/r/Unity2D
This is a subreddit for 2D or 2.5D game developers using the proprietary Unity game engine. New and experienced Unity developers alike should first consider using the free and open source Godot engine by default and ONLY choose Unity for 2D development if Godot isn't capable of the task. The times are quickly changing, and Godot is on track to surpass Unity for small developers.
This is a subreddit for 2D or 2.5D game developers using the proprietary Unity game engine. New and experienced Unity developers alike should first consider using the free and open source Godot engine by default and ONLY choose Unity for 2D development if Godot isn't capable of the task. The times are quickly changing, and Godot is on track to surpass Unity for small developers.
Related Communities
/r/Godot - The "Unity Killer". A fully free and open source engine making astonishing leaps and bounds.
/r/UnityAssets - Share asset packs!
/r/PixelArt - Admire, share, and observe beautiful pixel art.
/r/GameDev - Meet and communicate with other game developers.
/r/GameDesign - Don't just make a game. Make a good game.
/r/LevelDesign - Learn to make excellent levels and worlds.
/r/GameAudio - It may look good, but does it sound good?
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/r/Unity2D
Hello, I have been strugling for days trying to find a solution to this problem and haven't been able to resolve it yet.
I have multiple nodes, that perform operations (like multiply the flowrate, or divide it for example). These node will be connected when the player drags its mouse from the output circle of a node, over the input circle of the another node. The issue I'm facing is that I dont know how to update all the values for the next nodes in the chain. Like :
- I join Node 1 to Node 2 --> node 1 should send its flow of 1 to the Node 2, and node 2 should be able to receive it and process the information (like multiply it by 2)
- Then, i join Node2 to Node 3 --> node2 sends flow of 2, node3 receives flow of 2 and apply operations to it.
But now, if i disconnect the Node1 from Node2, how to update so that the Node 3 receives flow of 0 from node 2 (i.e that node3 flow is set at 0)?
I would greatly appreciate if you give me a detailled breakdown of how the process will work, or just the global outline of your thoughts. The idea is to get a system that can propagate values between these nodes, like have sort of a controller script to send value to one another node.
Thank you in advance, this would really help me!
I have a basic rule tile, but in some specific cases I want to add a special type of tile, that I can't include in the rule tile. The problem is that the rule tile doesn't detect it, so it looks very bad like this:
I'm currently working on a game for my graduation project and I'm using machine state for it and I have to walk - walking - break walk animation, and I have a exit time on the break animation so it plays fully when the player stops moving, but the problem is, because of the exit time I'm dealing with this problem that doesn't let the player switch to animation needed, I tried to turn off the exit time but the break walk animation is not working at all
Wanted to learn game design as a hobby with very little experience, started with GameMaker. However before I create the game of my dreams thought I'd switch to Unity.
To help learn in going to recreate my first trial run of my flappy birds style game Flying Spaghetti Monster Dash. Whilst it is a simple game, for me it took a while, and learning C# maybe difficult enough.
I was wondering has anyone here done this before and are their any basic tips that may help me?
I have had a good search on it but more advice would be welcome as I have learnt that any help given is useful, even if if I've heard it before. Thanks
So recently I've been trying to create an AI to avoid obstacle and seek target, I've tried using steering behavior and context steering behavior, but it seems like it's not working as I expected, the AI sometimes jittering when the target is behind a wall and the AI is in front of the wall when using the context steering behavior. for the steering behavior, it looks unnatural and also sometimes it still went through the wall when it almost reaches the edge of the wall.
isTouchingWall = Physics2D.OverlapCircle(wallCheck.position, checkRadius, groundLayer);
if(isTouchingWall == true && isGrounded == false && Input != 0)
{
wallSliding = true;
else
{
wallSliding = false;
}
}
Not sure what to change, this is exactly how the tutorial is written. Second tutorial but having the same issues with the 'else' statement error.
Any idea how to fix?
Recently started using Tiled.. I want to make hills and slopes and am wondering is there a tool to "bend" step like tiles? Or do I need a tileset that includes hills and slopes?
I've released a game on Google Play that uses Unity Ads. It accepted when I uploaded my game initially, but when I tried to update... It rejected because of inappropriate ads.
Then I searched Unity Cloud settings and saw that It was not set to target children so did that and also disabled mixed audience. But even after that I got ads of trading and dating apps. So I searched more and I found Age Rating setting under Ads Control. So I set it to not show 5+ ads.
Its been a day and it STILL SHOWS THOSE ADS.
I really want to update my game, please help.
Hello everyone!
I'm new here and I'm looking for some help. I don’t have formal experience in programming, and in fact, I’ve been learning through online videos and tutorials. So I apologize in advance for my lack of experience. Haha.
I’m looking for a quiz template that I can edit. I want to create a quiz about studying, where people can answer questions, and at the end, it will show a score along with a report/feedback on what was analyzed from their responses, and what they need to study more. It would be great if the template also allowed me to save the person's name. Does anyone know of such a template?
Thank you in advance!
I don't know if games do this but i've seen a few zombie games where there's like a ton of blood decals, and i'm assuming they all don't get like their position checked, then order in layer and stuff like that, because a lot of blood decals above each other would lag, so
1- i have a tilemap (i guess i'd have to turn that into a big image?)
2- I have particles, it's probably better just coding the logic for it myself right? so i can then make it "paint" in the texture
3- having that image only be temporal
4- i have no idea what im saying how do i even start doing this?
Hi everyone!
My friend and I have been working on a 2D pixel art game called Dreamwalker for the past 9 months. The game is still in development, so there are a few unfinished parts, but we’re at a stage where we’d love some feedback to help us improve and polish the experience.
If you’re interested, you can wishlist & request access through our Steam Page. Any feedback—big or small, we want to hear it :)
PS, feel free to drop a comment or join our Discord to chat, report bugs or share any thoughts.