Building a Unity App on Windows – Can I Publish to iOS Without a Mac?
I’m developing a Unity app on Windows and planning to publish it on iOS. Is it possible to build and publish to the App Store without owning a Mac? If you’ve done this before, what tools or workarounds did you use? Any advice would be greatly appreciated!"
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I’m developing a Unity app on Windows and planning to publish it on iOS. Is it possible to build and publish to the App Store without owning a Mac? If you’ve done this before, what tools or workarounds did you use? Any advice would be greatly appreciated!"
*(Clear, specific, and invites helpful responses from experienced developers
https://redd.it/1ice9w9
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Cartography as a gameplay mechanic in my sailing RPG allows players to make their own maps!
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98 frames, 11 animations, and a whole lot of love for a simple forest enemy. And just when I thought it was finished, I remembered that I still need to do the animation of him dying.
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🔥1
Editing hitboxes with animations
Hello! I am making a 2d fighting game and I have got to a point where I am putting in my animations. I was wondering, how would I edit the hitbox/collision of an object(in this case one of the player objects) to match the animation clips used in the animation controller for the object? Also, I have a child of the object that acts as the hurtbox for them, so would I be able to edit it's collision to match with the animations too?
https://redd.it/1icmxva
@r_Unity3D
Hello! I am making a 2d fighting game and I have got to a point where I am putting in my animations. I was wondering, how would I edit the hitbox/collision of an object(in this case one of the player objects) to match the animation clips used in the animation controller for the object? Also, I have a child of the object that acts as the hurtbox for them, so would I be able to edit it's collision to match with the animations too?
https://redd.it/1icmxva
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Unwanted Double Jump
Here I want to add Coyote Time to my game.
I added conditions and coyote works fine but the problem here is that I want to set isGround false when player is off ground but even tough it's off ground and isGround is false it still waits for coyoteTimer to get 0.
https://preview.redd.it/u5fqfoi72wfe1.png?width=429&format=png&auto=webp&s=50ca41c6264ba391fe8dc3452d0112f3faecb788
https://preview.redd.it/25353z223wfe1.png?width=532&format=png&auto=webp&s=fb0ff1df04feef185c059a66197ed6577030baf2
https://redd.it/1icovw3
@r_Unity3D
Here I want to add Coyote Time to my game.
I added conditions and coyote works fine but the problem here is that I want to set isGround false when player is off ground but even tough it's off ground and isGround is false it still waits for coyoteTimer to get 0.
https://preview.redd.it/u5fqfoi72wfe1.png?width=429&format=png&auto=webp&s=50ca41c6264ba391fe8dc3452d0112f3faecb788
https://preview.redd.it/25353z223wfe1.png?width=532&format=png&auto=webp&s=fb0ff1df04feef185c059a66197ed6577030baf2
https://redd.it/1icovw3
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Super Mario World Map Path Animations
I'm making a game with a world map very similar to Super Mario World's. In SMW, when you complete a level, the path to the next level is gradually revealed.
I'm very new to animations in unity, and am at a bit of a loss, but I can't imagine making each path it's own separate animation would be the best way to go about this. Does anyone have any insight?
https://redd.it/1icr70x
@r_Unity3D
I'm making a game with a world map very similar to Super Mario World's. In SMW, when you complete a level, the path to the next level is gradually revealed.
I'm very new to animations in unity, and am at a bit of a loss, but I can't imagine making each path it's own separate animation would be the best way to go about this. Does anyone have any insight?
https://redd.it/1icr70x
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Here is the list of characters that we are starting to work with. Which one is your favorite?
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I'm trying out different CRT filter shaders for Unity, and made this interleaving 'dot matrix' pattern from old computer monitors.
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Making ever changing hitboxes and hurtboxes.
Hi hi, I'm attempting to make a fighting game and I've bumped into a minor problem which I'm pretty sure others have met. Essentially, in fighting games hitboxes "appear" during their "active frames" and a lot of hitboxes may spawn and move around and so do hurtboxes. My question is, is there any solution that allows me to edit hitboxes in an efficient manner and also have a better way than using Animation Events to trigger hitbox spawning? I believe I've done quite a lot of research but I've yet to find a solution that I've already thought of that is not much better than how it already is. Links and articles will be of great help!
tl;dr hitbox and hurtbox move alot, need efficient solution to edit with animation events
https://redd.it/1icvqiw
@r_Unity3D
Hi hi, I'm attempting to make a fighting game and I've bumped into a minor problem which I'm pretty sure others have met. Essentially, in fighting games hitboxes "appear" during their "active frames" and a lot of hitboxes may spawn and move around and so do hurtboxes. My question is, is there any solution that allows me to edit hitboxes in an efficient manner and also have a better way than using Animation Events to trigger hitbox spawning? I believe I've done quite a lot of research but I've yet to find a solution that I've already thought of that is not much better than how it already is. Links and articles will be of great help!
tl;dr hitbox and hurtbox move alot, need efficient solution to edit with animation events
https://redd.it/1icvqiw
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Hey! I've just released the demo of my game Death Kid. Give it a try and let me know what you think!
https://redd.it/1icxq7t
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From the Unity2D community on Reddit: Hey! I've just released the demo of my game Death Kid. Give it a try and let me know what…
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