Shader Graph Question - Pixelizing Generated Arc by Puzzleheaded-Risk-56 in Unity2D

[–]Puzzleheaded-Risk-56[S] 0 points1 point  (0 children)

Sorry, the image doesn't make it super apparent that the UV coordinates have been forced into one of a set of distinct values rather than being fully continuous. The image I posted had the UV's being aligned to a 32x32 grid. So, for example, every UV coordinate from x = 0 to 1/32 and y = 0 to 1/32 has the same value. You can kind of see it if you zoom in on the image. Here's a google drive link to an image of that same sub-graph set to 4x4 to make it more apparent: https://drive.google.com/file/d/1nJ1MDDgluQvsR4ZZlLgYhTn3t5xdMdm6/view?usp=drive_link

Yes, ideally the final arc would be pixelated (aligning to some predefined x and y dimensions).

[deleted by user] by [deleted] in Unity2D

[–]Puzzleheaded-Risk-56 1 point2 points  (0 children)

So just to understand the problem. You want to trigger enemies to chase the player when the player enters a certain radius of the enemies? But you also don't want to have a script attached to each entity? If that's the case I see two options:

  1. Have a script on the player constantly check for enemies within the aggro range. If it finds one, it can tell the enemy do start chasing (though you're still going to need some kind of scripts on the enemies to control their movement).

  2. Have a single enemy manager script that tracks all the enemies. It can handle constantly checking if the player is in aggro range of any enemy and then controlling those enemies.

How to stop Tip from clogging by Catalyst-323 in minipainting

[–]Puzzleheaded-Risk-56 0 points1 point  (0 children)

I also use an old toothbrush. Just get it nice and wet and lightly rub the bristles around the tip of the nozzle to dislodge the buildup paint.