This media is not supported in your browser
VIEW IN TELEGRAM
1 or 2 which one should I choose. It's a frog climber game and there is only one mechanic; charge and jump.
https://redd.it/1kd7z10
@r_Unity3D
https://redd.it/1kd7z10
@r_Unity3D
This media is not supported in your browser
VIEW IN TELEGRAM
Tease Of My First Indie Game In Action. In Development. Jungle Shadow...a stealthy warrior.
https://redd.it/1kdcgiq
@r_Unity3D
https://redd.it/1kdcgiq
@r_Unity3D
Working on a Peggle clone. Trying to design a logo. Which one do you like more?
https://redd.it/1kdgx4n
@r_Unity3D
https://redd.it/1kdgx4n
@r_Unity3D
This media is not supported in your browser
VIEW IN TELEGRAM
I’m Solo-Devving a Multiplayer Game Where You Hide as an NPC (Discord play tests soon!)
https://redd.it/1kdgehh
@r_Unity3D
https://redd.it/1kdgehh
@r_Unity3D
Struggling for ideas
Hi I'm making a tower defence game and need some help with ideas. I would really appreciate some feedback for my game and how I should progress. I have some more stuff witch I haven't mentioned in the most recent video like a deck and shop witch I now have. The game is explained in this video here https://www.youtube.com/watch?v=1N6Xqi18cWA . Currently I have only two walls and one guard and I need some ideas for more I also need some ideas for enemies because I only have one.
https://redd.it/1kdocvc
@r_Unity3D
Hi I'm making a tower defence game and need some help with ideas. I would really appreciate some feedback for my game and how I should progress. I have some more stuff witch I haven't mentioned in the most recent video like a deck and shop witch I now have. The game is explained in this video here https://www.youtube.com/watch?v=1N6Xqi18cWA . Currently I have only two walls and one guard and I need some ideas for more I also need some ideas for enemies because I only have one.
https://redd.it/1kdocvc
@r_Unity3D
YouTube
Why This Game Is Taking Forever To Make: Dev Log 0
hello thanks for watching
Media is too big
VIEW IN TELEGRAM
I started to finally add more NPCs. My Metroidvania is starting to feel like a "real game" heh.
https://redd.it/1kdowez
@r_Unity3D
https://redd.it/1kdowez
@r_Unity3D
Isometric tilemap custom axis sorting problem
I'm trying to learn to create isometric tilemaps using Unity 6.1. In the documentation (https://docs.unity3d.com/6000.0/Documentation/Manual/tilemaps/work-with-tilemaps/isometric-tilemaps/create-isometric-tilemap.html) it says about Custom Axis Sorting "Go to Edit > Project Settings > Graphics > Camera Settings to set the Custom Axis settings." But under Graphics there are no Camera Settings. I have been googling a lot and watching videos where people do this but haven't been able to find anyone else with this problem.
Would really appreciate any help!
Edit: In the place other people have Camera Settings, I have the URP. So maybe it has something to do with that? I don't want to change it though if possible.
https://redd.it/1kdqijr
@r_Unity3D
I'm trying to learn to create isometric tilemaps using Unity 6.1. In the documentation (https://docs.unity3d.com/6000.0/Documentation/Manual/tilemaps/work-with-tilemaps/isometric-tilemaps/create-isometric-tilemap.html) it says about Custom Axis Sorting "Go to Edit > Project Settings > Graphics > Camera Settings to set the Custom Axis settings." But under Graphics there are no Camera Settings. I have been googling a lot and watching videos where people do this but haven't been able to find anyone else with this problem.
Would really appreciate any help!
Edit: In the place other people have Camera Settings, I have the URP. So maybe it has something to do with that? I don't want to change it though if possible.
https://redd.it/1kdqijr
@r_Unity3D
Unity3D
Unity - Manual: Create an Isometric Tilemap
Need some help with 2D combat
This is my first ever game I'm making, and I've got a character with two animations, one for heavy attack and one for light attack. The code that implements them is below. The problem is I'm able to trigger the light attack animation whenever i press the correct input (left mouse click), but the heavy attack never triggers. I've mapped it to first to right mouse, then tried Q, but nothing triggered it. Please help me out
Combat Script:
public class PlayerCombat : MonoBehaviour
{
public Animator anim;
public float cooldownheavyAttack = 2;
public int heavyAttackMultiplier = 2;
public Transform attackPoint;
public float weaponRange = 1;
public LayerMask enemyLayer;
public int damage = 1;
private float timer;
private void Update(){
if(timer>0){
timer -= Time.deltaTime;
}
}
public void LightAttack(){
anim.SetBool("isLightAttacking", true);
}
public void HeavyAttack(){
if(timer <= 0){
anim.SetBool("isHeavyAttacking", true);
timer = cooldownheavyAttack;
}
Debug.Log("heavy attack!");
}
public void DealDamageLightAttack(){
Collider2D enemies = Physics2D.OverlapCircleAll(attackPoint.position, weaponRange, enemyLayer);
if(enemies.Length > 0){
enemies0.GetComponent<EnemyHealth>().ChangeHealth(-damage);
}
}
public void DealDamageHeavyAttack(){
Collider2D enemies = Physics2D.OverlapCircleAll(attackPoint.position, weaponRange, enemyLayer);
if(enemies.Length > 0){
enemies0.GetComponent<EnemyHealth>().ChangeHealth(-damage * heavyAttackMultiplier);
}
}
public void FinishAttacking(){
anim.SetBool("isLightAttacking", false);
anim.SetBool("isHeavyAttacking", false);
}
}
Main Player Control Script:
public class KnightScript : MonoBehaviour
{
public Rigidbody2D rb;
public float moveSpeed;
public bool facingRight = true;
public Animator anim;
public float jumpStrength;
public Transform groundCheck;
public float checkRadius = 0.1f;
public LayerMask groundObjects;
public PlayerCombat playerCombat;
private bool isGrounded;
private float moveDirection;
private bool isJumping = false;
void Update()
{
ProcessInputs();
Animate();
if(Input.GetButtonDown("Attack1")){
playerCombat.LightAttack();
}
if(Input.GetButtonDown("Attack2")){
playerCombat.HeavyAttack();
}
}
void FixedUpdate(){
CheckGrounded();
Move();
}
private void Move(){
rb.velocity = new Vector2(moveDirection moveSpeed, rb.velocity.y);
if(isJumping && isGrounded){
rb.velocity = Vector2.up jumpStrength;
}
isJumping = false;
}
private void ProcessInputs(){
moveDirection = Input.GetAxis("Horizontal");
if(Input.GetKeyDown(KeyCode.Space)){
isJumping = true;
}
anim.SetFloat("horizontal", Mathf.Abs(moveDirection));
anim.SetBool("isJumping", isJumping);
}
private void Awake(){
rb = GetComponent<Rigidbody2D>();
}
private void Animate(){
if(moveDirection > 0 && !facingRight){
FlipCharacter();
}
else if(moveDirection < 0 && facingRight){
FlipCharacter();
}
}
private void FlipCharacter(){
facingRight = !facingRight;
This is my first ever game I'm making, and I've got a character with two animations, one for heavy attack and one for light attack. The code that implements them is below. The problem is I'm able to trigger the light attack animation whenever i press the correct input (left mouse click), but the heavy attack never triggers. I've mapped it to first to right mouse, then tried Q, but nothing triggered it. Please help me out
Combat Script:
public class PlayerCombat : MonoBehaviour
{
public Animator anim;
public float cooldownheavyAttack = 2;
public int heavyAttackMultiplier = 2;
public Transform attackPoint;
public float weaponRange = 1;
public LayerMask enemyLayer;
public int damage = 1;
private float timer;
private void Update(){
if(timer>0){
timer -= Time.deltaTime;
}
}
public void LightAttack(){
anim.SetBool("isLightAttacking", true);
}
public void HeavyAttack(){
if(timer <= 0){
anim.SetBool("isHeavyAttacking", true);
timer = cooldownheavyAttack;
}
Debug.Log("heavy attack!");
}
public void DealDamageLightAttack(){
Collider2D enemies = Physics2D.OverlapCircleAll(attackPoint.position, weaponRange, enemyLayer);
if(enemies.Length > 0){
enemies0.GetComponent<EnemyHealth>().ChangeHealth(-damage);
}
}
public void DealDamageHeavyAttack(){
Collider2D enemies = Physics2D.OverlapCircleAll(attackPoint.position, weaponRange, enemyLayer);
if(enemies.Length > 0){
enemies0.GetComponent<EnemyHealth>().ChangeHealth(-damage * heavyAttackMultiplier);
}
}
public void FinishAttacking(){
anim.SetBool("isLightAttacking", false);
anim.SetBool("isHeavyAttacking", false);
}
}
Main Player Control Script:
public class KnightScript : MonoBehaviour
{
public Rigidbody2D rb;
public float moveSpeed;
public bool facingRight = true;
public Animator anim;
public float jumpStrength;
public Transform groundCheck;
public float checkRadius = 0.1f;
public LayerMask groundObjects;
public PlayerCombat playerCombat;
private bool isGrounded;
private float moveDirection;
private bool isJumping = false;
void Update()
{
ProcessInputs();
Animate();
if(Input.GetButtonDown("Attack1")){
playerCombat.LightAttack();
}
if(Input.GetButtonDown("Attack2")){
playerCombat.HeavyAttack();
}
}
void FixedUpdate(){
CheckGrounded();
Move();
}
private void Move(){
rb.velocity = new Vector2(moveDirection moveSpeed, rb.velocity.y);
if(isJumping && isGrounded){
rb.velocity = Vector2.up jumpStrength;
}
isJumping = false;
}
private void ProcessInputs(){
moveDirection = Input.GetAxis("Horizontal");
if(Input.GetKeyDown(KeyCode.Space)){
isJumping = true;
}
anim.SetFloat("horizontal", Mathf.Abs(moveDirection));
anim.SetBool("isJumping", isJumping);
}
private void Awake(){
rb = GetComponent<Rigidbody2D>();
}
private void Animate(){
if(moveDirection > 0 && !facingRight){
FlipCharacter();
}
else if(moveDirection < 0 && facingRight){
FlipCharacter();
}
}
private void FlipCharacter(){
facingRight = !facingRight;
transform.Rotate(0f,180f,0f);
}
private void CheckGrounded()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, groundObjects);
anim.SetBool("isGrounded", isGrounded);
}
private void OnDrawGizmosSelected()
{
if (groundCheck != null)
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(groundCheck.position, checkRadius); // Draw the radius for ground detection
}
}
}
https://redd.it/1kdqdhd
@r_Unity3D
}
private void CheckGrounded()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, groundObjects);
anim.SetBool("isGrounded", isGrounded);
}
private void OnDrawGizmosSelected()
{
if (groundCheck != null)
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(groundCheck.position, checkRadius); // Draw the radius for ground detection
}
}
}
https://redd.it/1kdqdhd
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
How long does it take you to build a 2D mobile game demo in Unity?
I’m planning to start building a 2D mobile game in Unity and I’m trying to get a realistic idea of how long it usually takes — from coming up with the idea, planning, prototyping, and finally having a playable demo.
Not talking about a full release — just something you can test, share with friends, or use to validate the concept.
Curious how it usually goes for you:
* How long does it take from idea to playable demo?
* How do you keep the scope manageable at the beginning?
* And how do you know when the demo is “ready” to show?
Would really appreciate any thoughts or tips from your experience. I’m trying to start off right and not burn out halfway.
https://redd.it/1kdvtu5
@r_Unity3D
I’m planning to start building a 2D mobile game in Unity and I’m trying to get a realistic idea of how long it usually takes — from coming up with the idea, planning, prototyping, and finally having a playable demo.
Not talking about a full release — just something you can test, share with friends, or use to validate the concept.
Curious how it usually goes for you:
* How long does it take from idea to playable demo?
* How do you keep the scope manageable at the beginning?
* And how do you know when the demo is “ready” to show?
Would really appreciate any thoughts or tips from your experience. I’m trying to start off right and not burn out halfway.
https://redd.it/1kdvtu5
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
The Steam page of our game, which we have been working on for a few months, is live.
https://redd.it/1kdwt3f
@r_Unity3D
https://redd.it/1kdwt3f
@r_Unity3D