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Metaball dome shields in Unity 2D (URP) - slimes merge shields when close
https://redd.it/1qm36ke
@r_Unity3D
https://redd.it/1qm36ke
@r_Unity3D
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Working on a 2 player coop game where you play as two lumberjacks standing on a log and rolling it together
https://redd.it/1qqkp8x
@r_Unity3D
https://redd.it/1qqkp8x
@r_Unity3D
Novice here, how do you guys use the New Input System
now i've been making small-scale games for about a year and have never really used the new input system (I also hadn't bothered updating unity for a while so only started using unity 6 about 4 months ago) and I really haven't worked with it much. Now that I'm starting to make a larger game (a 2d zelda style game), I tried looking into using the unity NIS and it has been a struggle. I've kinda gotten overwhelmed and all the tutorials I find seem to have a different way of explaining how to do the same thing without actually explaining why they do one thing the one way and I haven't found a good explanation on how each of these systems work. (except for the inputmaps, I have that down but the programming side is my issue) So far I have made 2 different top down player movement systems (no reason why one is better than the other) and mouse tracking but that is about it.
So do you guys have any good tutorials or explanations you guys can point me towards because I'm unsure whether its just a comprehension issue, bad searches or if I'm just doing it all wrong.
https://redd.it/1qqvl2j
@r_Unity3D
now i've been making small-scale games for about a year and have never really used the new input system (I also hadn't bothered updating unity for a while so only started using unity 6 about 4 months ago) and I really haven't worked with it much. Now that I'm starting to make a larger game (a 2d zelda style game), I tried looking into using the unity NIS and it has been a struggle. I've kinda gotten overwhelmed and all the tutorials I find seem to have a different way of explaining how to do the same thing without actually explaining why they do one thing the one way and I haven't found a good explanation on how each of these systems work. (except for the inputmaps, I have that down but the programming side is my issue) So far I have made 2 different top down player movement systems (no reason why one is better than the other) and mouse tracking but that is about it.
So do you guys have any good tutorials or explanations you guys can point me towards because I'm unsure whether its just a comprehension issue, bad searches or if I'm just doing it all wrong.
https://redd.it/1qqvl2j
@r_Unity3D
Reddit
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variable jump height
wanting to make variable jump height, (following along a tutorial in the hopes to get started), however im not sure where I went wrong when trying it
it does a normal full jump each time instead of lesser jump when hitting space
(extra details include using new input system, and unity 6.2)
The upside is, that it doesnt seem to be messing with the code in bad way aside from making the player doing an extra jump when landing on the ground from spamming space bar
using UnityEngine;
using UnityEngine.InputSystem;
public class Player : MonoBehaviour
{
[Header("Components")]
public Rigidbody2D rb;
public PlayerInput playerInput;
public Animator anim;
[Header("Movement Variables")]
public float speed;
public float jumpForce;
public float jumpCutMultiplier = .5f;
public float normalGravity;
public float fallGravity;
public float jumpGravity;
public int faceDirection = 1;
// tracking inputs
public Vector2 moveInput;
private bool jumpPressed;
private bool jumpReleased;
[Header("Ground Check")]
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask groundLayer;
private bool isGrounded;
private void Start()
{
rb.gravityScale = normalGravity;
}
void Update()
{
Flip();
HandleAnimations();
}
void FixedUpdate()
{
ApplyVariableGravity();
CheckGrounded();
HandleMovement();
HandleJump();
}
private void HandleMovement()
{
float targetSpeed = moveInput.x * speed;
rb.linearVelocity = new Vector2(targetSpeed, rb.linearVelocity.y);
}
private void HandleJump()
{
if (jumpPressed && isGrounded)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
jumpPressed = false;
jumpReleased = false;
}
if (jumpReleased)
{
if (rb.linearVelocity.y > 0) // if still going up
{// lesser jumps with code below thanks to jump cut multiplier * the Y of rigidbody velocity
rb.linearVelocity = new Vector2(rb.linearVelocity.x, rb.linearVelocity.y * jumpCutMultiplier);
}
jumpReleased = false;
}
}
void ApplyVariableGravity()
{
if (rb.linearVelocity.y < -0.1) // falling
{
rb.gravityScale = fallGravity;
}
else if (rb.linearVelocity.y > 0.1) //rising
{
rb.gravityScale = jumpGravity;
}
else
{
rb.gravityScale = normalGravity;
}
}
void CheckGrounded()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
}
void HandleAnimations()
{
anim.SetBool("isJumping", rb.linearVelocity.y > .1f);
anim.SetBool("isGrounded", isGrounded);
anim.SetFloat("yVelocity", rb.linearVelocity.y);
anim.SetBool("isIdle", Mathf.Abs(moveInput.x) < .1f && isGrounded);
anim.SetBool("isWalking", Mathf.Abs(moveInput.x) > .1f && isGrounded);
}
void Flip()
{
if (moveInput.x > 0.1f)
{
faceDirection = 1;
}
else if(moveInput.x < -0.1f)
{
faceDirection = -1;
}
transform.localScale = new Vector3(faceDirection, 1, 1);
}
public void OnMove (InputValue value)
{
moveInput = value.Get<Vector2>();
}
wanting to make variable jump height, (following along a tutorial in the hopes to get started), however im not sure where I went wrong when trying it
it does a normal full jump each time instead of lesser jump when hitting space
(extra details include using new input system, and unity 6.2)
The upside is, that it doesnt seem to be messing with the code in bad way aside from making the player doing an extra jump when landing on the ground from spamming space bar
using UnityEngine;
using UnityEngine.InputSystem;
public class Player : MonoBehaviour
{
[Header("Components")]
public Rigidbody2D rb;
public PlayerInput playerInput;
public Animator anim;
[Header("Movement Variables")]
public float speed;
public float jumpForce;
public float jumpCutMultiplier = .5f;
public float normalGravity;
public float fallGravity;
public float jumpGravity;
public int faceDirection = 1;
// tracking inputs
public Vector2 moveInput;
private bool jumpPressed;
private bool jumpReleased;
[Header("Ground Check")]
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask groundLayer;
private bool isGrounded;
private void Start()
{
rb.gravityScale = normalGravity;
}
void Update()
{
Flip();
HandleAnimations();
}
void FixedUpdate()
{
ApplyVariableGravity();
CheckGrounded();
HandleMovement();
HandleJump();
}
private void HandleMovement()
{
float targetSpeed = moveInput.x * speed;
rb.linearVelocity = new Vector2(targetSpeed, rb.linearVelocity.y);
}
private void HandleJump()
{
if (jumpPressed && isGrounded)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
jumpPressed = false;
jumpReleased = false;
}
if (jumpReleased)
{
if (rb.linearVelocity.y > 0) // if still going up
{// lesser jumps with code below thanks to jump cut multiplier * the Y of rigidbody velocity
rb.linearVelocity = new Vector2(rb.linearVelocity.x, rb.linearVelocity.y * jumpCutMultiplier);
}
jumpReleased = false;
}
}
void ApplyVariableGravity()
{
if (rb.linearVelocity.y < -0.1) // falling
{
rb.gravityScale = fallGravity;
}
else if (rb.linearVelocity.y > 0.1) //rising
{
rb.gravityScale = jumpGravity;
}
else
{
rb.gravityScale = normalGravity;
}
}
void CheckGrounded()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
}
void HandleAnimations()
{
anim.SetBool("isJumping", rb.linearVelocity.y > .1f);
anim.SetBool("isGrounded", isGrounded);
anim.SetFloat("yVelocity", rb.linearVelocity.y);
anim.SetBool("isIdle", Mathf.Abs(moveInput.x) < .1f && isGrounded);
anim.SetBool("isWalking", Mathf.Abs(moveInput.x) > .1f && isGrounded);
}
void Flip()
{
if (moveInput.x > 0.1f)
{
faceDirection = 1;
}
else if(moveInput.x < -0.1f)
{
faceDirection = -1;
}
transform.localScale = new Vector3(faceDirection, 1, 1);
}
public void OnMove (InputValue value)
{
moveInput = value.Get<Vector2>();
}
public void OnJump (InputValue value)
{
if (value.isPressed)
{
jumpPressed = true;
jumpReleased = false;
}
else //if the jump button has been released
{
jumpReleased = true;
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
}
}
https://redd.it/1qr01dd
@r_Unity3D
{
if (value.isPressed)
{
jumpPressed = true;
jumpReleased = false;
}
else //if the jump button has been released
{
jumpReleased = true;
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
}
}
https://redd.it/1qr01dd
@r_Unity3D
Reddit
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My Physics Puzzle Game 'Orbs Orbs Orbs' is 60% Off On Steam!
https://store.steampowered.com/app/3623400/Orbs_Orbs_Orbs/
https://redd.it/1qr1ahy
@r_Unity3D
https://store.steampowered.com/app/3623400/Orbs_Orbs_Orbs/
https://redd.it/1qr1ahy
@r_Unity3D
Steampowered
Save 60% on Orbs Orbs Orbs on Steam
Orbs Orbs Orbs is a vibrant 2D precision clicker game. Clear the board with a white ring, master six orb types, and navigate the dynamic physics in a playful blend of relaxation and strategy. Featuring 11 Steam Achievements
I'm working on a book on TextMesh Pro: Foundations, use-cases, edge cases (for example during localization), also including a crashcourse in game-centric typography. Currently about 170pages in and would love to hear which topics you'd want to see!
Hi there =)
As the title mentioned, I'm writing a book on TextMesh Pro. Not just a guide like the ones I did [on other parts of the UGUI system](https://christinacreatesgames.itch.io/), but one big book focusing on working with the toolset. I'm packing it to the brim with design knowledge, explanations and examples, trying to add as much info about any given button/field/feature/system as I can - it currently sits at around 50k words after the first two drafts. I came to game design as a designer and teacher and proper typography and explaining concepts is something dear to my heart.
I'd love to hear from you which topics would be important for you to find - I already spoke with several developers who told me about the headaches they faced, worked on contracts where I saw some *adventurous* experiments and coached lots of hobby developers about proper typography (and I have a playlist of 22 videos on TextMesh Pro on my [youtube channel](https://www.youtube.com/watch?v=gVialGm65Yw&list=PLg0yr4zozmZX0dJZ-XNa4v0i_kAVx2sfY)).
All of what I learned is bundled within, but I know it's easy to miss the forest for the trees and I'd love to know if I missed something obvious before starting the layouting process.
This is the current outline - feel free to ask questions and put topics on my radar you don't find in here yet! I'm not listing every subchapter, but grouping them together.
* Crashcourse Typography
* Why knowing the basics will help you create better UI
* How to tie your texts together with the visuals of your world
* Working with design sheets
* Basics of the anatomy of typography
* TMP foundationals
* Getting started with no prior knowledge
* Creating Font Assets and setting it up
* The TMP component(s) and its features
* Core functionality and good practices
* Use cases
* Emoji, Sprites, interacting with text box contents, materials and shaders, parallax text, unicode,...
* Production concerns
* Localisation (Europe-originating languages, Chinese, Japanese (If you are a dev who localized or primarily used arabic or another rtl language, I'd love to speak to you!))
* Peroformance
I know some people are absolutely fine with just the documentation (though I have to say, the TMP one doesn't rank high in my list of good documentations) and would never consider getting a book on it. Work with whatever supports you the best :) But I know that written materials that give examples and general surrounding knowledge are awesome and fill niches videos and technical documentation can't adequately cover.
Would love to hear from you!
https://redd.it/1qr1ydj
@r_Unity3D
Hi there =)
As the title mentioned, I'm writing a book on TextMesh Pro. Not just a guide like the ones I did [on other parts of the UGUI system](https://christinacreatesgames.itch.io/), but one big book focusing on working with the toolset. I'm packing it to the brim with design knowledge, explanations and examples, trying to add as much info about any given button/field/feature/system as I can - it currently sits at around 50k words after the first two drafts. I came to game design as a designer and teacher and proper typography and explaining concepts is something dear to my heart.
I'd love to hear from you which topics would be important for you to find - I already spoke with several developers who told me about the headaches they faced, worked on contracts where I saw some *adventurous* experiments and coached lots of hobby developers about proper typography (and I have a playlist of 22 videos on TextMesh Pro on my [youtube channel](https://www.youtube.com/watch?v=gVialGm65Yw&list=PLg0yr4zozmZX0dJZ-XNa4v0i_kAVx2sfY)).
All of what I learned is bundled within, but I know it's easy to miss the forest for the trees and I'd love to know if I missed something obvious before starting the layouting process.
This is the current outline - feel free to ask questions and put topics on my radar you don't find in here yet! I'm not listing every subchapter, but grouping them together.
* Crashcourse Typography
* Why knowing the basics will help you create better UI
* How to tie your texts together with the visuals of your world
* Working with design sheets
* Basics of the anatomy of typography
* TMP foundationals
* Getting started with no prior knowledge
* Creating Font Assets and setting it up
* The TMP component(s) and its features
* Core functionality and good practices
* Use cases
* Emoji, Sprites, interacting with text box contents, materials and shaders, parallax text, unicode,...
* Production concerns
* Localisation (Europe-originating languages, Chinese, Japanese (If you are a dev who localized or primarily used arabic or another rtl language, I'd love to speak to you!))
* Peroformance
I know some people are absolutely fine with just the documentation (though I have to say, the TMP one doesn't rank high in my list of good documentations) and would never consider getting a book on it. Work with whatever supports you the best :) But I know that written materials that give examples and general surrounding knowledge are awesome and fill niches videos and technical documentation can't adequately cover.
Would love to hear from you!
https://redd.it/1qr1ydj
@r_Unity3D
itch.io
Christina Creates Games
Novice here.Whats the best way to animate 2d characters for a platformer.
I tried to animate using sprite sheets and it's not working properly,some frames are getting animated outside where the player is supposed to be.And is rigging 2d character a good idea? Please help me out.
https://redd.it/1qr5l4n
@r_Unity3D
I tried to animate using sprite sheets and it's not working properly,some frames are getting animated outside where the player is supposed to be.And is rigging 2d character a good idea? Please help me out.
https://redd.it/1qr5l4n
@r_Unity3D
Reddit
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