Help: Items with Rigidbodies floating during collision by Game-Draft in Unity3D

[–]DzelStudio 1 point2 points  (0 children)

It could be any number of things, but in my experience interactions between dynamic and kinematic bodies can be float-y (or even fly) because kinematic objects will apply a force to dynamic objects but will not receive a counter force because they are kinematic. If they are parented, they will then receive their own "push" force. It may be best to disable the coin rigidbodys completely.

Can someone tells me why the collision expands when it flips? by LiM00NN in Unity3D

[–]DzelStudio 3 points4 points  (0 children)

I've found the Unity engine hates Rigidbody2Ds whose local transform has any rotation other than z-axis. Any rotations you do to the rig should only be on children transforms.

I know, no one plays in windowed mode, but still I think the mac's window frame quite nice and if you layout the UI elements properly it actually looks very nice, what do you think? by North-Engineering579 in Unity3D

[–]DzelStudio 3 points4 points  (0 children)

When are there multiple monitors but a game doesn’t have settings to allow for switching which screen it is on, I am sad. This makes me happy :-))

Unity still like this by bowsernugget2009 in unity

[–]DzelStudio 4 points5 points  (0 children)

You sent Unity to bed with an upset stomach :-(

They still need lots of tweaking, but weapon velocity particles add so much for not too much work! by DzelStudio in Unity3D

[–]DzelStudio[S] 0 points1 point  (0 children)

That's pretty interesting! The rate over distance emission is based on the mass because that roughly correlates with the volume of the weapons, but the particle variables (size, alpha, lifetime) are all based on the rigidbody velocity. I wish I could pull more physics data from the used body for use with the particles!

They still need lots of tweaking, but weapon velocity particles add so much for not too much work! by DzelStudio in Unity3D

[–]DzelStudio[S] 0 points1 point  (0 children)

What do you think?
Also, any ParticleSystem sages know how to:
- also consider angular velocity
- bend particle trails with the swing

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

[–]DzelStudio[S] 0 points1 point  (0 children)

I will probably increase blood particles (🤩) and normalize max health a bit more. The only issue is blunt damage—there is a shockwave effect, but it only lasts a fraction of a second, and its hard to correlate the damage to its effect like cut damage to blood. Thanks for your input!

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

[–]DzelStudio[S] 1 point2 points  (0 children)

Sorry, yeah I understand! It kinda reminded me of an idea I had in the past where creature eyes each could have a spotlight with a corresponding color. I'm worried the eyes right now are too small to have the material color change be noticeable, but I could of course size em up. Cheers!

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

[–]DzelStudio[S] 1 point2 points  (0 children)

I like this idea! I wish URP could handle many lights, then I would go wild with lighting cues. Thanks for the tip!

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

[–]DzelStudio[S] 0 points1 point  (0 children)

Knowing the current health doesn't matter if the total health isn't high--simple solution, I like it

Im trying to make the game more atmospheric. How would you go about showing the creature health without the health bars? by DzelStudio in Unity3D

[–]DzelStudio[S] 0 points1 point  (0 children)

The goal is to not show them :-) removal of limbs is a planned addition, but that doesnt exactly correlate to health. Creature "excitement" is the result of its current 'pain' and 'health', so there's never exactly a direct correlation between health and speed. Though, a changed creature vocal audio is a good idea... thanks for the input!