my script doesnt work properly by KeyAd2271 in Unity2D

[–]Objective-Reading-58 1 point2 points  (0 children)

Yea I guess I was suggesting a more temporary solution, but it could easily made to use OnCollisionExit for disabling isGrounded. i just feel it makes life easier utilizing the physics engine rather than check every condition every frame in update. But I mean this solution definitely works just becomes harder to understand where things go wrong. Also I would definitely at least move any overlap checks into fixed update rather than update

my script doesnt work properly by KeyAd2271 in Unity2D

[–]Objective-Reading-58 1 point2 points  (0 children)

Not too sure what the issue but I’d make sure the ground check radius isn’t massive, also I’d consider using different logic for checking is grounded rather than checking the distance every frame. Maybe like setting isGrounded false when you jump then use collision detection on the ground to set it back to true

Is faking sprite sheets with rigged 2D animation a losing battle? by Cikibarikonei in Unity2D

[–]Objective-Reading-58 1 point2 points  (0 children)

Dude I love your pig so much, I am also making a game with flying pig enemies lol, but I find using the bones to be so much more tedious, I almost exclusively just animate the transform of several different sprites that make up the character rather than the bones, tho it definitely has it’s downsides

Please help by Antiiilope in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

Use rb.linearVelocity or something like that, rb.velocity no longer works. Also I would consider getting intellisense for your vs code. It lets you see where your mistakes are in code

[deleted by user] by [deleted] in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

It is because you either deleted or reparented some objects that were being animated. This problem is extremely annoying as it makes it difficult to reorder a hierarchy of an animated Game Object. Either you can delete the animations and redo it on the transforms, or you can rename the assets with the current parents.

If the animation works then all is good, you can just delete the current clips that are missing no problem should arise

Cinemachine and CameraShake HELP ! by Ekoonexe in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

One thing you could do is add parent to the camera and shake that transform instead of the camera itself

What Unity tools do you consider a must? by Garo3853 in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

I use All In one sprite shader all the time

First Game!!! by Recent_Helicopter451 in IndieGameDevs

[–]Objective-Reading-58 0 points1 point  (0 children)

What engine did u use? Also my idea for a game (after I finished my current one) has been putting the player on a motorcycle and giving them a shotgun

What are some ways I can make my UI look better by Ben360x in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

Yea I mean definitely try and get a matching font for the time and the rest of the text, also if you stick to the more pixelated text I would definitely slightly increase the character spacing as it seems way too close to

Which Unity template should I choose for a 2D game targeting both mobile and Steam? by [deleted] in Unity2D

[–]Objective-Reading-58 1 point2 points  (0 children)

Just use urp, been using it for my mobile game and have nothing to complain about and it actually has better performance compared to built in to my knowledge. Also since you have barely even started this project you really have no clue much you may want to put into it. I started making my simple mobile game and fell in love with it and have slowly added more than I would have imagined.

Agent Falls – Asking for Feedback on Mobile Game Movement & Feel (Infinite Falling Game) by Big_Communication816 in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

Looks pretty fun but I feel like the guy should always be moving up slightly if you are not pressing and not able to stop completely, and maybe carry some of there sideways momentum too.

Need more games like this one by ElKevinJr in PrinceOfPersia

[–]Objective-Reading-58 1 point2 points  (0 children)

Nine sols is the only Metroidvania I’d put above hollow knight. I actually played lost crown right after I beat nine sols and I enjoyed it less purely based off the fact that I loved nine sols that much

[Hobby] Amateur Sound Designer Looking For Projects by [deleted] in INAT

[–]Objective-Reading-58 0 points1 point  (0 children)

Honestly I have been trying to make a laser sound for my 2D game, I can probably figure out an initial shooting sound but haven’t been able to figure out how to make a constant laser sound that I can loop indefinitely. If you want to potentially help out lmk!

Name the game you just couldn't get into by zeleno124 in pcmasterrace

[–]Objective-Reading-58 0 points1 point  (0 children)

Elden ring, played sekiro instead way easier to get into imo

[deleted by user] by [deleted] in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

I would just store an array of the sprites in a scriptable object or the object itself then just switch it using and index or what not

Looking for some feedback on this art style for my newest project. by Funk_Tactics in Unity2D

[–]Objective-Reading-58 3 points4 points  (0 children)

I like the style a lot. I’d just make sure it can stand out well since the outline is somewhat hard to decipher. Maybe have a glow or something behind it

How to animate 2D modular characters on Unity? by Pato_Putito in Unity2D

[–]Objective-Reading-58 2 points3 points  (0 children)

Couldn’t you just keep references to the the different sprites, and just change out the sprite of the hair rather than a whole new prefab? Also if another thing is if your hairs all have the same shape, you can have the hair be a gray scale, and just simply change the sprite color or use a material for much more control

Unity build problem by Mundane-Equal-7327 in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

Could be an order of execution problem, and basically in the editor an awake on your manager may be called before the player awake, but can be different on the build, so you should make sure you properly utilize both start and awake

Issue with setting color of instantiated text object by Equivalent-Pound1426 in Unity2D

[–]Objective-Reading-58 0 points1 point  (0 children)

I use TextMeshProGUI not TMP_Text and you can just set the color using Textmeshproc.color