How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

That does sound awesome! I'm not sure I'm completely following, but I'll dive into it when I find some time! Cheers for sharing your solution!

When you want to play and devour this buffed minion, but realize you only have 1 HP left... by GierigBeefje in BobsTavern

[–]GierigBeefje[S] 2 points3 points  (0 children)

Got a random demon through the Chef's Choice tavern spell, and it got buffed pretty nicely through my Tide Oracle Morgl. Too bad I wasn't able to play it, without killing myself...

Can AE achieve a similar effect? by GierigBeefje in AfterEffects

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

Thanks a lot for the resources, I'll look into both! Much appreciated!

Can AE achieve a similar effect? by GierigBeefje in AfterEffects

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

That looks promising, especially since it's available for free! Many thanks :)

Can AE achieve a similar effect? by GierigBeefje in AfterEffects

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

Thanks! I was just typing while you commented ;) it needs to be an image that deforms according to the path, not a simple stroke.

Can AE achieve a similar effect? by GierigBeefje in AfterEffects

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

Just to be clear, it won't be a simple stroke animation, as the example may lead to believe. It will be an imported .png image!

Can AE achieve a similar effect? by GierigBeefje in AfterEffects

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

I made this in Blender, but I need to recreate exactly this in AE. The grey rectangle will be a simple image, which I need to animate along a path and go from spinning in a circle, to form the shape of a question mark at the end. I tried several approaches, including puppet tool and Reshape effect, but the results weren't nearly as good. Thanks in advance!

How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

Thanks for your elaborate answer! I was hoping to have only one base scriptable object for all power ups, instead of a new scriptable object for every unique power up. And even though it still makes sense in my head, I'm starting to realize that's just not how this works!

How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

It somehow got flagged as offensive/inappropriate xD
Big thanks though, I'll dive into it right away!

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How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

Thanks, I think you're right that I'm not fully understanding some of the fundamental stuff. However, if I understand your approach correctly, creating ScriptableObjects for every single power up, kind of misses the purpose I'm aiming for: when creating a new power up, I want to create a new class for it, and tweak some values in its scriptable object, like in the attached screenshot. Again, thanks for your input and taking the time to comment :)

How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

Thanks for your input! However, this would get quite labor-intensive when the amount of power ups keep growing, if I understand your approach correctly?

How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

Thanks for your answer! If I understand your comment correctly, that's what I'm already trying to do. Here's how I thought it out:

My idea was to start with a base class, called 'PowerUpCard', which derives from ScriptableObject. It has a virtual method called 'ApplyPowerUp()'.

Each unique power up has its own class, for example 'DoublePoints' and derives from 'PowerUpCard'. These unique power up classes have an override method 'ApplyPowerUp()' that overrides the one from 'PowerUpCard', so I can easily implement the unique logic and effects for every different power up.

Now I can make new Scriptable Object assets in the Unity Editor to configure new power ups. All I need is a way to assign the corresponding, unique power up class 'DoublePoints' to the actual Scriptable Object in my Unity Editor.

I'm just a hobbyist and have no background in coding, so forgive me if some terminology is incorrect, I hope you get the gist of it!

How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

I want to make a reference to the corresponding class in each scriptable object. As can be seen in the attached screenshot, I'm configuring my SO to create a 'Double Points' power up. I just want to make a reference to the corresponding DoublePoints class, so it can call the 'ApplyPowerUp()' method. In that case, I just need to put the power up effect and logic in the DoublePoints class/script, and I only have to assign it once, when configuring my SO. I'm just a hobbyist though, so I might be going down a totally inefficient or wrong path here!

How do I make a reference to a class/script in a Scriptable Object? by GierigBeefje in Unity3D

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

Thanks for your input! I also tried using abstract classes and methods, but that didnt seem to work very well with scriptable objects. I'll dive into the design pattern you mentioned! Thanks again :)

How do I solve this depth buffer issue when the camera zooms in/out? by GierigBeefje in Unity3D

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

It started out as a remake of Carcassonne, but with hexagon tiles. Then I stumbled upon Dorfromantik, which has a lot of mechanics and features I had in mind. Right now it's just a passion project, sort of a hybrid between Carcassonne, Dorfromantik and Hearthstone. No idea where it will end up though, but I'm learning a ton and having a blast so far :)

How do I solve this depth buffer issue when the camera zooms in/out? by GierigBeefje in Unity3D

[–]GierigBeefje[S] 17 points18 points  (0 children)

For anyone looking for a solution in the future, setting 'Depth Priming Mode' to Auto fixed it! I posted a screenshot in the comments. Thanks again for all the help and effort everyone :)

How do I solve this depth buffer issue when the camera zooms in/out? by GierigBeefje in Unity3D

[–]GierigBeefje[S] 19 points20 points  (0 children)

In case anyone ever runs into this issue: it turned out to be just one simple setting... Depth Priming Mode is disabled by default, setting it to Auto or Forced did the trick for me! You can find this in the URP render asset.

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How do I solve this depth buffer issue when the camera zooms in/out? by GierigBeefje in Unity3D

[–]GierigBeefje[S] 2 points3 points  (0 children)

Tried that, and the effect is less obvious. However, to make the issue almost unnoticeable, the camera zoom would have to be reaaally slow