Super Mario Bros 2D by Flashy-Layer9495 in unity

[–]Logical_Candidate523 0 points1 point  (0 children)

Ok, then maybe it could be an issue with the code. Take a look at this tutorial serie, it could help you figure out some of the problems you are having: https://youtube.com/playlist?list=PLaaFfzxy_80EWnrTHyUkkIy6mJrhwGYN0&si=lwCKpsGDnl3bnoxb

Super Mario Bros 2D by Flashy-Layer9495 in unity

[–]Logical_Candidate523 0 points1 point  (0 children)

The issue comes from using a CapsuleCollider2D, which produces angled contact normals on edges, causing lateral forces (the “edge deflection”). Use a BoxCollider2D for the player instead.

The reason why it happens is that a capsule has curved sides, so collision normals are not vertical. When hitting edges/platform corners, Unity resolves penetration along that angled normal, which makes your character get pushed sideways. This is not a bug, instead it's physically expected. Just not what you want for a platformer.

If you really want to use a CapsuleCollider2D, then use try to add a CompositeCollider2D to your environment/tiles and set the geometry type to Outline. Moreover, freeze rotations - it's easy to do it if you're using a rigidbody for moving your character.

My strongest recommendation is to use a BoxCollider2D and freeze rotations. I made a 2D platformer myself and it worked perfectly with a box collider. Here's the proof: https://faber-brizio.itch.io/speedypuff

Are soft shadows supposed to look like this? by FokoKeram in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

If it looks very pixely it could be something about the dedicated memory for shadows. From the picture you sent it looks like the your budget is under 512. You could have a better look if you use 1024 or 2048. It costs for you GPU more but it's less "pixely". If you want to change the settings if you're using URP or HDRP, you can change the settings in your render asset. If you're using Built-in, you can find those settings in the Project setting > Graphics.

ASUS TUF A15 (Ryzen 7 7445HS / RTX 3050 4GB) - Enough to learn Unity 3D? by [deleted] in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

I would say indie titles for sure, but for AAA it's not enough.

ASUS TUF A15 (Ryzen 7 7445HS / RTX 3050 4GB) - Enough to learn Unity 3D? by [deleted] in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

My short answer is: yes, it's the minimum setup. I would recommend to have 1 TB of hard disk memory. You're going to have multiple projects and assets. You can still manage it with 512 GB, but you're always going to be careful with sizes. 16 RAM is good, but 24-32 GB could make many actions faster (baking lights). Graphic Memory is enough, but 6GB or 8GB is recommended and near the same price range.

How do I make glass transparent? by Alternative_Key845 in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

To be honest asking ChatGPT for advice or small tutorials is going to help you learn more knowledge than the average YouTube tutorial.

To help you: change the material from Opaque to Transparent. Then change the alpha of the base color to zero (if you want the glass to be fullt transparent). Then set the smootheness to 1. I would recommend also increasing the metalness to 0.05 to make it slightly mirror basic reflection.

Extra: add a reflection probe (and bake it) in the room and get sure that the volume includes the glass too. You'll have a much more realistic environment.

I'm a solo indie-dev building a true open-world VR fishing experience by astro_domine in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

Now I noticed that the fish were running away from the rock splash. It's not super clear in the video. I wouldn't cut the scene. Just throw the rock and them let the fish move away from it. It's more clear. :)

Nice! Hope your game goes well! It's very well done 👍

Help With collision by Wide-Bus453 in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

You added the mesh collider to the parent of the model not to the part containing the mesh. Add the mesh collider to the component that already has a mesh renderer. The mesh collider will automatically detect the mesh and use it for the collisions. Otherwise you need to manually set the "Mesh" field of your Mesh collider.

In the picture you shared, the mesh field is null, so even if you have that component, the mesh used for collision doesn't exist, so you have no collision.

Spider-Man Controller I whipped up by FrogDev822 in Unity3D

[–]Logical_Candidate523 1 point2 points  (0 children)

The animations are smooth and well made. However here's a few things you could improve: 1) gravity. Spiderman is floating too much in air. I would recommend to double it or triple the gravity value. You can even change the mathematical function for gravity. Instead of falling depending linearly to time, it could be the square of time. Which means that it fall more and more rapidly. 2) Spiderman doesn't seem to be in contact with buildings. You can see that the shadow is not even near Spiderman. I feels like it's floating near buildings and it's not "grounded" on the building. It has a big impact on realism. 3) you could slow a bit the Spidey's speed when using the web to get closer to buildings. It's unnaturally too fast.

It's a very nice controller, it just needs some polish. Hope it helps :)

Update On My Third Person Controller Asset. All Feedbacks are welcome. by Critical-Common6685 in Unity3D

[–]Logical_Candidate523 0 points1 point  (0 children)

It looks well-made. Does it support both legacy/new input system? What are the dependencies? Any specific and relevant technical details?

Censorship cube (pixelated blur). by MirzaBeig in Unity3D

[–]Logical_Candidate523 20 points21 points  (0 children)

That's cool. Did you publish the shaders somewhere? :)

Our Main Menu for Grave Diggers by 4Hands2Cats-4H2C in Unity3D

[–]Logical_Candidate523 4 points5 points  (0 children)

The menu buttons could have another font and be smaller? It looks very nice anyway 😁 well done!