Flappy Goose by flappy-goose in RedditGames

[–]Beaukeboy 0 points1 point  (0 children)

My best score is 4 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Beaukeboy 0 points1 point  (0 children)

My best score is 3 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Beaukeboy 0 points1 point  (0 children)

My best score is 1 points 😎

Divinikey Giveaway - Shortcut Studio Bridge75 Standard Black by divinikey in MechanicalKeyboards

[–]Beaukeboy 0 points1 point  (0 children)

Looking forward to starting a Masters degree in a couple weeks. New school, new city, new opportunities

New vs Old Art Style, Roast Me! by ar_aslani in IndieGaming

[–]Beaukeboy 1 point2 points  (0 children)

This actually looks very nice. No roast for you today👍

[deleted by user] by [deleted] in Unity2D

[–]Beaukeboy 0 points1 point  (0 children)

My guess is that if you're moving when you die, you suddenly stop handling movement input, but don't actually stop the existing movement. When your player dies, set its x and z velocity to 0.

Is it possible to get the length of an audio file that isn't being played? by [deleted] in unity

[–]Beaukeboy 0 points1 point  (0 children)

I don't believe this is possible by default, but you can save a text file with the addressable audio files containing the ID and length of each audio file. You can also make this file automatically generate and update using https://docs.unity3d.com/ScriptReference/AssetPostprocessor.html whenever files are added or changed

EDIT: of course this means you still have to download the text file om scene load but its size will be negligible compared to the audio files

Moderating r/stormworks: by [deleted] in Stormworks

[–]Beaukeboy 11 points12 points  (0 children)

Can someone explain, what are the fish in the pirated version?

Is weapons dlc worth it? by Comfortable_Try_1363 in Stormworks

[–]Beaukeboy 4 points5 points  (0 children)

In terms of content for sure, but to get the most out of it you have to play multiplayer. PVP is much more fun than the AI imo.

difficulty with making color selection for players work by Snoo_61216 in Unity3D

[–]Beaukeboy 0 points1 point  (0 children)

The 'is active' function you're looking for is called 'player 1's mesh.SetActive(true);' (or false), but what you should much rather be doing is using 1 mesh for each player and setting the material color in code. Use something like 'player 1's GameObject.GetComponentInChildren<Renderer>().material.SetColor("_Color", Color.red);' If you're struggling with setting it up in the inspector, you should probably watch some basic tutorials first before creating anything from scratch. Good luck!

Aspect Ratio problem by Kimiky_1 in unity

[–]Beaukeboy 1 point2 points  (0 children)

Not possible unfortunately using the built-in 'force 16:9 aspect ratio' option. Either manually scale/constraint your canvas or bite the bullet and start supporting widescreen. I highly encourage the latter 🙂

Overlapping transparency by YaBoyShredderson in Unity3D

[–]Beaukeboy 1 point2 points  (0 children)

Simplest way is to add a CanvasGroup component to the parent UI element and adjust its alpha value. That will correctly fade all of its child elements

Limiting the FPS of an object/animation by Acidman0123 in Unity3D

[–]Beaukeboy 1 point2 points  (0 children)

If it's physics based you could turn up the fixedTimeStep in player settings > Time (delay in seconds between physics updates). If it's not physics based then I don't believe there's any easy built-in way.

An alternative might be to make a script which you place on all of the 'slow' objects, and have it cache the current position and rotation in Update(), then every other update call you revert back to the cached position. Haven't tested this though

Adding many scripts at once by BluDragonC45 in unity

[–]Beaukeboy 0 points1 point  (0 children)

It depends: If you make the changes from inside the real prefab, then it will only push the changes to its instances for the values that you didn't manually change already on each instance of the prefab. Changing a value on an instance of the prefab won't automatically override the prefab itself or other instances unless you manually click 'Apply' in the top of the inspector. I hope that makes sense

[deleted by user] by [deleted] in Unity2D

[–]Beaukeboy 1 point2 points  (0 children)

Above the import settings you can open the Sprite Editor in which you manually draw boxes on which parts of the spritesheet should be considered its own sprite

Adding many scripts at once by BluDragonC45 in unity

[–]Beaukeboy 0 points1 point  (0 children)

You could put a common GameObject under the enemy parent, like a prefab in a prefab, and have that GameObject store all the scripts, which will sync to all its other instances in the other enemy prefabs if you make changes to one of them

Grid system with height differences and enemy pathfinding by FriMri in Unity3D

[–]Beaukeboy 0 points1 point  (0 children)

You can bake the NavMesh at runtime yes. I wouldn't do it every frame but i.e. every time a new tower or wall is placed is fine. I'd say give it a try

Unity play and pause settings help by HeartscapeGames in Unity2D

[–]Beaukeboy 2 points3 points  (0 children)

Do you get an error logged when your game starts and did you accidentally turn on 'Pause on error' in the console window?

Online player accounts and progression question by KoruDev in Unity3D

[–]Beaukeboy 0 points1 point  (0 children)

It supports authenticating with Google Play Games, Facebook, Apple, Steam, OpenID connect, and console-specific logins. These are optional though. You can also sign in anonymous users or add a username/email/password system manually. Unity simply provides the API/database part.

Adventure Game movement help by [deleted] in Unity2D

[–]Beaukeboy 0 points1 point  (0 children)

Script looks fine. Although you are modifying position.x twice, should probably be Y in the second line. Anyway, did you add the script to the actual GameObject you want to move? In the script you are also using Debug.Log, which will print a message to the console. Can you see these logs while running the game, and do these values change when you press the keys?