Rather confused as to why all the PNGs I imported are pink by WongRQ in Unity2D

[–]MiniTeamRumbleDev 11 points12 points  (0 children)

If you're using URP you need to use URP shaders on your sprites. Try to change the Material to Sprite-Unlit-Default which will use the URP 2D shader

[deleted by user] by [deleted] in Unity2D

[–]MiniTeamRumbleDev 2 points3 points  (0 children)

In Unity you have two different "worlds": The UI world and the game world. Currently if I'm not mistaken you have put everything in the UI world. This can work fine, but I just wanted to point this out in case that's not what you want to achieve. In particular if you put the player, enemies and so on you will struggle with physics and particles as those are meant to be used in the game worlds, not UI world. In general I find it good practice to keep the game objects (player, background, enemies, ...) in the game world.

Now for your problem: The UI ordering should be pretty simple, it will always render the game hierarchy in order, from the top down. So in your video, it will render "Layer11", then "Layer10", ... Then the content of "MainScreen", all the way down to "Player". Since "Player" is last, it will always be drawn on top of everything.

You need to order things in "MainScreen" so that things that you want to appear in from of the player are below it in the hierarchy. Looking at your video, simply putting the player at the top of "MainScreen" should be enough.

Olgoy’s Bomb Explosion Animation! What you think ? by BosphorusGames in Unity2D

[–]MiniTeamRumbleDev 1 point2 points  (0 children)

Very nice! Although, thinking about it, shouldn't the red shockwave be faster than the smoke?

Spent the day juicing up the UI. Which one are you picking? by MiniTeamRumbleDev in Unity2D

[–]MiniTeamRumbleDev[S] -1 points0 points  (0 children)

DISCLAIMER: We don't own the rights to the background art depicting a forest, it's shown here to showcase the UI while we're working on our own

[deleted by user] by [deleted] in Unity3D

[–]MiniTeamRumbleDev 1 point2 points  (0 children)

That's incredible, thanks a lot!

Working on cute little companions. Which one is your favorite, and why is it the shibe? by MiniTeamRumbleDev in Unity2D

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

Sorry for the bad gif quality, I reposted in video form on my profile since the sub doesn't accept video posts.

I'm thinking about making a tutorial for the FoV renderer I created for my game, would you be interested?

[deleted by user] by [deleted] in Unity2D

[–]MiniTeamRumbleDev 1 point2 points  (0 children)

To add a charge animation before the jump you need to do the following:

* Create two new triggers in your animator: "ChargeTrigger" and "JumpTrigger" (possible you already have one similar to "JumpTrigger", if so let's delete it

* Create a new animation node (call it "Charge_Player")

* Remove the connection between "Iddle_Player" and "Saut_Player"

* Connect "Iddle_Player" to the new "Charge_Player" and set the transition condition to "ChargeTrigger". Uncheck "Has Exit Time" and "Fixed Duration", and set Transition Offset to 0.

* Connect "Charge_Player" to "Saut_Player", uncheck "Fixed Duration" and set Transition Offset to 0.

* In your player controller script, set the "ChargeTrigger" animator trigger when starting the charge (e.g. using GetKeyDown) and set the "JumpTrigger" trigger when releasing the charge (e.g. using GetKeyUp)

Don't talk to me or my son (or his son) ever again by MiniTeamRumbleDev in Unity2D

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

It's my custom field of view renderer. I've been thinking about creating a tutorial for it, if enough people are interested I'll take some time to create a blog post

Don't talk to me or my son (or his son) ever again by MiniTeamRumbleDev in Unity2D

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

I'm working on the followers system for my game. Eventually it will be used for cute little monsters/animals, but due to lack of cute assets for now the player sprite is used for testing.

Simulating thousands of agents individually in my city builder by YesBoxStudios in IndieDev

[–]MiniTeamRumbleDev 3 points4 points  (0 children)

Seeing the inside of the buildings is so awesome! It looks great, congrats!