All about the Unity Slider | Get set values by noscript, auto resize and more
https://www.youtube.com/watch?v=FMy5ixxBlYw
https://redd.it/1ibfmzh
@r_Unity3D
https://www.youtube.com/watch?v=FMy5ixxBlYw
https://redd.it/1ibfmzh
@r_Unity3D
YouTube
All about the Unity Slider | Get set values by noscript, auto resize and more
Learn how to create an auto resize slider based on the space around it! You will also learn how to get and set values either by noscript or through a UnityEvent. I also cover how to play a sound once you release the handle of the slider.
A slider has a different…
A slider has a different…
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Our shader graph master is preparing a new animation for traveling across vast distances. How do you like the final effect?
https://redd.it/1ibihk6
@r_Unity3D
https://redd.it/1ibihk6
@r_Unity3D
Testing layers and moving behind/in front of objects in 2D
I am still a beginner but I am getting there.
I managed to create an usable point & click movement with nav mesh, and now I was trying to set layers where the player goes in front/behind.
There are two game objects, one flat and wide that is used to create the obstacle in the nav mesh, and another one that includes the sprite. On the Update() I do:
if (navMeshAgent.transform.position.y > (transform.position.y - (spriteRenderer.bounds.size.y / 2)))
{
spriteRenderer.sortingOrder = 1;
}
else
{
spriteRenderer.sortingOrder = 0;
}
Is there a better way to do it? I am quite happy with the result so far, but I was wondering if I am missing something. I am also thinking of making the game object obstacle + game object sprite a prefab so I can reuse it.
https://i.redd.it/2r320whb2nfe1.gif
https://redd.it/1ibqfez
@r_Unity3D
I am still a beginner but I am getting there.
I managed to create an usable point & click movement with nav mesh, and now I was trying to set layers where the player goes in front/behind.
There are two game objects, one flat and wide that is used to create the obstacle in the nav mesh, and another one that includes the sprite. On the Update() I do:
if (navMeshAgent.transform.position.y > (transform.position.y - (spriteRenderer.bounds.size.y / 2)))
{
spriteRenderer.sortingOrder = 1;
}
else
{
spriteRenderer.sortingOrder = 0;
}
Is there a better way to do it? I am quite happy with the result so far, but I was wondering if I am missing something. I am also thinking of making the game object obstacle + game object sprite a prefab so I can reuse it.
https://i.redd.it/2r320whb2nfe1.gif
https://redd.it/1ibqfez
@r_Unity3D