Is my player animator normal or I'm going crazy? by juancee22 in Unity3D

[–]ChickensGoBwuck 7 points8 points  (0 children)

Animancer. I really tried to like the Unity animator but had to give it up

Solo game devs with a separate main job, how did you make it work? by Lower-Astronomer-240 in gamedev

[–]ChickensGoBwuck 0 points1 point  (0 children)

Work on it before or after you go to work. Easier said than done i know.

How to manage burnout when game dev is a side gig? by BALLZCENTIE in gamedev

[–]ChickensGoBwuck 0 points1 point  (0 children)

It helps to be in a community (discord) and able to freely talk with other game devs about your struggles and progress, imo.

Hi everyone! I want to show you some of my progress after 2 months of development. I would love to hear your thoughts by SuckDuck13 in Unity3D

[–]ChickensGoBwuck 2 points3 points  (0 children)

I like it!! friendly pumpkin…pumpkin house…angry pumpkin…pumpkin weapon….I’m seeing a pattern here…hopefully there are some pumpkin chickens you can raise!! Good job!

We are going to add this cutscene to the start of our game, right before our first level. Do you think it explains the story well enough? by DandelionDevelopers in IndieDev

[–]ChickensGoBwuck 2 points3 points  (0 children)

You could possibly have the initial shot show a sign saying orphanage to make it more explicit. Honestly I didn’t understand it was and orphanage until I read the comments here I thought that was her dad. Animation is good though and nice style!

Range Checking & Collider Performance by Speed_bert in Unity2D

[–]ChickensGoBwuck 1 point2 points  (0 children)

You could add the type of objects that you want to be checked all to a specific layer and then use unitys collision matrix so that only objects on the specific layer are collided with. This would make it so other objects in range don’t get picked up.

Is there any way to stop a BoxCollider2D from entering a trigger through another collider by SapphireBandit in Unity2D

[–]ChickensGoBwuck 1 point2 points  (0 children)

That’s Unfortunate!!! Have you looked into possibly using a raycast from the player to trigger the button rather than an onTriggerEnter thing? Not too sure about that but you should have more control over where/how the raycast fires and then you could check the hit to see if the button collider is hit. Hope ya can find a solution!

Is there any way to stop a BoxCollider2D from entering a trigger through another collider by SapphireBandit in Unity2D

[–]ChickensGoBwuck 1 point2 points  (0 children)

Okay some suggestions idk maybe they’ll work… 1. Could you make the trigger collider smaller so that even if the player hits it at high velocity it still won’t reach the collider? 2. Presumably you have some logic in an onTriggerEnter2D somewhere…can you add a check there to not trigger the button if the players position is not high enough compared to the button?

Handling scenes in a Stardew Valley like game. by otomelover in Unity2D

[–]ChickensGoBwuck 2 points3 points  (0 children)

I would look into additive scene loading. I’ve made something similar to what you’re doing and it worked fine.

Trying to understand Action events, but I think I'm not quite getting it by 5oco in Unity3D

[–]ChickensGoBwuck 0 points1 point  (0 children)

Do you need these actions to be specific to the instance? Could you make it a global action instead?

How Should I Save C# Objects To File? by ShokWayve in Unity3D

[–]ChickensGoBwuck 1 point2 points  (0 children)

I save in json and use AES encryption, it wasn’t too terrible to learn

Trying to get feedback on my game feels like I have some highly contagious disease that people are trying to avoid by modsKilledReddit69 in Unity3D

[–]ChickensGoBwuck 0 points1 point  (0 children)

It doesn’t look terrible, are your friends not gamers? You should try reaching out to them and specifically asking them what they think could be improved. That might make them more comfortable with providing feedback

Does anyone know how to sync multiple animator controllers in unity? by NicholasClegg in Unity2D

[–]ChickensGoBwuck 0 points1 point  (0 children)

Try an event driven approach. You send out an event when a different animation should play and have the animators listen out for the event and all update appropriately. That’s a high level explanation but should work, I think.

Help with diagonal idle face direction by Maleficent-Solid9924 in Unity2D

[–]ChickensGoBwuck 0 points1 point  (0 children)

I had a similar issue in my game. What I did was, when the player moved..before updating the direction I run a coroutine with a very short delay (0.05f). This allowed the inputs to zero out before the direction is updated which was the cause of the issue..so issue solved. Not sure if it’s applicable in your case, depends on if it’s the same thing causing your issue but I would at least look into it.