free bg music for game?
i’m trying to find some free music to use in my cozy farming game project at school, does anyone know where i can find some?
https://redd.it/1ctkjbz
@r_Unity3D
Did anyone get good resources to create active Ragdolls ?
https://redd.it/1ctb392
@r_Unity3D
Dying Breed - Top Secret Base Building Footage!
https://www.youtube.com/watch?v=tCnZiiFSaJg&ab_channel=DyingBreed
https://redd.it/1ctb07u
@r_Unity3D
My First Game in Unity
https://itch.io/jam/-pixel-game-jam-2024/rate/2691869
Please let me know what you think.
https://redd.it/1ct6kf4
@r_Unity3D
My First Game!
https://apps.apple.com/us/app/balls-vs-wheel/id6502677309
https://redd.it/1ct2mr2
@r_Unity3D
Early dev video - What do you think of this upgrade for a 3d metroidvania very platformer oriented ? The sand dash allows the hero to dash in any direction.
https://redd.it/1cswu9i
@r_Unity3D
After 10 months of hard work, I've just released the DEMO of my game on Steam! It's a tower defense/factory mix.
https://redd.it/1cssmeh
@r_Unity3D
My retro inspired survival horror game “Becrowned” has interactive radio gameplay feature. How do you like it?
https://redd.it/1cso6hz
@r_Unity3D
I wanted to announce to you that I have finally finished the demo version of this game called Fiyuu. Link in comments
https://redd.it/1csirey
@r_Unity3D
Alien power lines are secretly a shrinking concentric ring shader
https://redd.it/1csn0if
@r_Unity3D
Check out the art and the new song for the desert area of my 2D monster hunting game "Beak the hunter" :)
https://youtu.be/J2S27om1PYo?si=9zy8lg8sZfAa10CG
https://redd.it/1cskq30
@r_Unity3D
//photonView.RPC("SetPlayerNumber", newPlayer, assignedNumber);
// Debug.Log("sent number");
}
}
if (PhotonNetwork.CurrentRoom.PlayerCount == playerMax)
{
Debug.Log("Ready!");
//start countdown and game.
StartCoroutine("ReadyDelay");
/if (PhotonNetwork.IsMasterClient)
photonView.RPC("ReadyGame", RpcTarget.All);/
}
else if (PhotonNetwork.CurrentRoom.PlayerCount < playerMax)
{
Debug.Log("Waiting for PLayers");
//add canvas text here
}
}
IEnumerator ReadyDelay()
{
yield return new WaitForSeconds(1);
if (PhotonNetwork.IsMasterClient)
photonView.RPC("ReadyGame", RpcTarget.All);
}
PunRPC
private void ReadyGame()
{
SpawnPlayer();
SceneCamera.SetActive(false);
}
PunRPC
private void AddToplayerNumberDictionary(int assignedNumber,int actorNumber)
{
playerNumberMapactorNumber = assignedNumber;
}
PunRPC
private void AssignAnimatorController( Animator animator, int actorNumber)
{
animator.runtimeAnimatorController = AnimatorControllersplayerNumberMap[actorNumber];
}
/ [PunRPC]
void SetPlayerNumber(int assignedNumber)
{
Debug.Log($"Player {PhotonNetwork.LocalPlayer.ActorNumber} has number {assignedNumber}");
//save the master-assigned skin number
playerSkinNumber = assignedNumber;
}/
public void SpawnPlayer()
{
Vector3 randomPosition = new Vector3( Random.Range(-1f,1f), Random.Range(-1f, 1f),0);
GameObject newPlayer = PhotonNetwork.Instantiate(PlayerPrefab.name, randomPosition, Quaternion.identity, 0);
Animator animator = newPlayer.GetComponent<Animator>();
// animator.runtimeAnimatorController = AnimatorControllersplayerSkinNumber;
int localPlayerActorNumber = PhotonNetwork.LocalPlayer.ActorNumber;
if (playerNumberMap.ContainsKey(localPlayerActorNumber))
{
//photonView.RPC("AssignAnimatorController", RpcTarget.All, animator, localPlayerActorNumber);
animator.runtimeAnimatorController = AnimatorControllersplayerNumberMap[localPlayerActorNumber];
}
else
{
Debug.LogError("Assigned number not found for this player.");
}
}
}
https://redd.it/1cshcgy
@r_Unity3D
Ruptured - A metroidvania with a level editor
https://youtu.be/II6L_wfn05g?si=7715eSneJT6G3g2m
https://redd.it/1csftjv
@r_Unity3D
Made new cover art for my game! What do you think?
https://redd.it/1ctc9ay
@r_Unity3D
Anime Shading Plus - A toon shader for anime style chararcter is now released on store.
https://redd.it/1ctbt96
@r_Unity3D
2 mins pre-alpha gameplay of my atmospheric adventure game
https://redd.it/1ct5l4p
@r_Unity3D
When you made an awesome location, decided to save it, and realized that you were in playmode:
https://redd.it/1ct54p6
@r_Unity3D
Check out my game Dealbreaker 😊 Any feedback wanted! What would you add or change?
https://redd.it/1ct4gfz
@r_Unity3D
We added some new feedback to the drawing cards into your deck. Do you think it's clear?
https://redd.it/1ct0ppp
@r_Unity3D
Did you know you can //mark comments into the minimap in VS Code?
https://redd.it/1csmrqd
@r_Unity3D
Flappy bird but JUMPING type bro
https://youtu.be/ubdndd-UDJs
https://redd.it/1csme2f
@r_Unity3D
SpriteRenderer Fade in/out script snapping values
Hello, I'm fairly new to unity and have only been using it since April, and i cant seem to wrap my head around how to make my script stop snapping values.
It works for the first fading sequence, be it in or out, but when the bool is unchecked to make it do the opposite direction fade, it just snaps to the opposite values and back and forth with no fading apart from the very first one. Any help at all is welcome, thank you!using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeatherFog : MonoBehaviour
{
[SerializeField] private float fadeSeconds = 20f;
[SerializeField] private SpriteRenderer fog1;
[SerializeField] private SpriteRenderer fog2;
[SerializeField] private bool fadeDirection = true; // True for fading in, false for fading out
[SerializeField] private float initialAlpha = 0;
[SerializeField] private float targetAlpha = 1;
void Start()
{
initialAlpha = 0f;
targetAlpha = 1f;
if (fog1 != null)
{
fog1.color = new Color(fog1.color.r, fog1.color.g, fog1.color.b, initialAlpha);
}
if (fog2 != null)
{
fog2.color = new Color(fog2.color.r, fog2.color.g, fog2.color.b, initialAlpha);
}
}
void Update()
{
if (fadeDirection)
{
FadeIn();
}
else
{
FadeOut();
}
}
private void FadeIn()
{
if (fog1 != null && fog2 != null)
{
float t = Mathf.Clamp01(Time.deltaTime / fadeSeconds);
float a = Mathf.Lerp(initialAlpha, targetAlpha, t);
fog1.color = new Color(fog1.color.r, fog1.color.g, fog1.color.b, a);
fog2.color = new Color(fog2.color.r, fog2.color.g, fog2.color.b, a);
}
}
private void FadeOut()
{
if (fog1 != null && fog2 != null)
{
float t = Mathf.Clamp01(Time.time / fadeSeconds);
float a = Mathf.Lerp(targetAlpha, initialAlpha, t);
fog1.color = new Color(fog1.color.r, fog1.color.g, fog1.color.b, a);
fog2.color = new Color(fog2.color.r, fog2.color.g, fog2.color.b, a);
}
}
}
https://redd.it/1csip16
@r_Unity3D
Unity with PHoton PUN2 - How to update a component field for a single player and change it for all player views?
I'm making a 2 player game in which, when 2 players are in a room, they "toss a coin" to decide which of the two player "skins" they get.
Now, the way I built the player "skins" is as such: I drew the sprite sheets myself, and then made an animation of each motion (walking right, walking left, back, idle, etc) and I used a blend tree in the animator controller to switch between them according to input. I have saved an animator controller as such for each "skin" and so I thought - instead of having two player prefabs, I will have one player prefab. I will instantiate it and then just change its animator controller to the right one! easy, right?
Well, not so much when you're working across several game instances. Apparently, when I change the animator controller right after creation, it changes the view in that same player instance, but the other player does not see anything different, they only see the default one.
I am trying to find a way to update it. I thought of maybe doing it via RPC, but I can't get it to work.
Here is my code, I'd love some help (Or for you to tell me the animator controller idea is not a good one and I should just save several prefabs if that's the case).
using Photon.Pun;
using Photon.Realtime;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviourPunCallbacks
{
public GameObject PlayerPrefab;
//player sprites animator controllers (essentially also control which sprites are used so represent different player skins)
public RuntimeAnimatorController AnimatorControllers;
public GameObject SceneCamera;
SerializeField private int playerMax = 2;
//list of nuumbers representing available player skins. (list in case I want to add more player skins.)
private List<int> playerSpriteAssignmentNumbers = new List<int> { 0, 1 };
private Dictionary<int, int> playerNumberMap = new Dictionary<int, int>();
//private int playerSkinNumber;
void Start()
{
//if player is master of the match (started the match)
if (PhotonNetwork.IsMasterClient)
{
// Shuffle the available numbers to randomize which player gets which player skin
ShuffleList(playerSpriteAssignmentNumbers);
if (playerSpriteAssignmentNumbers.Count > 0)
{
Debug.Log("assigning number");
int assignedNumber = playerSpriteAssignmentNumbers0;
Debug.Log("assigned number is: !" + assignedNumber);
playerSpriteAssignmentNumbers.RemoveAt(0);
photonView.RPC("AddToplayerNumberDictionary", RpcTarget.All, assignedNumber, PhotonNetwork.LocalPlayer.ActorNumber);
}
}
}
// shuffle a list
void ShuffleList<T>(List<T> list)
{
int n = list.Count;
while (n > 1)
{
n--;
int k = Random.Range(0, n + 1);
(listn, listk) = (listk, listn);
}
}
// Called when a new player joins
public override void OnPlayerEnteredRoom(Player newPlayer)
{
//if player is master of the match
if (PhotonNetwork.IsMasterClient)
{
//assign newly entered player a skin number and delete it from the list.
if (playerSpriteAssignmentNumbers.Count > 0)
{
int assignedNumber = playerSpriteAssignmentNumbers0;
playerSpriteAssignmentNumbers.RemoveAt(0);
photonView.RPC("AddToplayerNumberDictionary", RpcTarget.All,assignedNumber,newPlayer.ActorNumber);
// Send the assigned number to the new player
Sprite Shapes Not Rendering on Build! URP for 2D Lights
Unity View
Actual Build View
https://redd.it/1csg8b4
@r_Unity3D