News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
I've used Joint2D for the first time, and it works well to bring life to a physics-based prototype.
https://redd.it/1b98ihd
@r_Unity3D
I'll help you improve your pixel art assets for your games right here.
Here's the deal, if you are working on a pixel art based game, and need a little assistance refining/reworking your characters, props, environments, items, fx, etc, Im up to give you a hand, right here, so please share your asset here, and maybe a reference of what you had in mind, and also a little descriptive text, lets start small, so no big environments, but rather small assets for now.
I will analize them, and see if I can improve it, and share it back to you here, and maybe make a video from it for my channel and share it here then.
I will dedicate some time over the weekends, but I can spare some time over the week to organize your requests.
I have tons of experience working on pixel art for games and Im willing to give you a hand.
I wish you all the best!
https://redd.it/1b98xux
@r_Unity3D
Help with unity I am a beginner
https://redd.it/1b96kuc
@r_Unity3D
hi total beginner here first code i ever wrote i tried it in unity to move my character but it doesnt work (i rewrote something from a youtube tuto)
https://redd.it/1b93foi
@r_Unity3D
How I got to 6k followers on twitter as a gamedev.
https://youtu.be/DWb7a3QG0Dc
https://redd.it/1b90lkn
@r_Unity3D
How to make an Instantiated Object Move
All i need is for an object to move from its spawn location, up to a target position (another object). 2D game
​
This is the line of code i have that is SUPPOSSED to make the object move (Fixed Update). I'm aware that the code to make it move isn't for going to a specific point, but the object simple needs to move straight up so i thought i'd try this instead for now but it still didn't move from it's spawn position.MS1LaserPrefab.transform.Translate(Vector3.forward * MS1LaserSpeed * Time.deltaTime);
​
This is the code that spawns the object in (own void tied to a button)MS1Active = true; //Bool used to determine if the object is spawned or not but currently unused
MS1LaserPrefab = Instantiate(MS1Laser, MS1LaserSpawn.position, Quaternion.identity, MS1Hierarchy);
https://redd.it/1b8x0w9
@r_Unity3D
Doubt about script
I'm a beginner and I have a small project to start with. It's not a commercial game, just a present for someone.
My idea is to create some kind of 'run'. I mean, I have some minigames with different levels, so when you start the match you have to complete randomly minigames but with a progression in the difficulty (the first minigame you play is easier than the 10th one, at the same time the first minigame of the first run is not the same as the first minigame os the second one).The problem is that I'm not sure how to start with the scripting to do something like that and what I want is so specific that I don't know where to find examples.
thanks in advanced, idk if I'm explaining well, my english is not so good.
https://redd.it/1b8v0ok
@r_Unity3D
Drawing up some new tilemaps for my game - thoughts?
Trees, variation, and other props come later... but any feedback for what I've got so far? Seasons are the next feature to add. For some reason, the player does look a bit weird on these tilemaps. I've shown it to a few people and some think it looks great, others say it seems like all the game elements are drawn in different styles. Any suggestions?
https://preview.redd.it/m2l83ucnjvmc1.png?width=990&format=png&auto=webp&s=14a5a7fa93dc387acd5458f086ea409b3f19864e
https://redd.it/1b8prwb
@r_Unity3D
Bananas can now be one with the bow in OneBit Adventure
https://redd.it/1b8n9f0
@r_Unity3D
Cover System Practice
https://redd.it/1b8e0f7
@r_Unity3D
I'm using coroutines to time movement between transform.Translate, but when I stop it upon colliding with ground, it moves once more before stopping, code below.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallingBlocksScript : MonoBehaviour
{
public bool DoneMoving;
public bool CanMove = true;
public float BlockFallDelay = 2.0f;
// Start is called before the first frame update
void Start()
{
StartCoroutine(FallDelay(0.0f));
CanMove = true;
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Ground")
{
CanMove = false;
Debug.Log("BlockTouchingGround");
StopCoroutine(FallDelay(0.0f));
}
}
IEnumerator FallDelay(float v)
{
if (CanMove == true)
{
yield return new WaitForSeconds(BlockFallDelay);
transform.Translate(0, -0.5f, 0, Space.World);
StartCoroutine(FallDelay(0.1f));
}
}
}
https://redd.it/1b8keig
@r_Unity3D
Adding "AI" drivers to my full throttle racing game. AI's current steering ability = New Jersey
https://redd.it/1b8et2r
@r_Unity3D
OnCollissionStay2D
so how can I put a trigger rate timer for this collision? I want GameObject A to dealt continous damage to GameObject B, but the problem is the triggers triggered so quick the GameObject B health Bar got depleted in a blink of an eye.. any idea on how can I fix it? TIA.
https://redd.it/1b8h05g
@r_Unity3D
Made my Astronaut moonwalk for some animation practice
https://redd.it/1b8dhrk
@r_Unity3D
Dev log Debugging a simple ability in my Unity GameplayAbilitySystem prototype
Hello all,
I've been working on a game prototype in Unity for several months now, and have been sporadically documenting the development of a Unity port of Unreal Engine's GameplayAbilitySystem. I just finished a new (fairly short) dev log that explores and explains the root cause of a simple bug in a basic shield/invulnerability effect, and I think other game programmers in particular may find it interesting.
Here's a link to the article : megastructurestudios/dev-log-simple-bug-fix-in-unity-gas-7e91a1db50a8">megastructurestudios/dev-log-simple-bug-fix-in-unity-gas-7e91a1db50a8" rel="nofollow">https://medium.com/@megastructurestudios/dev-log-simple-bug-fix-in-unity-gas-7e91a1db50a8
I'd be happy to offer more information or answer any questions in the comments here!
For a bit of background : In the past I struggled with trying to prototype ability-based games, but I recently learned about Unreal's GAS and I find its conceptual scaffolding to be really flexible and powerful. My local Unity implementation is obviously not nearly as robust as Unreal's, but the basic GAS framework gives me an established toolbox for implementing complex ability effects and I've quickly come to find it fairly intuitive. I'm interested to hear thoughts others may have in this area!
https://redd.it/1b8byu8
@r_Unity3D
Pixel Frames, Buttons, Panels Part 2B
https://redd.it/1b99u25
@r_Unity3D
Can you beat him in expert mode?
https://redd.it/1b969ch
@r_Unity3D
Changing protected methods
I'm trying to change the attack damage and speed of the tower that this attack hits, but only the attack speed is changing.
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.layer == 6)
{
if (collision.gameObject.GetComponent<Towersscript>())
{
//These will get the specific tower that was hit by the attack and increase its stats by the buff amounts
Towersscript tower=collision.gameObject.GetComponent<Towersscript>();
if (tower.GetBuffedByMusician()==false && tower!=AttackSource)
{
tower.SetAttackDamage(tower.GetAttackDamage() + AttackDamageBuff);
tower.SetAttackSpeed(tower.GetAttackSpeed() + AttackSpeedBuff);
//tower.SetAttackRange(tower.GetAttackRange() + AttackRangeBuff);
tower.SetBuffedByMusician(true);
Bufftimer = true;
//This calls the endbuffs coroutine after Bufftime has passes
StartCoroutine(EndBuffs(Bufftime));
IEnumerator EndBuffs(float time)
{
//This causes this line of code to be on hold for "time"
yield return new WaitForSeconds(time);
//This removes all the buffs that were applied
tower.SetAttackDamage(tower.GetAttackDamage() - AttackDamageBuff);
tower.SetAttackSpeed(tower.GetAttackSpeed() - AttackSpeedBuff);
//tower.SetAttackRange(tower.GetAttackRange() - AttackRangeBuff);
tower.SetBuffedByMusician(false);
}
}
}
}
if (collision.gameObject.layer == 7)
{
if (collision.gameObject.GetComponent<Enemiesscript>())
{
//This enables me to reference the specific instance of the enemy that was hit by the attack
Enemiesscript enemy = collision.GetComponent<Enemiesscript>();
//This uses get and set methods to reduce the health of the enemy
enemy.SetCurrentHealth(enemy.GetCurrentHealth() - GetAttackDamage());
}
}
}
​
public class Musicianscript : Towersscript
{
public GameObject MusicianAttack;
protected GameObject AttackSource;
protected float AttackSize = 2.5F;
protected float AttackDamageBuff=5;
protected float AttackSpeedBuff=0.2F;
protected float AttackRangeBuff=0.25F;
protected float Bufftime=1;
​
public class Towersscript : MonoBehaviour
{
protected float AttackRange=5;
protected float AttackSpeed = 0.25F;
protected float AttackDamage = 3;
...
public void SetAttackSpeed(float newSpeed)
{
AttackSpeed = newSpeed;
}
public void SetAttackDamage(float newDamage)
{
AttackDamage = newDamage;
}
I don't understand why only the attack speed is changing here.
https://redd.it/1b94w15
@r_Unity3D
Can You Help Me?
I need some help with my game... I want to make a 2d volleyball game, and I can't make the script for the ball and the hand. Can You Help Me?
I want my game to look like this : https://www.cattennisgame.com
My Game:
https://preview.redd.it/66md4ryf4ymc1.png?width=450&format=png&auto=webp&s=c0ba683651c77221a77026f05021999964d7c75c
https://redd.it/1b9039x
@r_Unity3D
So my rendering is the biggest problem when running and was wondering if you can make tiles disappear when not in the camera so it's rendering less but i don't want to replace all the tiles how can I fix this and I want to know if there is another option to fix the lag because of the rendering?
https://redd.it/1b8wz27
@r_Unity3D
Is it wise to put raycast on player in platformer game?
I want to put raycast on the player for ground(tilemap) detection purposes. This means that the player will always shoot ray to detect ground. Will it cause performance issues in low spec devices?
​
https://preview.redd.it/9zs9ubghdxmc1.png?width=570&format=png&auto=webp&s=f1a8ddb20309f7ac97ca0fadeb86f616836efbb1
https://redd.it/1b8whb7
@r_Unity3D
Avoid wrapping geometry on PSB?
I'm using PSB files for my backgrounds. First question: is this considered a bad practice for performance (as opposed to using separated PNGs)? I ask because I noticed they tend to be pretty heavy and I find myself cranking up that max size. I also noticed that Unity seem to assume PSBs are always used for rigged characters, hence my doubt. Which brings my second question:
​
Is it possible to "automatically" import a PSB and have it sliced up without having the vertex mesh tightly wrapping each sprite? I would be ok with having just 4 vectors at the corners of each sprite. Being backgrounds I don't really need rigging, and having those meshes generated for each sprite seem above all a waste of data, and secondly it makes it difficult when I have to edit some of the sprites because I have to edit the mesh around them as well.
​
thanks for your input!
https://redd.it/1b8s8i5
@r_Unity3D
How do I make this game easier?
https://redd.it/1b8qqsa
@r_Unity3D
My Unity journey: From a prototype version on itch to the Steam version now
https://redd.it/1b8plaz
@r_Unity3D
Look, If you're making a game, part of you knows that you also have to do the stupid meme
https://redd.it/1b8fn9n
@r_Unity3D
How to make smart enemies?
I know how to make simple enemies with repeated behaviors and I can randomize that behavior by giving the enemy a timer and whenever the timer ends it switch to a random behavior, then when the player is near the enemy the enemy switch to some random behaviors that will attack the enemy,
but I can't help but feels I'm not really making AI smart enemies that can adapt to the environment. How can I learn to make something like that ( a perfect example would be enemies in rain world )
https://redd.it/1b8iznf
@r_Unity3D
Finally got the 2v2 queue working for my pvp tactics game!! Feeling extatic and wanted to share!!
https://redd.it/1b8fwgx
@r_Unity3D
Pixel Frames, Buttons, Panels Part 2
https://redd.it/1b8gqq2
@r_Unity3D
How do you approach a combo system?
I'm creating a simple RPG game. The character and weapon sprites are separate. Therefore, if I want to perform an attack, I need to trigger both the attack animation of the player sprite (e.g., the character moving forward) and the swing of the sword sprite. I chose this route to avoid making milions of different sprites sheets.
What would you suggest to implement a simple 3-hit combo system? I was able to find a working solution but it's not very modular, considering different weapons have different weight and thus different timings.
https://redd.it/1b8dm10
@r_Unity3D
I thought i'd share the hair shader prototype i'm working on
https://redd.it/1b88kp4
@r_Unity3D