.com/watch?v=FX0kzVgwVW0
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@r_Unity3D
https://www.youtube.com/watch?v=FX0kzVgwVW0
https://redd.it/1i46iml
@r_Unity3D
YouTube
Light On demo New Update, come and try, Link in denoscription
This is a numerical puzzle game similar to Sudoku and Hashi, but with more different items affecting the numbers. You need to draw blueprints and design a circuit system to ensure that each house has enough power for use, while also avoiding any power surplus.…
Collectibles - UI communication in Unity ECS and animation with DOTween + MVC pattern 🍻
https://redd.it/1i482l5
@r_Unity3D
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@r_Unity3D
New video breaking down how I made $500,000 from my Unity game. What do you think?
I just posted a new video covering the performance of my first commercial Unity project, This Means Warp (approx $500k net revenue).
Hope it's interesting for any indie devs looking at making a living from games. Happy to answer any questions so if you're curious just drop a comment and I'll share as much as I can!
https://redd.it/1i47odx
@r_Unity3D
I just posted a new video covering the performance of my first commercial Unity project, This Means Warp (approx $500k net revenue).
Hope it's interesting for any indie devs looking at making a living from games. Happy to answer any questions so if you're curious just drop a comment and I'll share as much as I can!
https://redd.it/1i47odx
@r_Unity3D
YouTube
How I Made $500,000 With My First Indie Game
Wishlist now: https://store.steampowered.com/app/2760580/Mars_Attracts/
Mars Attracts could never have happened without the success of our first game, This Means Warp. In this video Paul breaks down how an indie game makes its money, and what lessons we…
Mars Attracts could never have happened without the success of our first game, This Means Warp. In this video Paul breaks down how an indie game makes its money, and what lessons we…
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1 vs 7 battle in my game! Enemies surround the target and do not allow him to escape, so be prepared!
https://redd.it/1i4d6xg
@r_Unity3D
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@r_Unity3D
Making a Weather System in Unity | Coding Tutorial
https://www.youtube.com/watch?v=UNP5wEqLKmM
https://redd.it/1i49cws
@r_Unity3D
https://www.youtube.com/watch?v=UNP5wEqLKmM
https://redd.it/1i49cws
@r_Unity3D
YouTube
Making a Weather System in Unity | Coding Tutorial
In this video, I talk about how I implemented a weather system for a game I worked on during the Brackey's 2024 Game Jam. A combination of a mini devlog and a tutorial!
This weather system is robust and adaptable to anyone's needs while staying simple and…
This weather system is robust and adaptable to anyone's needs while staying simple and…
Respawn issue
Hi, I am a beginner trying to create code that will respawn the player at the last platform they were on. But for some reason when I go to a new platform, the prefab is being changed to null, because I get a message saying the prefab hasn't been assigned. My debug code tells me that the collisions are being detected with each platform.
All the platforms are sprites with RigidBody2Ds with BoxCollider2D components. They have no noscripts attached to them.
Bug behavior recording
Inspector screenshot
Thank you in advance for any help or insight you can provide! Please let me know if I screwed up any etiquette -- this is my first post here.
Here is the noscript attached to my Player
using UnityEngine;
public class Player : MonoBehaviour
{
// Set the speed and jumping variables
public float speed = 5.0f;
public float jumpForce = 10.0f;
public float doubleJumpForce = 60.0f;
private int jumpcount = 0;
public GameObject playerPrefab; // Reference to the player prefab
public float respawnYOffset = 300f; // Vertical offset for respawning above the platform
private Rigidbody2D rb;
private GameObject lastPlatform;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
// Check if the player has fallen off the screen
float bottomEdgeY = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0f, Camera.main.nearClipPlane)).y;
if (transform.position.y < bottomEdgeY)
{
Debug.Log("Player fell off the screen!");
Debug.Log("Falling off. Last platform: " + (lastPlatform != null ? lastPlatform.name : "null"));
RespawnPlayer();
};
// Input movement
if (Input.GetKey(KeyCode.A))
{
transform.position += Vector3.left speed Time.deltaTime;
}
if (Input.GetKey(KeyCode.D))
{
transform.position += Vector3.right speed Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 0)
{
rb.AddForce(Vector2.up jumpForce, ForceMode2D.Impulse);
jumpcount++;
}
else if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 1)
{
rb.AddForce(Vector2.up doubleJumpForce, ForceMode2D.Impulse);
jumpcount = 0;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision ENTER detected with: {collision.gameObject.name}");
lastPlatform = collision.gameObject;
Debug.Log($"Last platform updated to: {lastPlatform.name}");
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision EXIT detected with: {collision.gameObject.name}");
}
}
private void RespawnPlayer()
{
Debug.Log("playerPrefab: " + (playerPrefab != null ? "Assigned" : "Null"));
if (lastPlatform != null) // Ensure there's a valid platform to respawn on
{
// Calculate respawn position
Vector3 respawnPosition = lastPlatform.transform.position;
respawnPosition.y += respawnYOffset; // Add Y offset to spawn above the platform
// Destroy the current player GameObject (if necessary)
Destroy(gameObject);
// Instantiate a new player at the respawn position
Instantiate(playerPrefab, respawnPosition, Quaternion.identity);
Debug.Log("Player respawned at: " + respawnPosition);
}
else
{
Hi, I am a beginner trying to create code that will respawn the player at the last platform they were on. But for some reason when I go to a new platform, the prefab is being changed to null, because I get a message saying the prefab hasn't been assigned. My debug code tells me that the collisions are being detected with each platform.
All the platforms are sprites with RigidBody2Ds with BoxCollider2D components. They have no noscripts attached to them.
Bug behavior recording
Inspector screenshot
Thank you in advance for any help or insight you can provide! Please let me know if I screwed up any etiquette -- this is my first post here.
Here is the noscript attached to my Player
using UnityEngine;
public class Player : MonoBehaviour
{
// Set the speed and jumping variables
public float speed = 5.0f;
public float jumpForce = 10.0f;
public float doubleJumpForce = 60.0f;
private int jumpcount = 0;
public GameObject playerPrefab; // Reference to the player prefab
public float respawnYOffset = 300f; // Vertical offset for respawning above the platform
private Rigidbody2D rb;
private GameObject lastPlatform;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
// Check if the player has fallen off the screen
float bottomEdgeY = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0f, Camera.main.nearClipPlane)).y;
if (transform.position.y < bottomEdgeY)
{
Debug.Log("Player fell off the screen!");
Debug.Log("Falling off. Last platform: " + (lastPlatform != null ? lastPlatform.name : "null"));
RespawnPlayer();
};
// Input movement
if (Input.GetKey(KeyCode.A))
{
transform.position += Vector3.left speed Time.deltaTime;
}
if (Input.GetKey(KeyCode.D))
{
transform.position += Vector3.right speed Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 0)
{
rb.AddForce(Vector2.up jumpForce, ForceMode2D.Impulse);
jumpcount++;
}
else if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 1)
{
rb.AddForce(Vector2.up doubleJumpForce, ForceMode2D.Impulse);
jumpcount = 0;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision ENTER detected with: {collision.gameObject.name}");
lastPlatform = collision.gameObject;
Debug.Log($"Last platform updated to: {lastPlatform.name}");
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision EXIT detected with: {collision.gameObject.name}");
}
}
private void RespawnPlayer()
{
Debug.Log("playerPrefab: " + (playerPrefab != null ? "Assigned" : "Null"));
if (lastPlatform != null) // Ensure there's a valid platform to respawn on
{
// Calculate respawn position
Vector3 respawnPosition = lastPlatform.transform.position;
respawnPosition.y += respawnYOffset; // Add Y offset to spawn above the platform
// Destroy the current player GameObject (if necessary)
Destroy(gameObject);
// Instantiate a new player at the respawn position
Instantiate(playerPrefab, respawnPosition, Quaternion.identity);
Debug.Log("Player respawned at: " + respawnPosition);
}
else
{
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respawn bug
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Debug.LogWarning("No platform available to respawn the player.");
}
}
}
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@r_Unity3D
}
}
}
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@r_Unity3D
Reddit
From the Unity2D community on Reddit: Respawn issue
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Looking For Free 2d TopDown Assets
Hi all
I'm just starting out on my gamedev journey so i would like to know where i can find some top down 2d assets especially top down style tilesets that are dungeon based if possible.
I would like to just work on a small 2d project so i can get the feel of completing a project.
https://redd.it/1i4hd8x
@r_Unity3D
Hi all
I'm just starting out on my gamedev journey so i would like to know where i can find some top down 2d assets especially top down style tilesets that are dungeon based if possible.
I would like to just work on a small 2d project so i can get the feel of completing a project.
https://redd.it/1i4hd8x
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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I'm making improvements to the feel before the demo. I improved the camera feel. What do you think?
https://redd.it/1i4eem2
@r_Unity3D
https://redd.it/1i4eem2
@r_Unity3D