#🖼️┃2d-tools
1 messages · Page 19 of 1
Oh so even if it's 2D the isometric assets are unique huh?
Not sure, my guess is the tiles must store additional data, like isometric height
You can compare a 2D tile and an isometric tile asset generated by the palette to see if they're of different type
ok I have found out this: its working if i make a new 2d project
its not workign if I make a 3d project
so there is probably a mismatch in the packages? is this a bug report ?
Possible... I have never had that problem with 3d projects.
But different versions could break it.
Hello, i have a question about rule tiles in unity.
Can i get them to recognise other rule tiles as valid neighbours for blending, as shown on the 2nd image?
1st image is how it looks right now, and the 2nd image is how it's supposed to look. Reconstructed in aseprite
strange..
Not without modifying the rule tile system afaik
It's officially intended as an example of what kind of custom tile tools can be created
it should be a problem with the packages or something where the "3d" mode of unity intereferes.
any advice on how I could get help with this?
its crucial for my game which is already a year in development from the prootytpe stage.
i'm a serious fulltime dev and I want to get this fixed asap
froml what chatgpt is telling me right now
difference between package and urp version
Anyone know why my game is darker in builder than editor? It's a 2d game with 0 lighting, so I'm perplexed by this
hello, does anyone know how can I change the grid from rectangle to square? What i did was created a new pallete, then I dragged my 2d sprite tiles into the Tile Palette window. I'm starting out with unity 2D, any help is appreciated.
hellooo does anyone know how this happens and how to undo it TT
looks like you've selected multiple tiles in the palette, so you're drawing multiple tiles
wait i have more context TT
not sure what else this is trying to tell me
idk why it deos that
my answer is the same
i mean i do want to draw multiple tiles but this one keeps repeating
i am not clicking down the mouse when im dragging them to different areas
i have selected multiple tiles before but the dragging thing isnt what i wanted?
what's the expected behavior here exactly
what tool do you have selected in the tile palette
brush
are you pressing down any modifier keys?
sorry i realize i was really vague 😭 basically i wanna put one tile (only like the image attached to this message) in the map. but for some reason, when i click to place it, it just extends to where my mouse went (the replied message above)
but restarting unity did the trick though (as always). im just curious now as to why it happens
Chances are it's Line Brush which would be visible just outside your screenshot crop
Better to show more than what you assume is necessary when demonstrating an issue
does anyone know how to make a overlay in unity 2d urp to make it look glitchy, like the five nights at freddys 1 main menu static effect
please don't crosspost
been trying everything to fix this, anyone used it?
wth i'm even opening the samples,its not working
Yes, but the problem/warning you get aren't familiar
I would try getting the newest patch version of your editor (6000.0.71f1 currently) and deleting your project Library before converting it to the patch version
no, in your OS's file explorer/finder
there's a folder named Library in the project root
a library reset is closing the project, deleting that folder, reopening the project, and letting the library rebuild
Changing editor version will also rebuild, so could be useful to start the project directly on the new version after deletion
ok 🙂 i will try it
is unity 6000.4 like an unstable version (hub shows its recommended)
Definitely unstable
Even 6.3. still kinda is
Why they choose to "recommend" them is beyond me
Also, I'd only consider it safe to change the third number of the editor version on an existing project
Those are the patches, the first two numbers represent feature changes
ok thanks, i'll see if it works
how can I make a 2D sprite glow? just want bullets to have a nice glow effect, nothing complicated
are you already using a post processing wiht bloom
yes, assuming that's best?
this would however make everything glowy, is this what you want
no just the bullets and maybe some other projectiles
why not just do the glow effect in your 2d artwork
like add a glow sprite?
of course
with glow you only want some scattering right or do you mean glow such as glow in darkness
I could do but 1. Would that be very customisable? 2. Would it look good?
If so I will give it a go. Otherwise is there anything better? I was thinking of using a shader graph. An yes only some scattering I think
no it wont be customisable , you could also use shaders for that if you want more control of the glow size etc
yes, some customisation would be good
are you using 2d urp?
yes switched my project to that a bit a go, ive heard its better for this kinda stuff
so i think it should be possible to have emmisive materials then you might want to check the sprite material
do you have something like 2d unlit shaders you can select then emmisive
These are all ofthe unlit ones, I selected the sprite unlit default one but cant see any emission option
@modest cargo you're a legend, you fixed it for me 😄
I created this in the shader graph and it seems to work ok for now, would this be ok for a simple glow or will I run into issues/there is a better way of doing it? Sorry I am completely new to using shaders 😅
if it works then it works
If you're not using 2D lighting then it's okay
Don't think I am, created this for a simple bullet glow effect, I'd imagine 2D lighting is where that glow would be able to light other objects? sorry complete newbie here
If 2D lighting was used sprite materials would be lit/darknened by lights
That means the sprite lit shader would have to be used, which has have no simple way to add glow
Multiplying the base color would not work because even the multiplied color would be darkened by shadows
Ah sweet, good thing I'm not then
If using post processing glow, you can use hdr colors to limit the glow effect to particularly bright sprites.
Is there something wrong with the script?
you tell us
what's the issue you're having
When I launch the game, my character jumps about half the time.
sounds like this would be a #💻┃code-beginner question then
move over there (and restate the issue)
(answered in #💻┃unity-talk )
yes sorry
any apps for 2d arts and animation for beginners?
Krita!!
its free, and has its own tools people have made for games: Ex. flipbook export, autocropping and exporting, tileset export, etc.
the animation tools in it are simple, and good to work with.
they recently updated their text editing tools too. it just keeps getting better
Hi,Need help
I'm working in Unity 6000.3.9f1. - 2D project.
I've been tasked with using the sprite library asset - value .
I need to change character customization by overriding the base animation sprites.
The problem is that the game has a lot of animations, and each animation has up to 40 frames.
I have to manually drag each frame into the animation override slot. This is incredibly time-consuming and inconvenient. I tried asking AI if it's possible to write a script for the Editor that would automatically replace sprites.
It gave me several options, but they don't work. I'd like to ask people who work on this - is this even possible?
I want to replace all the sprites at once, I don't want to change them one by one, which requires too many clicks... or is the API closed, and all I can do is manually iterate through the sprites. I can't believe the developers didn't consider this inconvenience...
Does anyone know how to scale this? it looks really bad
Tiling
hey guys, ive been banging my head against the wall trying to sort out how to effectively use sliced images as the background for ui elements (such as buttons, by using the sliced image in the image section of said button) but it hasnt gone my way. ive looked up a bunch of old and new guides on it and also checked the unity manual and unity learn section for em but no dice. currently, i have this image that i'd like to use. attached are all the other details that i think are important.
the final picture shows the issue: the test image on the left seems fine, but the image for the Play button is distorted. do you have any advice for this? theres something im misunderstanding but i dont know what. nothing changes if i swap between Sliced and Tiled image type on the objects
ive noticed that updating the pixels per unit to, say, 1080, fixes the play button, but then destroys the test image
i was hoping to be able to have a uniform thickness border for all ui elements that use this image
please ping me if you have any ideas! thank you if you so much as read it
@stark brook shows us settings for button and test. You haven't accidentally changed pixel ration (don't remember real name of it)
"UIBackground" here is just "Button BG(2)" renamed
i was able to get it sorted out by setting the pixels per unit of the texture to 1080 and then manually adjusting the pixels per unit multiplier of each ui element to make the outlines all look the same, but i feel like there's probbaly a better way to do this
eg, 1 vs 0.25 pixels per unit multiplier on the grey box behind the buttons
ive been working on this since first asking so some things look different between pics, sorry
You have to consider the object scale along with all inherited rect transform scalings when it comes to PPU values
Rect transforms are also more complex than typical transforms is that they have the scalings in addition to their rect dimensions
Width and height dimensions are used to change the size of the rectangle without affecting its graphical proportions in the case of tiled and 9-sliced images
Scale does change its proportions, so if you scale a UI graphic or any of its parent hierarchy up to make it the "right size" you've also changed the proportional size of the rounded corners and such
On top of those the sprite asset has a PPU value, and on top of that the Image component has the PPU multiplier property
So that's at least 4 variables that affect the same thing or nearly the same thing
It can be easy to end up scaling a rect transform one way and then modifying another variable like PPU the other way to compensate
When actually it wasn't necessary to begin with
Or so I understand anyway, I don't work with UI much
Not sure if width and height are inherited or how they are
#📲┃ui-ux is the better place to ask, this channel is for sprites specifically
i guess i misunderstood the channel haha thanks
i'll see what i can do with the info you provided, my buttons in fact were scaled instead of resized whereas the background was resized without being scaled so maybe that's where my issues are coming from
thanks so much!
@daring flame I would first ask what you mean by "not viewable"
What do you see when you try to either open the prefab, or to add it into your scene
this is what it looks like, the sprite chunk. its empty both in the game scene and the preview in project. i assume something messed it up like the transform position scale etc, im not entirely sure
Possibly
What is it supposed to have?
Can you also show its gameobject hierarchy and inspector window in the screenshot
Try clicking this in your scene window
Additionally if objects become invsible it can help to select the gameobject and doubleclick it in hierarchy, or press F with cursor over scene
This focuses the scene viewport on them, making sure they're not outside the clipping planes
Try to crop your screenshots less when showing things, there may be other clues hiding outside
alright thanks, appreaciate the help
In the first screenshot there was a glimpse of a grassy tilemap, was that the same tilemap as your prefab?
no not the same
It's a possibility that if you've edited the prefab in another scene, the changes have not been applied to affect the prefab asset
Not sure what else the problem could be
I'd try to select one of the gameobjects that should have a renderer component, and make sure they have one and that it's enabled
Otherwise won't be much there to see
alright, ill try that, thanks
The wireframe shading modes next to the one I suggested clicking could also help
They can show if there's geometry there even if it's fully transparent for some reason
cool, will check that too
I have a problem with understanding what or why this is happening for non 1:1 square sprites
if i create a palette and add texture that has all the sprites
everything works as expected
if i create a palette and add a rule tile that uses the very same sprites
it has this weird offset that im not expecting it to,
i think it tries to find the first pixel to have an alpha and drag the whole sprite all the way to the top of 1:2 container?
is it even possible to paint non square tiles via rule tile without creating a separate texture?
am i doing something wrong cause i am trying to draw somethin gin tile palette 2D but the tiles are not appearing am I doing something wrong
Why when i click "Create New Tile Palette, it opens a window then closes it? i was barely able to get a screenshot because of how fast it closes
check if you maybe have eg escape stuck, on your keyboard?
that's the only idea i have
no it's nothing like that
This creates an asset. Make sure your application has write permissions. Maybe restart and make sure it's not in a system, folder.
@prisma crow Also remove transphobic meme from pronouns field.
Im on linux, the entier unity hub & projects are in /home/user/Unity/Hub/Projects/
Don't have time to babysit you, so do this now. #🖼️┃2d-tools message
!kick 276431447408246786 If you return with transphobic meme in you profile you will be banned.
suit yourself
@shadilios kicked
Reason: If you return with transphobic meme in you profile you will be banned.
Guys why does my 2d pixel art character spritesheet look bad in the unity project window? I have filter mode set to point no filter, compression set to none, and ppu set to 32x32 for the spritesheet, and it still looks WAY over pixelated, whereas i have done this before and it looks fine
Hello
Hello I need help with making my isometric tile palette fit in its diamond shape
Im not sure why it does this ive been stuck on this for a while, i've followed official docs and i just cant seem to get itright
Im thinking maybe its caused by the actual sprite img sizes?
Kind of
The sprite's PPU must be set to a value that matches the resolution of your sprite to the grid unit
And also your grid cell ratio must match the width/height of your sprite tile
There's an official guide that goes over this: https://unity.com/blog/engine-platform/isometric-2d-environments-with-tilemap
I recommend keeping either the grid cell width or height as exactly one unit, so measuring distances and calculating correct PPU does not become difficult
For example 1 by 1.3 grid is much easier to work with than a 1.2 by 1.56 grid, even if they have the exact same ratio
Hello. Im making a 2D game and I want to create procedural objects composed of similar sprite segments that repeat and align seamlessly in a specific 1D shape (lines, curves, etc.) . The segments should also "bend" in order to accomodate the shape if it isnt straight. i hope the image explains it well.
Im not quite sure how to do this without creating a bunch of game objects for each segment, and I was wondering if anyone has a suggestion for a more elegant approach?
I believe this is precisely what the 2D Sprite Shape package is for
Hi. Anyone tried making levels using cohesive 3D asset packs (like Synty) and render it as 2D (Unity 6.3's new feature)? Are you getting good results?
What do you refer to by new feature to render as 2D?
In this talk, you will learn about the new advancements in 2D in Unity 6.3 and beyond. We'll demonstrate our new integrated workflow for mixing 3D into your 2D projects. We will walk you through the new 2D sample and we'll explore new features, including modern 2D Physics APIs, the Sprite Atlas analysis tool, a tour of the performance improvemen...
Ah yes, that doesn't practically change how your assets are rendered but removes annoying limitations there were if you ever wanted to use 3D models at all in the 2D renderer
That's why most games that mix the two used the 3D renderer and lived with not having 2D exclusive features instead, mainly sprite lighting
It's such a new change that really the only example that likely exists is the demo scene shown in the video
If you're making levels, for you it means you can use 2D sorting with meshes so they respect sorting layers
I believe that makes them compatible with isometric tile sorting as well
Ah Unity, you sweet little thing. You and your memory corruption and tiles/sprite assets randomly becoming something completely different.
Did you reset meta data for asset?
Found out it is do to fun times with Sprite Atlas in Editor after updating to Unity 6.5.
Just trying to figure out why sprites from a different atlas for mixing together in tile palette view.
This is just a test project I use for testing out new versions without worrying about things breaking.
It got worse lol. Way worse. Will wait and see if it is related to a bug fix coming out in Unity 6.5 beta 4.
Got three confirmed bug reports related to sprites and tile maps already confirmed by Unity.
Going to see if any of them fixes it when the bug fixes comes out.
Also really can't do much testing when it causes a hard crash that shuts the engine down every few minutes.
Hey, How will you slice this in sprite editor?
16x16? 8x8? automatic? I am not sure how to appraoch this.
guessing it's just a single row of frames, spaced evenly?
you'd probably use slicing by cell count for this
generally you don't need autoslicing for spritesheets, it'll mess up the pivot spacing
yeah, that works! thank you
auto-slicing is fraught with peril, yeah
how do i make it so sprites pixels rotate with it?
so i tried to see if i knew how hitboxes work by drpping a wall on the player and when the wall rotated the pixeles didnt so it just looked weird
That sounds a bit confusing, it'd help to show what that looks like
I jist got off my computer :(
Whenever the next convenient moment comes along
We are going about our daily business also
Alriht
hi
heres the image
This looks like the Game window but using a non-integer zoom level
Which could be easily confirmed if the window this screenshot was taken from could be seen in the screenshot
Ots the rectangle falling
If the game window has a zoom (or "scale" I think) which is not a whole number, the rendered pixels will stretch or squash
I think you are talking about a different issue than I am
Do you mean perhaps either:
Or something else
Yes it should be a single line
Idk how maje it that tho
Its a screenshot of it falling btw
Its not a frozen sprite
When its upright its straight
It just looks low quality when the pixels can just change
It is a "single line" in all these examples
I mean a single solid line like this | which doesn't turn into zigzags while rotating
See this emojie 👑 if it rotates it should stay the same
We are seeing two different types of zigzags which my two images attempt to demonstrate
When its upright the sides a single line no zigzags how do I maje it so while falling it doesn't gave the lines turn to zigzags?
First you should set your Game window to 1x scale
can anyone help with this problem. as you can see in the video the player head gets inserted into the tree. is there any work around?
Sprite Sort Point
By default, a Sprite’s Sort Point is set to its Center, and Unity measures the distance between the camera’s Transform position and the Center of the Sprite to determine their render order during sorting. An alternate option is to set a Sprite’s Sort Point to its Pivot position in World Space. Select the Pivot option in the Sprite’s Sprite Renderer property settings and edit the Sprite’s Pivot position in the Sprite Editor tab of the Sprite Editor window.
For consistency, it is often best to place the sorting point at the bottom of each sprite which is often a good point to sort based on since that is the point where the sprite would hit the ground in this camera perspective. If the Z position doesn't change when the objects move up in the screen, you also probably want to useCustom Axis sort modeto sort based on their height on screen
Related to what AleksiH pointed above, you likely want to use sprite sorting techniques of isometric perspective
In a nutshell that means sprites should have their pivot point placed at where they visually make contact with the "ground", like between a character's feet
With objects made of multiple sprites you should use Sorting Group component so the head and other limbs don't all have to have their pivot set just for sorting
Then using a vertical custom sort axis will make everything sort like we intuitively would expect
Large objects with many ground contact points, like fences with turns will be difficult to do with just one sorting pivot though
hey guys wsp? i've got a very specific problem, i have all the separate sprites/frames of an animation in pngs, and i need them in such a way that the animation would look good if played one after the other, however, even though the original animation looked fine, now that i've got them as separate pngs they're all a couple pixels wider/thinner/taller/shorter so, does anyone know how could i make them all the same dimensions in a decently practical way (since ill have to do this a lot)
i specifically need them as separate pngs
the practical way would probably be to fix your workflow so this doesn't happen
to make a shimeji yk
this seems like an https://xyproblem.info
so like a separate program needs them like that
... the mushroom?
or what exactly, that's all google gave me lmao
desktop pets
so theres like a whole program some guy made
and to make ur own u js plug the pngs and maybe change a couple variables
and the pngs need to be different sizes for that? that doesn't sound right
are these separate layers?
nono they need to all be the same size
ok so why are they different sizes lmao
but when i got the pngs i got them as different sizes for some reason
where did you get these pngs
well i ripped them from a game
like, legal and stuff yk
fair use all that, also i do have the game
welp ok yeah can't help with this then
nah fr?
it's not just the legal reasons, there's a practical reason - modding or ripping stuff introduces weird constraints like this that you wouldn't normally encounter
im not rlly modding or decompiling
i would guess they're different sizes because they were compressed into an atlas or something like that
yup
thats right
so the weird constraint in question is that you had source images that were nice to work with, that were turned into a format that's better for some computer constraint, and how you need to turn them back into a form that's nice to work with
if you have the atlas map as json or something you can use that to regenerate the source images
yup, but the animations/gif exist so there must be a way right?
but outside of that, i think that's solidly outside the scope of what we can help with
ty at least i have a path somewhere
Ripping has the same weird issues as modding and decompiling
You'll have to align the sprites on their images before importing using an image editor
Or in other words
fix your workflow so this doesn't happen
it's not that i don't want to help, but i don't think it's practically feasible here
it's a different context to work in
wait are you saying the only way would be to manually adjust each image?
Likely yes
If they're unaligned to start with
if you have more info (such as the atlas map), then you could maybe do it programmatically. you just need to adjust them in some way
well ill be down to try any solution of that kind because they'll be hundreds of images
also do u mind me asking, whats exactly the atlas map?/what kinda file is it usually
One big image where the sprite frames exist together, in a regular grid or accompanied by a file that specifies where each sprite begins and ends
is that accomanying file called a map actually
i mightve just taken that term from code transpiling lmao
yeah its the accompanying file i dont know about
would make sense for it to be called a map ig
Probably no standard terminology for it, as there are barely any standard file formats for it either
btw i tried something abt this some time ago and i js noticed ihave a bunch of fbx files too, i dont really remember why i got them but maybe theyre important?
theyre in an "animator" folder
We don't know the application you're making content for
And we don't want to speculate the shape or form the ripped assets are in
i guess thats fair enough
i mean im pretty sure it cant be illegal since theres no pirating going on and no ones making any money
so alr ima go try some stuff ig
ty tho
What also makes modders difficult to help is that they generally don't know the typical development workflows
Like how sprite sheets or atlases are worked with
Learning that from the game dev perspective may be the most effective way to improve at this
yeah thats what i guessed, im like a random guy tring to solve an engineering problem without any prior knowledge whatsoever (not the bet metaphor but u get it)
Guys how to resize a sprite for a top down square tilemap? Idk why when i drag the sprite in the palette and select it, the sprite is smaller than the squares on the tilemap. I want the sprite size to be the same as the square size
make sure you've set the PPU correctly
How to set them correctly
how many pixels should be in a given unity unit?
ie how big (in pixels) have you made a given tile
Guys how to DEFINITELY delete a tile in my tilemap palette? Of course im talking about 2d. Idk why I have a pink square on my palette, i tried to delete the sprite.
Ok i'll try
Hi!
I've made this rig for my 2D character. I need the shirts to be swappable. They all have the same shape.
How can I achieve this? I will need like 50 shirts total, so I don't want to weight paint every one. Do I make the shirts in the same file, or do I just have them as individual pngs? What is fastest?
Thanks in advance!
@gaunt leaf when done with rigging and weight painting, press 'copy rig' you can import your other model, then 'paste' and enable copy mesh, copy bones, and it should copy everything over if they are the same shape, and name
Am not familiar with how to do it with Only the shirt, an alternative I can think of is putting all the shirts on the same file, and in editor disabling the sprite renderer or game object for all shirts except the one you want visible. You should be able to copy and paste if you select one shirt, and select the other. though i havent tested this..
https://docs.unity3d.com/Packages/com.unity.2d.animation@10.2/manual/SpriteSwapIntro.html
Sprite swapping will probably be useful
You can also import samples for the 2D animation package from the package manager, that will include examples for multiple varieties of sprite swapping
I'd just swap the texture.
This is what I tried to do, but maybe I just haven't done it correctly
I imported the t shirt separately. Now if I use the sprite resolver to swich to it, it won't follow the bones. Is there a way to make the sprite skin component assume that it has the same shape and just copy the rig+geometry+weights from the template character?
When I paste the rig from the template shirt, it looks like this. Is there a way to make it center itself? Or do I have to make my png have the same dimensions as my template character (meaning lots of empty space with the t shirt in the same location as in the template character)?
Even if I do that, it looks weird. I just can't get it pasted correctly
does anyone know why the child (white square) needs an offset of -0.08 (check transform) to be perfectly sligned with the parent? (box with an arrow)?
perhaps change your tool mode to pivot, maybe the arrow box doesn't have a centered pivot?
in unity we can change these flowers and trees etc. size right?
Yes, as long as it's not an issue to you that they won't have consistent pixel sizes then
ty
can any one help? i tried to use auto tiling but for some reason, the top most, right and left most fences is kind of weird looking. did i do the rulr tile conditions wrong?
not familiar with rule tiles so i'm kinda guessing here, but it kinda seems like these should require a tile downwards?
if i send you the fence sprites, can you do it and send me the picture in dm?
no
this isn't a place to get people to do work for you
is the fix here not just clicking twice in the tiles i mentioned
and if you delegate to dms, noone else can actually verify it was done correctly
then can you send me an example with any random sprite?
no
i tried rule tile for first time
i literally don't have any resources for this, i don't know how to use ruletile
i mentioned this in my first message
I think what Chris is trying to get you to do is this
this is literally all i'm saying to do
ok, lemme try then...
reading comprehension is kind of an important part of receiving help, man
where is the comprehension?
nowhere here, apparently...
didnt work 😭
is there literally anyone who has video/ text teaching rule tiles for top down 2d in details 😭
i couldnt find in youtube
ok, it fixed left fence and right fence issue but the top fence is still showing error
too
still not. bottom tile is still ok but the top is still wonky
That's a different issue. Remove from the top one
Does anybody have any tips for a cool tilemap-shadow system- the problem with the tilemap shadow caster system is that it doesnt work for me as my tilemap is generated during runtime. i dont even need anything special or komplex. i just want some dark slightly transparent sprites mirrored on the map so it looks like shadow or anything like that. Are there any solutions to this issue?
What does "mirrored on the map" mean exactly?
by that i mean just like the sprite itself slightly rotated and black transparent, so it looks like a shadow
thats what i would do if there is no other "real" solution
just taking the sprite onto another tilemap with the color black and slightly transparent and rotate and maybe also scale it a bit so it looks like a shadow but i have a feeling there are better solutions
So the sprite on top of the tilemap would have the shadow
Not the tilemap itself casting shadows?
Why cant I add a png/texture to this material??
It's a readonly material used by sprite renderers
You don't need to assign a texture to it, instead you're meant to assign a sprite to the sprite renderer component that uses that material
that was just an idea of mine, because the normal tilemap shadow caster 2d apparently doesnt work on a tilemap that is being rendered while the game is running
my question is if there are any solutions to this?
What do you mean by doesn't work when being rendered while the game is running? Rendered how and how are you concluding that
@desert dock As far as I can tell shadow caster 2D does work on runtime-modified tilemaps, but only with Composite Operation: None
Anyone use Affinity for drawing 2d art? Having a hard time finding a tilesheet tutorial for affinity?
I do, but didn't use it for tiles
I would just draw the individual tiles then use some other tool to put them all in a tilemap
Hi everyone, it's my first time participating in a game jam, and I'm not that experienced in Unity.
Is it possible in Unity 6.3 (Universal 2D), to use both 2D lights and the regular 3D lights at the same time? and if so, how?
Technically yes, but it will only affect objects with shaders for that dimensional space
So you can't use both light types on the same object
@iron locust @cedar beacon I think not, unless that's some new thing?
2D lights require the 2D renderer which removes all shader functions even tangentially related to 3D lighting
However 6.3. 2D renderer now has Mesh2D-Lit shaders which allow 3D meshes to be lit by 2D lights
And inversely in the Universal renderer sprites can be assigned 3D lit shaders, but it's a hack and doesn't work perfectly
There was some trick you could do with two cameras and put different renderers on each
You can't stack them though
So you'd have to render to RT Texture and composit them in some way
Or maybe make a custom renderer feature that swaps renderer during rendering itself, or something
Actually, maybe I should ask this here:
I have an art style with a non-symmetrical isometric grid, with this sort of tilt. I don't think it's possible to get Grid and TilemapRenderer to work with it?
My current workaround is to only use the tilemap to determine what sprite is needed in the tile rules, but to then manually place a sprite in the world at the actual coordinates. I can then disable the tilemap renderer.
(grey is the tilemap, for reference)
I think there's no chance of turning an isometric grid intro a dimetric or trimetric grid just with the grid scaling options that are available
But it can done with camera or grid rotation + transform scaling if your tilemap is counter-rotated and scaled to match it perfectly
Very finicky though, even if the right rotation and scaling could be determined with some maths I'm not sure if it will ensure there's no pixel drifting due to subtle inaccuracies
And pixel perfect camera component won't deal with this kind of rotation at all
I guess the other option would be a vertex shader that overrides the transformation matrix of the tilemap to billboard every tile towards camera so you're free to rotate and scale the grid they're on, but I'm not sure how difficult the tilemap renderer will make that
since the URP channel is archived, I'm not sure if this is the right place to ask, but I'm trying to add an outline around a character with univeral render pipeling. The out and the main preview looks correct, but then you go to the actual game and she looks irradiated. I disabled bloom, but it still looks really weird, and I'm not sure why this is happening and not sure what I should do to troubleshoot here since im newer to shader stuff. Any advice? Changing it to lit vs unlit also makes no difference.
turning the universal light intensity to 0 also makes it look super washed out.
also when two objects of the same material cross over like this, this happens, which may like give more insight?
If my scene is set to light overlap, things are fine in scene view, but still crazy wonky in game mode. Also, if scene lighting is on, it looks like this, so probably it's a problem with that?
this would be a #1390346776804069396 thing
ah ok, thank you!
hi, i have a problem with deciding what order in layer an object should have. I have like 2.5D style walls, right now i tried to set the order in layer based on the center point/lowest point in the GO - the idea was the lower the point the higher the order, but it doesnt work and i have no ideas as to how to render it right
In this case you'd probably want a custom sorting axis.
Specifically a sort axis tilted along the forward face direction of the wall
I greatly appreciate the research you did. I think the effort (to make it work with the tilemap) might not be worth it, given this is just to make the tool/editor side of server map creation easier, and I won't need to make too many server maps. Most will be simple, like the hacking puzzle graphs in Deus Ex: Human Revolution.
Thanks again though, it really helped me narrow down my options before I made that decision.
Canvas and Sprite Renderers aren't compatible
hi
Hey guys my game was working fine so far however i changed my player sprite to bottom center for pivot on each sprite, and it works for objects still or anything that spliced up right around the entire object, but for some reason, the bounding blocks tile map it doesnt let me to the short anymore as you can see in image 2 i use composite collider with the tilemap collider it was working flawelessy but not my character gets stuck at the orange where its spliced by 16x16 instead of at the collider. any help would be appreciated
hm realized i broke it somewhere even before changing the pivot
Yea the pivot doesn't affect colliders at all
But it can affect where your sprites are relative to their colliders which can lead you to make changes between them
been sitting here for hours, any ideas on how i can fix it would be greatly apprecaited im literally trying everything even back stepping
I might have found it give me a sec
Hard to guess but the collider edge looks weirdly "thick" so maybe there's some extra collision geometry or extra objects
See if the problem occurs in individual tile collider mode, and if there's weird shapes in those tiles physics shape editor, and if you can get a different tilemap in a different spot to work without the issue with composite collider
damn it bro
u found it in seconds
there is a second tile map that i accidentally cover overed with
that had the colliders
what a joke
goodness thank you
its solved
so mad at myself
5 hours
didnt know it was to thick couldnt tell another tile map was covering it
It's lucky there was a visual clue
But even if there wasn't it's my typical troubleshooting step to check for overlaps anyway
The idea of making a different tilemap with the collider in a different spot would reveal that too, and confirm if the problem is local to the first setup, or something in the process itself or wholly outside it
I can't find a clear answer online. Is there a way to place a 'prefab' of tiles? I have this "machine" that's made up of multiple tiles and I want to be able to allow the user to place it at runtime (NOT EDITOR). How can I do this easily? There's tilemap.SetTiles/SetTilesBlock but that would require me to manually fill out an array of tiles which would get time consuming especially as the amount of stuff I want to place increases.
Tilemap Editor already has this kind of functionality as it allows selecting multiple tiles from a palette to paint with as a brush
No idea how easy or hard it is to use it or its code at runtime, could be either
If you'd be doing it with your own code, consider that the tilemap component on prefab already is an array of the tiles you need, so reading that information and writing it to another tilemap probably isn't too technical
Depending on what version of Unity you are using there might be a solution that involves saving a set of tiles inside of the editor into some type of data asset like a scriptable object.
During runtime you can take that tile data and place it on a Tilemap grid anyway you want.
Note this API is Unity 6.4+, but there are ways to do it with older Unity versions.
Using something like a TileArray (again 6.4+, but can make your own version) you can place sprites in the editor like you want.
Serialize that data in a TileArray which keeps track of the TileData in something like a ScriptableObjects and have at Runtime let players select somehow the TileArray they are placing down. Get the TileData which includes the tile positions and just add the to those tile positions the position that is the center where you want to place the object.
https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Tilemaps.Tilemap.TileArray.html
Again 6.4+, but can create your own version in older Unity API.
To simplify the set up you can use a PositionArray.
https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Tilemaps.Tilemap.PositionArray.html
Why do my tile spite objects not sort properly I used the automatic slicing the pivot is bottom center for all of them they are on the same sprite sheet and same tilemap should i just turn them into gameobjects has anyone ran into this?
is there a way to add a sprite mask that moves with a bone? i genuinely cannot find an answer online
Same as normal sprite, but with adding shader, if I have to guess
Tell more about sorting? Rendering order?
Define or demonstrate "not properly"
There are many kinds of tilemap sorting alone, some for isometric perspectives, some not, some for isometric with depth
What is the correct way of handling boundaries
I tried playing with the 2D box collider but it seems like theres something else to use. Because my character will just go up, void or not until it reaches the green collider
My bad, I used a polygon collider instead
If you only care about one-way collisions, there's also the edge collider
Unlike polygon collider it doesn't need to form a closed loop
Are there any guides on pixel perfect snapping at all? Can't find anything. The documentation on 2D Pixel Perfect is limited too
I want to be able to snap my assets by pixel in the scene.
ah you did answer my clarifying question, i didn't notice, mb
anyways yeah it's in the scene options
you can modify the grid size to be 1/ppu
yeah I've seen that, not sure where though I'm very new to unity
would that be here?
don't know if you caught it before leaving the other room rami.. Fogsight mentioned checking the pinned messages here
yeah, set the grid size to 1/ppu
I did not yeah, will do now
so eg for 16 ppu, you'd set it to 0.0625
How do I scale the Pixel Perfect camera? Doesn't seem to have an option for that
what do you mean by scale exactly?
as in zoom in and out
i believe you'd just change the camera size for that
cant interact with the camera at all while i have the pixel perfect component
oh nvm its the assets pixels per unit
Not quite
Pixels Per Unit value of your assets determines how many sprite pixels you want to fit in one unit of space, which at that point is unrelated of camera size
Asset Pixels Per Unit tells the Pixel Perfect Camera component what PPU value you use for your sprites, so if you change that you should also be changing the sprite PPUs to match which would effectively counteract the change
The variable you should be changing is the Reference Resolution
With PPU and Asset PPU values matching, Reference Resolution informs the component basically what "retro" resolution you intend to upscale to the user's high resolution screen
How it does the upscaling depends on Crop Frame setting, and it only allows the upscaling if it would result in an integer Pixel Ratio
So no fractional pixels on screen, as that'd not be "pixel perfect"
Cinemachine Pixel Perfect Extension has an additional camera scaling method
While Pixel Perfect Camera component's job is to calculate the camera size, if the CM camera size is additionally changed, it'll attempt to snap to next larger/smaller camera size that also results in an integer pixel ratio
But in my experience it may be buggy at least if no grid snapping or upscale RT is used
Right, that makes a lot of sense
Thank you so much for that wonderful detailed explanation
i'm trying to use the built - in game object brush, but each time when i try increasing the cell amount it 1 - doesn't change the cell amount and 2 - resets the first cell to default
any idea how to fix/use this?
Hello, I recently started using Unity and I have an issue where my Tile Palette is black. Could someone help me?
Anyone know whats going on with the auto-geometry of my sprite in the skinning editor? I see a bunch of examples from others where it just "works" and all islands are separated cleanly. Is it because it's 64x64? Something else? Should I just go in by hand and fix it all?
Or is it just that the parts are simply too close together and I need to rework separation areas?
It looks like the pixels are blurred together for some reason, so auto geometry can't tell they should be separate
You could fix the blur or just fix the geometry manually
You don't really have to go with what the auto geometry operation gives you
Each part is its own sprite/layer in the psb. yours seems to be one spite merged together which will make rigging difficult
also check the compression settings on your sprite
I pretty much never use auto geometry, but like the others said it seems to be a case of low resolution and sprite filtering settings causing the alpha to not have large enough gaps for the fairly simple algorithm to separate.
You can mess with the auto geometry settings, lowering the alpha threshold and increasing the detail, but for such a simple object just manually building geometry is probably easier.
when i upload my tileset to the tile pallete tool it shows it as black
please help im desperate
Tiles should work as normal, just preview in Tilemap Palette shows them black, it's fixed in the next version that's not out yet, apparently. https://issuetracker.unity3d.com/issues/tile-appears-black-in-the-tile-palette-window
Steps to reproduce:1. Create new Unity project using Universal 2D Template2. Import any Tile to the project or use from provided Sam...
You could roll back to 6000.4.5f1 as well, it was fine there.
For tilemaps, is there a system for transferring regions or rooms and such between tilemaps? For example if I wanted to have procedurally generated forest with a manually created grove placed within it, how would someone go about this?
I'd like to have a mix of procedural and manually created areas. I can do the procedural generation, but I'm unsure of how to make, store and merge the manually created areas.
Can't you just add the manually designed set pieces to your procedural generation?
anyone know how to reorder the drawing order of a skinned SINGLE sprite?
i feel like because the bones are lower in the order the thing it is skinned to gets drawn in that order
i want the pants to be behind the torso, and the head in front layer
also, if anyone could explain how to properly make similar rig from multiple sprites cut from one image? i have no idea how to connect the arm rig to the body rig if they are all seperate
like, this is the setup
how would I go about splitting this, but keeping the skeleton intact?
found the fix myself, appearantly the visibility menu is super hidden, and the depth is what i needed
the visibility menu is super hidden
What poetic irony
i need a massive help. can anyone teach me how to make trees ? i have stump and "tree top (with trunk)" sprites. i want the trees to have felling down effect after cutting in a way that the stump stays at same place and can be cut down further to be destroyed. also can you teach me how to add visual shaking and rustling visual and sound effect? i have the tree sprites set at correct pivot and sound effects ready. i set the game to be pixelated top down rpg. i am tired searching it in unity docs because the 2d guides are really scattered. i would be really grateful
There is like an invisible wall, I think it is a box collider but I turned on gizmos and nothing is there, anyone know how to delete it?
if theres any details needed lmk
don't colliders only show when selected? try selecting all gameobjects and see if there's a collider there
could also check in OnCollisionStay and see if it's reporting collisions with anything
Hey guys! Anyone else having this problem?
I'm using the most recent editor (6.4 (6000.4.6f1)), and, well, my tiles look black on the Tile Palette screen, but they look just fine in the Scene, anyone knows how to solve it?
Awesome, thank you
can anyone help me, this is an idel animation but its moving from left to right, any suggestion, i am using unity 6
Is the root bone moving?
guys I just pressed 2 in the 2d editor wtf (its my first time using 2d)
what do you mean by "2d editor"
just, the scene in 2d mode?
"2" is the hotkey for toggling between 2D and 3D
Or specifically just an orthographic camera that faces towards negative Z axis
Unity has no 2D really, as it's all 3D
Looking at a 2D scene in 3D can be helpful to see the depth that sprites are placed in, and to debug sorting related problems
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@lean estuary if i get what you mean by edit mode, it still doesn't work
is this edit mode?
isn't there a button labelled edit mode
pretty sure what you captured there is the pen tool
it's like here, and is called something like edit mode
"toggles tiles pallete edit"
that's it then yeah
i remembered there being another button in a different location with the same or a similar logo
I’m new to you Unity with trying in for a 2d character, but having some trouble, can somebody guide me how to do it
I am washing OK to eat. You be some help in some really don’t restrain everything.
what's the issue you're encountering?
what app do you use to create 2D characters?
are you a good character designer?
Do not ping random people, someone will answer your question if they have valuable insight
alright sorry
There are a lot of different styles for 2d characters (pixel art, vector graphics, art styles, etc.), I wouldn't know much about that anyways but being more specific with the question could help generate useful answers. This is also server specific to what Unity offers so the question might be bit off-topic anyway but I guess someone might have some suggestions
depends on the art style
For rigging with the 2d package, photoshop still has the best integration. Other than that, pretty much whichever tool you like.
i couldnt find one for pixel art and one for animating
pixel art and hollow knight style
a lot of people use aseprite
but im lf a free one
can also use krita, but am no pixel artist-- have no idea how usable it is. probably missing a lot of features
also please dont ping me for every reply
alr thx and sorry
you can compile aseprite for free btw
krita is viable afaik, and piskel also exists
Libresprite is a free fork of Aseprite
Maintained separately but skips the hurdle of compiling
how do i compile asperite?
there's a guide on their github
can u send me the link?
that exact sentence will bring you a lot of resources on Google (including the guide mentioned)
If you really want to compile it you'll need to be prepared to spend considerably more effort than that
alr thx
the thing is that i'm really trying
Hi!
I am getting into secondary textures, and I'm wondering why normal map lighting doesn't get applied to my sprite shape fill
Even when build scripts are provided, it often takes some independent problem solving to follow all the steps
That's why I remind that libresprite is the simpler option
https://discussions.unity.com/t/spriteshape-fill-texture-normal-map/890682
This thread is answering that question specifically
It's a bit old so it's possible that newer version have another method for it, but it should be a functional solution nonetheless
the thing is that i'm a complete begginer and i started learning this week
and idk where to start from as an indie developper
thx
That is my point
alr thx for helping
Hey
If Spazi can type your question into Google and get an answer, you can also do that.
u are a bit late
Hazard of my current schedule, alas.
i compiled it btw
Good, you are learning important research skills
We are pretty serious about that because it's the one most needed skill in game dev
told you i was doing my best
hello. Do u guys know any free tool to create isometric tiles? ideally something where u load a texture per face (3 total) and it creates the tile
If your interested in learning pixel art I would strongly suggest just biting the bullet and getting aseprite - it’s phenomenally better than alternatives and not that expensive
i just compiled it yesterday
This is a pretty commonly used free one
Piskel, free online sprite editor. A simple web-based tool for Spriting and Pixel art. Create pixel art, game sprites and animated GIFs. Free and open-source.
i have an issue
i cant place that tile above it for like a height map. Also, even if i could, they height wont correspond to the apropiate tile. How can i do it?
do i need specific tiles of different heights?
oh, i can change offset
this is using tilemaps?
in your tile pallete set the scene view z position to be 1 or 2
you have to be more verbose, this tells us nothing and we cant help you
i have no idea
the pixels are weird
ok ok when i move him he squishes and pixels shift
idk how else to explain it
ok we did somthing im sorry for disturbing the masses
Hi! I'm quite puzzled by a problem.
I worked with the Tilemap and Tile Palette tools two years ago, it worked fine. I've tried again today and it just doesn't work at all.
I've followed a tutorial on the side to refresh my memory. But basically:
- Imported my spritesheet.
- Created a Tile Palette. Dragged my sprites, created the Tiles.
- Created a Tilemap (with a parent Grid) in my scene.
So far, everything seems to be OK. But I get really bizarre behavior when it comes time to actually paint. If I select a tile in my Palette, I see nothing in my scene. No grid, nothing. I've tried selecting the Grid object, the Tilemap object. I tried resetting Unity. I've ugpraded version. But basically, the Editor becomes super slow, I can't play, and sometimes I get a loading that says that it's reloading "SceneView.Repaint" or something.
I'm wondering if it's an editor bug, or I've done something really wrong. I haven't really toyed with any settings except setting my Pixel per Unit for my sprites, selecting Hexagons, and such.
Not that it tells you much. But this is what I see. My tile is selected in the palette, I'm in Brush mode. But there's nothing in my scene view on the left. And as soon as I open the Palette and select my Tile, the editor becomes quite laggy. If I close the Tile Palette, everything goes back to normal.
OK, I found my problem. It's kinda dumb. Because I had an empty scene, I had very little reference as to where I was, and how "zoomed in or zoomed out" I was. By trying to fix my problem, and trying to paint, I've actually painted some tiles really, really far away. So I had this huge tilemap that required to be incredibly zoomed out, and I think that moving my mouse in my scene triggered thousands of preview for each little movement. Pressing F to focus my Tilemap would dezoom me incredibly far.
I've recreated a Tilemap, used my Camera as a reference, pressed F and then painting works normally.
A hint of that problem was that the Grid component wasn't visible in the Scene window in your screenshot
Losing your bearing in the scene window is pretty typical
Double-clicking a gameobject is another way to bring it into focus
You should be seeing the Grid when you've selected the Tilemap gameobject for painting, which can be used as reference in addition to the camera
While I'm here. Where does the data from Tilemaps lie? I haven't created anything in the project that would the data. Is it contained in the GameObject itself?
The Tilemap component I believe, which you can easily store as a prefab if needed
I don't know how exactly components contain unique data like that though
Interesting. I'll access it by script then.
Looks like a really fat, really pixelated fancy chicken.
its a hat :(
You'll have such issues with very small textures. You'd want to either use pixel perfect rendering or use a shader like https://github.com/9D-Tony/UnitySmoothPixelFiltering
A unity shader for smooth pixel filtering, based on CptPotato's smooth filtering - 9D-Tony/UnitySmoothPixelFiltering
Both have their benefits and downsides.
Thank you :)
is it possible to get the player to walk though the sides of a platform effector. at all
im using a tilemap colldier rn
and i want th eplayer to be able to walk though the highlighted chunk but also be able to jump atop it
or should i just manually assigh colliders
i feel like a platform effector would need to be separate from the main tilemap collider
i guess make sure you're using a composite collider, perhaps check if your tilemap is generating edges or polygons?
I'm not really sure where to drop this message.. since my issue is a mix of 2D with 3D but I'll try it here xD
in a 3D project I'm using a Orthographic camera and there will be no rotation whatsoever, I will see the world in a "2D way" although it's actually a 3D game
I'm using:
Y plane for the ground
Z plane for the characters, walls, etc
X plane for the depth
all my visuals in the game will be Sprites (from Aseprite)
the game will be pitch black and you will see light when there's a point light
that point light will illuminate a certain radius on that specific floor and you will only see sprites when there's light, otherwise they are all pitch black
what I did so far was to create a new Material using shader URP > Lit with render face both sides activated
add the aseprite in the scene and change the material to my custom one, I also edited the sprite (in debug mode) to cast shadows + receive shawdows enabled
question: how can I illuminate the sprite and cast a shadow towards the camera instead of having a silhouette only?
attempt of a TLDR (which will be hard thing to do):
- 3D world with no environment light whatsoever (pitch black)
- 2D Sprites for characters and walls
- fixed Ortographic camera position (no rotation)
- Sprites to be visible only when there's a Point Light (3D) and to cast shadows on the sprites
current results:
-
case 1: sprite is visible because there's a light between the camera and the sprite (this one is working as intended ✅ )
shadow
sprite
light
camera -
case 2: sprite is full black, can only see the silhouette because light is on the farther side from the camera and it's not illuminating the sprite to the camera (❌)
light
sprite
shadow
camera
question: how can I illuminate the sprite and cast a shadow towards the camera instead of having a silhouette only?
this seems like more of a #1390346776804069396 question
will drop the question there, thanks for the tip
the issue sounds like a lighting thing (which is covered by that channel)
hm wait going at it again i'm not sure what it'd be lol
case 2 is because it's illuminating the back of the sprite, it sounds like?
#1390346776804069396 should still be able to help though i think
ye, the sprite is in between the light and the camera, so I see the shadow, I see the silhouette of the sprite, but it's pitch black
anyone know if unity's 2D light system can have different shadows based on a sprite's animation
I would assume it is possible, though I would expect if it's not there by default you would have to use code to make it happen
but it looks like shadow caster doesn't have any documentation on the unity website
so how would I do that
i don't see a property for shape
I don't think the API is very advanced as of now it seems
dissapointing
@elfin sandal you can have separate gameobjects activated by animation states, so that could be a workaround.
that's really hacky
Anyone know how to reference the light via code using the universal render pipeline?
@elfin sandal https://forum.unity.com/threads/script-for-generating-shadowcaster2ds-for-tilemaps.906767/
There's code here that edits the shape to help you with editing your own
@olive viper There's nothing included in Unity to do that, but theoretically possible with custom editor scripts.
When i stop moving the player slides slowly to a stop. anyway to make this more instant? @ me please. thanks in advance
Hi
I´m having a trouble, what I want to do is an pick up system with slots
for guns but the thing is I dont know how to, If anyone can help that will be awesome, my expectations are, pick up the gun, assigning that to a slot(I have 2 slots in the game) and throw the gun
@wild meteor
Making a 2D game rn, but it's very laggy. Why?
unoptimized code?
What's laggy? The game in general?
Or just your input processing?
Maybe unoptimized code.
@olive viper at runtime?
Is there a way to alter a rigidbody2D's moment / rotational inertia in the editor?
The scripting API says Rigidbody2D.inertia is a thing, but I can't seem to mess with it before runtime.
Angular drag is different; angular drag is how quickly angular speed naturally dissipates
I'm looking for a way to mess with the moment of inertia i.e. how much torque it takes for a given angular acceleration
It looks like by default it calculates the moment by size and mass, which is great for ordinary objects of uniform density
yeah my b was thinking of smth else
hey, I created pretty much the simplest 2D platformer game there can be, every thing is a 1x1 unit object with a box / edge collider
every sprite is 128x128 and ppu is on 128
my player has a rigidbody with collision detection on continuous
how can i fix the gap between the player and ground collider?
i read online that you have to scale the game so this gap isn't noticable, what exactly should i scale up?
if i scale each gameobject by some factor, then i would give up the "1 unit 1 tile" principle, is this the only way?
is everyone really just working around this problem by scaling their colliders down a bit?
Do you have a screenshot?
the black square is the simulated player
there is a very visible gap between its collider and the other colliders
changing the collider types doesn't fix it
if i reduce the Default Contact Offset value in the Physics2D settings then the collision won't behave correctly
only solution seems to be scaling down the players collider which is very ugly or scaling up the game so one tile is multiple units large which sucks for level design and things like gravity and acceleration physics
this is from a completely random youtube video that talks about another topic, but if you look closely you can see the exact same gap between the player and the ground
the guideline for pixels per unit is that it should equal your default characters size, but if you do exactly this then you have a visible gap between colliders
things like this are the reason why in my last game i did all physics simulation and collision detection completely in code without unity components
if i either have to shrink my collider size by a fraction of a unit or completely change the physics settings like gravity, then why does the box collider align itself to my square graphic in the first place and why is the standard gravity value -9.81 units/s if both of those together can never actually work together without this ugly gap???
are there any good tutors on top down ai? All the series I watch seem to end halfway in..
How to reference a script from another object? Currently want to disable the script
How to reference a script from another object? Currently want to disable the script
@torpid marlin you need to reach out to the game object, get the script component en set enabled to false
something like:
targetObject.getComponent<ScriptName>().enabled = false;
ok thx
What kind of cools are you making @torpid marlin 😄 ?
its my first game without a tutorial so I decided to go simple, I decided a game like flappy bird but in space where there is a rocket going around with asteroids, and might make new planets might not upload it anywhere though
😄 cool!
well thanks for helping 🙂 me I really appricate it, now I have to go back to school and I will continue my game later
Goodluck!
thank you, you too if you are also making a game!
Thanks!
Your welcome!
My code is supposed to aim at Enemy, but when I spawn enemies the name changes to Enemy(1) and the turret wont aim at it anymore
dont know how to post my code
change how aiming works, instead of searching for a name, search for a type or tags instead
Ill try
directionVector = (transform.rotation * Vector3.right);
Would the magnitude of this vector3 always be 1?
Not as far as I know. You'll need to normalize it.
Actually I'm just being stupid, so, yes, it should.
Draw a square on paper, then a line from it's center to one of the sides, rotate that line around the center. The length of the line would remain the same regardless of rotation.
Has anyone used the 2d nav mesh on github? Can you bake at runtime? And can you update the bake in small section if one part was to change?
I've got some UI elements in my game. Left clicking interacts with the UI, but also casts abilities in-game.
What area of Unity/C# should I look into to learn how to not have UI clicks be registered by the game world?
I think you can untick raycast target on the ui to stop the ui clicks
no, they don't want to cast abilities when they click on the ui...
Okay thanks, ill look into that. However the in-game abilities are activated using Input.MouseButtonDown or whatever, so that would still get triggered yeah?
Ah sorry yeah I misunderstood the question
Maybe you could detect when the mouse is over the gui and set a bool to true, false if not and don't cast abilities if bool is true
Has anyone used the 2d nav mesh on github? Can you bake at runtime? And can you update the bake in small section if one part was to change?
@eternal hamlet 2d nav mesh?
@opal socket yeah there's a 2d nav mesh on github, I would link it but I'm on my phone
Ya, don't think it was developed by unity
@swift pine Next time a screenshot from your actual computer would be helpful 😉 Double click that error and it will take you to the line in your code where the issue is. NullReferenceExceptions are pretty common. It means that you forgot to assign whatever object you're trying to access. Whether you need to assign it in the Inspector or whether you're getting it through code.
@swift pine Next time a screenshot from your actual computer would be helpful 😉 Double click that error and it will take you to the line in your code where the issue is. NullReferenceExceptions are pretty common. It means that you forgot to assign whatever object you're trying to access. Whether you need to assign it in the Inspector or whether you're getting it through code.
@tired warren
The second pic isn't loading
RIP
Can you show us what your Update method looks like? The error is originating from line 18 of your ClickManager script. What does that look like?
Use the Windows snipping tool to take screenshots
It's a clicker game :/
Use the Windows snipping tool to take screenshots
@eternal hamlet
Uhh, ok
Yeah looks like you need to assign NumberText. I am assuming it's a Text object? if NumberText is public it should be exposed in the inspector and you can drag the gameobject with the Text component into the inspector value.
U don't think I have snapping tool
@tired warren can I show you in a vc?
Sorry for ping
if it's a private variable, then you can expose it with the [SerializeField] attribute https://docs.unity3d.com/ScriptReference/SerializeField.html
sure
i got a question
Is there someone who know how to make your own Tile?
I mean i made them but i do something wrong or it bugged
I know nothing about unity code and I'm just trying to get stuff working, so I watched this tutorial. I have this movement script
using UnityEngine;
public class CharacterController : MonoBehaviour
{
public float MovementSpeed = 1;
private void Start()
{
}
private void Update()
{
var movement = Input.GetAxis("horizontal");
transform.position += new BitVector32(movement, 0, 0) * Time.deltaTime * MovementSpeed
}
} ```
And there's an error saying
"Assets\CharacterController.cs(13,95): error CS1002: ; expected"
Does anyone know what this is and how to fix it?
Oh yeah it's CSharp btw
It looks like you forgot a ; after updating transform.position
Alright thanks
i'm doing a 2d game, i have 3 scenes each has a canvas, i load them A->B->C with loadAsync Additive, it works fine, but when i close C, my active scene is B but the canvas shown by the camera is A, how can i manage this properly
Sounds like it just be a sorting order issue? Haven't used loading async before though
i'm doing a 2d game, i have 3 scenes each has a canvas, i load them A->B->C with loadAsync Additive, it works fine, but when i close C, my active scene is B but the canvas shown by the camera is A, how can i manage this properly
@near helm are you instantiating the canvas? if yes, make sure to reparent it to proper scene.
Im sorry for being a complete noob to unity and almost everything game development related in general, but I want to share my code so I can get feedback but I dont know how to use hatebin, can anyone help me?
I saved my code in it, what do I do now
@opal socket no, canvas comes with the scene, i only touched the canvas scaler to scale with screen size
I saved my code in it, what do I do now
@upper path just post a link and your question
also lines we are supposed to look at to make our lives easier
ok
I tried making my first game on my own without any assets, so far I've made a tileset and the character the player will control. I'm now working on player movement, and I didnt know where to go to find a tutorial on making a movement script, so I followed this website: https://www.tutorialspoint.com/unity/unity_basic_movement_scripting.htm . I also skimmed through its collisons page, and followed its rigidbodies and physics page too. Here's my script: https://hatebin.com/tonoqeuaub, when I tested my game, the character was WAY too fast and clips through tiles, is there a fix for this?
Unity - Basic Movement Scripting - In this lesson, we will write code that makes a gameObject move up, down, left and right based on the userâs input. This should help us understand the work
btw if you're asking why I skimmed through the collison page, I use a tileset, and that page didnt focus on them, so I watched Brackey's video on them instead
@opal socket should i disable my objects from my previous scene when i load a new one that's supposed to be on top? i dont like that, i have to go through all my objects twice, to disable and enable later
or maybe only the canvas idk
also my character just slowly falls in the air when it jumps
@upper path hmm i haven't used that yet, but why do you need to modify body.velocity and also its position?, also you can just lower the speed if it goes too fast
idk but I just followed the page, heres the physics one its from: https://www.tutorialspoint.com/unity/unity_rigidbodies_and_physics.htm
Unity - Rigidbodies and Physics - The main issue with the collisions in the last chapter was with the code. We will now modify the values of the GameObjectâs position directly. We are simpl
try removing line 23
yeah
now I got an error: The referenced script (Unknown) on this Behaviour is missing!
make sure your object's inspector looks like this
i threw everything into a new scene and it works fine
i haven't looked into 2d movement yet so you may want to tweak some settings after, but your code should work
Thank you! Though there isnt gravity now. Can you link some sites or videos that might help me figure that out?
change the gravity scale for that
i still haven't figured movement out, it can get complicated fast, make it work and move to other things, i usually watch any youtube video to set up my movement at the beginning
Yeah now my character can spam the jump button to fly to space and it spins whenever it hits the corner of anything
when i did that on 3d, i had to measure it's distance to the floor to let him jump or not, and to stop the rotation it was something like transform.rotation = new vector3(0,0,0)
if you have free time i'd recommend to spam youtube videos about movement and you'll know a lot more than me
Thanks for the advice, its pretty late for me rn, so I'll look into it tomorrow!
you're welcome
Component at index 2 could not be loaded when loading game object 'Main Camera'. Removing it!
what does this mean
like i removed the camera and it still wont go away and its a fresh project
@near helm are you wanting to only show 1 canvas at a time? or have them overlaid on top of each other?
if only 1 at a time then simply disable the ones you don't need
i can do that, i'll have to Find a canvas whenever i load or unload a scene
can have a GUI manager to keep track of it all
that's true
Is it possible to create a savesystem for something created in the middle of the game as a clone?
Hi! Can anyone help me on my script? Im new to coding...
I have my own tiles - class with extend Tile
and it have a bool parameter
public class PathScript:Tile
{
private bool edit;
public bool EDIT { get { return edit; } }
public void SetEdit(bool setEdit)
{
edit = setEdit;
}
//all override needed...
}```
and if i do something like:
((PathScript)tilemap.GetTile(new Vector3Int(x, y, z))).SetEdit(true)
~ set this "edit" bool for a tile with i took by Vector or is it setted for all tiles with are based at PathScript?
Can anyone help me so that my figure follows my mouse cursor with a delay so its not full speed?
@torpid jay need some code or something ...
If thats possible for you that would mean a lot @open depot
I mean i cant guess your code u have to show some of it at pastebin/hastebin or here between 3x` script and again 3x this
im new to unity I dont have code
So go for some tutorials in YouTube, read documentation or google it
Okay thanks
@open depot only the one tile
void OnTriggerStay2D(Collider2D other)
{
if(other.tag == "Player")
{
if(Input.GetButtonDown("Jump"))
{
SceneManager.LoadScene(levelToLoad);
}
}
}
anyone know why this is not working
I have
using UnityEngine.SceneManagment;
the box collider is a trigger
GetButtonDown is only true on the frame the button went down, and OnTriggerStay2D is part of the physics cycle. Try GetButton
or if you prefer, move the Input check into Update and set a boolean member variable to true when they are inside the trigger.
Thank you @queen hamlet
So I'm creating a scene transition in unity, but I'm having an issue. when the game loads I'm supposed to appear in a separate hallway. When i hit the trigger the initial value changes. This is only supposed to be a temporary thing, only working once until I hit stop. As soon as i enter and exit the 2nd scene, I'm teleported back to the starting position instead of the position the movement is supposed to place me. I've tried adding this code:
{
int run = 0;
if (run < 1)
{
startingPosition.initialValue.x = -345.7399f;
startingPosition.initialValue.y = 163.2162f;
run = 2;
}
else if (run == 2)
{
transform.position = startingPosition.initialValue;
}
Debug.Log("run =" + run);
}```
but it doesnt work. even if the run value is 2 it will still place me at the run > 1 code
i did it in a start because for some reason whenever a new value is put into the VectorValue, it saves it even after play mode is stopped
where is startingPosition declared?
in the walking code, public VectorValue startingPosition;
help I keep getting an error everytime I click something in my scene, the error is: NullReferenceException: Object reference not set to an instance of an object
This never happened before and just popped out of nowhere when I opened it today
I didnt even do anything yet
Double click the error, it should take you to the code causing it
probably unrelated but when I tried to change the size of the hierarchy window and navigation window and the other ones, it seems glitchy and black bars show up 
¯_(ツ)_/¯
The hiearchy part of the screen freaks out when I click something in the scene 😖
I think my unity is corrupted or something
Yeah that doesn't look right
I think I'll just make a new project
Could just need to restart Unity
SHOULD I BE WORRIED?!
Looks like you maybe had an editor extension or something that broke
its not letting me choose Load Default Layout
just gonna pick "Revert Factory Settings"
even that option isnt doing anything 😔
Delete layout files in AppData and project folder, use search to find them
idk where they are, theres nothing in my AppData folder
theres some folders named with "layout" in their names in my Library folder thats in the my project
WAIt
Im trying to reopen my project
its loading so far 👀
ok nvm its back to the Failed to load window layout window
Im going to try deleting the library folder
ok its normal now after I followed this https://answers.unity.com/questions/1712501/stuck-in-failed-to-load-window-layout-loop.html
everything in the scene is gone but I didnt put much in there yet so its fine
Try changing its sorting order
In the sprite renderer
If that doesn't work, try moving the floor ABOVE the player in the hierarchy
I want to draw a 2D circle in middle of the screen and if any objects goes outside of it
it should be game over
how would I approach this?
ontriggerexit2D
how would I draw the circle....
sprite
Hmm cant I draw circle using code only?
u can
Linerenderer?
but ill have that circles radius right?
so if any object with tag crosses it
it will be game over or something
😅 new me...
what
Not sure if this is the best place to ask about this but I'm trying to make a diagonal line in UI, it seems to be going well but it doesn't want to go diagonally between two points, only straight. The line is made like this
synapse.sizeDelta = new Vector2((neuronIn.anchoredPosition - neuronOut.anchoredPosition).magnitude, 4);
synapse.position = new Vector3(synapse.sizeDelta.x / 2, 0, 0);
``` I'm not really sure how to go about making it diagonal between the "neuronIn" and "neuronOut" elements.
and yes, if you're wondering this is for rendering a neural network
the "synapse" element is a child of "neuronIn" by the way
What is synapse, a RectTransform?
@echo vigil I don't think the UI system supports drawing lines out of the box. There's one in the extensions library though: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/wiki/Controls/UILineRenderer
Also, you could probably just use a LineRenderer
I'm not sure the built in linerenderer plays well if it's rendering on a canvas
idk, this is working pretty well for drawing lines, its a RectTransform yeah.
and a LineRenderer does not work
I suppose the thing you linked could work I just don't feel like using someone elses assets.
I just don't think you're likely to ever get very good results by trying to make a rectangle act as a line
@echo vigil I'm not sure what you mean by it only wants to go straight
I haven't been able to implement a way for it to go in a different direction, if the rect its going to is not on the same y level
You're probably gonna need to rotate it instead of just scaling it
Got a screenshot?
Yes and rotating is the part I don't know how to implement
heres how it looks right now, the line is supposed to link up to the first one but since it's straight, it can't do that.
transform.rotation
You'll need to use a bit of trig to figure out how much to rotate it though
precisely, that's the part I'm not sure on how to do
Sine = Opposite/Hypotenuse
socatoah!
^
Hypotenuse will be the distance between the image and the point
Opposite will be the difference in their y coordinates
You'll have to play around with using either the corner of the image for the distance, or the center, or something. Not sure
I'm not sure how I would get the distance between the two points since their positions are controlled by their own layout groups
I would expect whatever position you read from it to be accurate as to where it actually is post-layout
it looks like you're reading the anchored position which won't change though
i forget if there's a 'real' position you can read instead, or if you have to apply some kind of offset or something, but that might be your issue
I'm not sure, I'm not really that good at UI stuff so..
I'm not sure how I would get the distance between the two points since their positions are controlled by their own layout groups
@echo vigil ```cs
Vector2.Distance(object1.transform.position, object2.transform.position);
Hm. It doesn't seem like transform.position is gonna work since the position would just be it's position in a layout group I have
unless I did the math wrong here, might've. ```Csharp
synapse.transform.rotation = new Quaternion(0, 0, Vector2.Distance(neuronIn.transform.position, neuronOut.transform.position) / (neuronIn.transform.position.y - neuronOut.transform.position.y), 0);
Yeah, you're trying to edit a quaternion directly, bad times
Use Quaternion.Euler instead
never really used them before :p
They're confusing as hell
"Assertion failed on expression: 'CompareApproximately(SqrMagnitude(result), 1.0F)'"
With what code?
That's a new one
Assertion errors like that are Unity itself throwing errors, as far as I'm aware
Not sure though
all I did was change it to use Quaternion.Euler instead of making a new Quaternion
Google's telling me it's because you're taking the square root of 0, neuronIn and neuronOut aren't the same position, are they? Try Debug.Logging each to be sure they're not
That's what I've been trying to say, they are very close to being the same position since they are both under different layout groups.
though of course, the layout groups are at different locations
I dunno, transform.position shouldn't care, it should just give their positions on screen as far as I'm aware
Might need to do something different because it's a rectTransform
huh, I'm debugging the positions now and it seems like all of them, no matter what are at 0,0,0. might be because they are under layout groups?
It's getting very late here, 4:15 AM so I'll be leaving it at here for now. I'll check back on this tomorrow.
Might try using their pivot
anchoredPosition is working for me
Even if under a GridLayoutGroup
yeah, ui handles positions differently than the world does
most of your ui elements transform.positions should be at 0,0 (in the world) but what you want to look at are the rectTransform positions
Yeah they were doing that though, still getting 0 it seems
Hm no, the rectTransform position still gives out 0,0. @craggy briar @solar thicket
anchoredPosition is not 0,0 though. Just tested it
Try anchorPosition, that was working for me
Mhm, I am debugging the positions and they arent 0,0 but it still gives that error.
Weird. Was worth a shot
not sure what to do then, since this error should only be caused if they are at 0,0?
though, the positions are questionable. They are like this no matter what other "neuron" I give it
yeah I don't think these positions are correct at all
I just don't think you're likely to ever get very good results by trying to make a rectangle act as a line
@solar thicket
well I would expect to be getting some kind of result instead of nothing at all
Whatsup guys, I'm looking for a bit of help. I am trying to create view/lighting/fog of war type system similar to how "Among Us" handles it. Where you cannot see around corners and such. Any ideas, links or whatnot could help get me started on this?
I started off using some raycasting, But I haven't the slightest clue how to get light to appear in some areas and not others. I assume this could be done with overlays.. Such as tiling out the world and each 1x1 square has a black texture over it and based on what's in sight, the tiles above the map are removed.. But then you end up with a blocky mess.
Here's an example
I am sure that the 2D lights of Unity's URP could do that easily, however they don't seem to do soft penumbras/shadows (yet?)
make a cone shape sprite, apply a polygon collider on it set it to a trigger, then if not inside collider, cant see sprite renderer, else if someone is inside it, show sprite renderer
hmm, then it would need to deform around corners and such think
someone on youtube has a view cone system. code monkey maybe?
https://www.youtube.com/watch?v=CSeUMTaNFYk @soft wyvern there you go. exactly what you want
✅ Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=CSeUMTaNFYk
Let's make an awesome Line of Sight effect that interacts with walls, enemies outside the Field of View are not visible. Excellent effect for any sort of Stealth or Horror game.
Get S...
@soft wyvern LoL uses a render texture approach which you can read about here: https://technology.riotgames.com/news/story-fog-and-war
http://riot.com/1NvPXyT #RiotTechBlog
Much appreciated guys.
hi, im doing this right here http://guidohenkel.com/2018/05/endless_starfield_unity/ and was wondering if you could help me with GetRandomInRectangle() (see line 39) its not auto completing in visual studio(2017) just wondering if this wont work with unity
@solar thicket the problem is that I'm not getting the correct position for the "neuron" elements due to them being a child of a layout group
oh, wait a minute im stupid, he defines the function later sorry to bother everyone
@echo vigil yeah, I'm just not sure offhand how to solve that and it feels like a waste of time to me when you could just use something actually designed for what you're trying to do. but hopefully somebody else knows more than me and can jump in at some point
@solar thicket yeah but the one you linked will also have me use positions no? and without me being able to get proper positions of an layout group element I'm not sure it would work either.
@echo vigil The ui rendering system doesn't work the same as the world rendering system in ways which I couldn't enumerate, but have heard tales of. I haven't used that line renderer, but I would expect a ui line renderer to support what you are trying to do (draw a line between two elements and stay updated if their positions shift) out of the box. A the very least, I'd play around with it and see how they are doing things and maybe it would give you an idea of where to go with your versoin
Yeah hm. I'll try and use the one you linked.
nice! I'll be curious to hear if it helps or if I'm just sending you down a pointless rabbit hole 😄
@solar thicket Hm well, the line renderer DOES work but I'm not really getting anywhere due to giving it the wrong positions and I'm unsure on how to give it the correct positions.
transform.position gives 0,0 and anchoredposition no matter what gives -282,-292
Does anyone know how to have a CapsuleCollider2D match the basic dimensions of the object sprite?
@echo vigil maybe peruse this thread? https://forum.unity.com/threads/get-real-screen-position-for-a-canvas-ui-element.449455/
atm i just need a way to fetch the object sprites length and height ; is there a field in the sprite class that fits this?
oh i think ive found it
sprite.rect.width
sprite.rect.height
for those wondering
hi
I need help, I am a beginner and I am learning 2d and now when I hit the play button my character starts floating for some reason!
never mind, the problem was that there was an animation or something!
no I do mind
it still doesn't work
you aren't really giving us enough information to know what your problem might be
why wouldn't your character float? are they a physics object with gravity?
if the animation is setting their transform position, it could conflict with the phyiscs
??
make sure the animation doesn't have any keyframes which change the character's position
Didn't get anything in that thread to work here. It seems the layout group is causing quite a lot of issues
I guess I could compare the distance between the two layout groups instead?
I don't have an animation even
@echo vigil mmm maybe you can toss the layout groups in the bin and move everything around yourself?
when I hit the start button it plays some kind of animation
@swift knoll you just said it plays an animation!
I could but it would certainly complicate my other code
yeah :/ I think i would probably not use the ui for what you're doing
put everything in the world and keep it all aligned to a plane and scale that whole thing as needed
sorry, not you, I was talking to penguin
I said it moves like if it was animation but there is no animation
@swift knoll it's hard to help without a video or something. 'an animation' can be literally any movement and if it's a physics object, then it moving makes sense
it was going up and down smoothly!
plus thanks you reminded me that I want to install OBS studio since quite some time😅
@solar thicket I'm really surprised on how hard it is to get the positions, I've managed to the the X coordinate by subtracting the positions between the two layout groups but no idea on how to get the Y coordinate.
Hey guys, I downloaded an asset package which uses LWRP and imported it (My project didn't have that package installed apparently so a bunch of stuff didn't work right). I installed the package but the "LWRP Asset" file still says it couldn't associate with a script. Any ideas what I might be missing?
I downloaded "Lightweight RP" from unity package manager and didn't fix it.
LWRP is now URP, so you may have a version mismatch or something
Oh okay
I did it! After googling for a bit I found this answer
"After several tests, I found out that the position after you call SetParent(objParent, True); is right; but due to something related with GridLayoutGroup, the position is changed in the time after this and before the end of the frame. So take a record of that position and do whatever you need in other frames."
So, I created this coroutine. And it works just fine!
IEnumerator CreateLine(RectTransform synapse, RectTransform neuronIn, RectTransform neuronOut) {
yield return new WaitForEndOfFrame();
UILineRenderer lineRenderer = synapse.gameObject.AddComponent<UILineRenderer>();
lineRenderer.LineThickness = 5;
Debug.Log(neuronOut.anchoredPosition.y);
Vector2[] points = new Vector2[] { synapse.sizeDelta / 2, new Vector2(-(neuronIn.parent.position - neuronOut.parent.position).x, -(neuronIn.anchoredPosition.y - neuronOut.anchoredPosition.y)) + synapse.sizeDelta / 2 };
lineRenderer.Points = points;
}
@solar thicket
surprised it works but, well, thankfully it does
I think there might also be some kind of ForceLayout() thing you can call which might also work
Eh, this work well enough, I don't think I need anything better
I think it looks choppy because I'm using the editor
I'm surprised it works with no matter what I put in.
Time to add more detail into it :p
Only problem now is that it renders above the circle, which isn't exactly what I want. It's probably because it's a child of the circle. I might have to change it to not be a child then.
Should be able to just lower the render queue of the line renderer material
Oh, didn't know that was a thing
Well, don't know anything about UILineRenderer
well setting a material gives this error so I'm assuming that won't work Material SynapseMaterial doesn't have _Stencil property
You could also try changing the Z position of the lines
So they are always behind the circles
Does moving the transform not do anything?
no, it doesn't affect the line
oh wait, it does
moving it behind the circle works but it still renders infront of the circle
I have an issue where my balance text isnt updating to the user money. my purchase function works because the money goes down but it isnt shown in the UI
@ me if you can help 🙂 should be simple fix because Ive done this stuff before but I dont see my error this time
post the code where you Update your text
Does changing Sorting Layer/Order break batching?
are you asking me or is this just your question for other people?
Just general yes
not sure what you mean
he's asking others
aight
Throwing my inquiry out here as well.. just in case..
public Vector2 minChange;
public Vector2 maxChange;
public Vector3 playerChange;
private CameraMovement cam;
void Start()
{
cam = Camera.main.GetComponent<CameraMovement>();
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
cam.minPosition = minChange;
cam.maxPosition = maxChange;
other.transform.position += playerChange;
}
I'm unsure why this isn't moving my player object D:
@rancid rain have you put a debug.log in there to make sure it's triggering?
It's triggering, the camera zooms off, the player just remains D:
maybe playerChange is 0,0,0...put debug in there and check what playerChange is
I manually set it here, but it doesn't seem to do anything. The settings for the camera in this screenshot work fine.
is the collider on the parent object in the player? not on a child object?
the collider is on a child out of necessity.
try doing other.transform.parent.transform.position
right now it would only be moving whatever object the collider is on
if it's on a child then it would only move the child
would the child being tied to the parent prevent the child from moving as well? .. or at least it would seem to not move?
I think you're on to something with this parent thing, but my coordinates are off a bit.
the childs local position would change
but if you move the parent then they would stick together
HURRAY, You've done it. the other.transform.parent.transform.position was perfect. The only issue was that my child isn't properly centered on the parent, so I had to compensate a bit 🙂
Now.. because my 'rooms' don't line up at all, I need to find a way to cover that transition. Think I'm going to just make the camera fade to black for a second or something.
do you have a bunch of rooms in the scene and wanting to teleport the player to the next room?
Yeah.. like.. I'm SURE this isn't how the game in my mind should be developed, but they're the only tools I have at my disposal right now lol
Everything is just one scene so far, basically what we've just worked out is the walking between 'zones' .. in my mind it's like exiting a cave from pokemon. In reality.. I'm sort of mashing things together to make it seem that way lol
Currently when you 'zone' the camera and player zoom off glitchily, I figured I would just hide that under a black 'loading screen'
how big are the zones?
if it was say a cave entrance then you could have a spawn/teleport point set up for each room
Nothing is very big now. I'm starting small, trying to wrap my head around how things work together and expanding from there.
