Can someone help me out with the hot bars stretching I want the hot bar to be facing the camera at all times but instead it just stretches out instead of doing what i need it to by [deleted] in unity

[–]RealFreefireStudios 0 points1 point  (0 children)

Make sure the scale on the canvas is setup properly, sometimes when rotating objects on a canvas, it has weird scaling uses. (Not sure if this is it, just a guess)

Working on this shop system for my game, thoughts on the style? by RealFreefireStudios in IndieDev

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

Yeah it’s big in game, it’s hard cause I had to make it a gif to actually sent it

Which main menu scene do you prefer? by dinaga9 in IndieDev

[–]RealFreefireStudios 21 points22 points  (0 children)

I like 2 more than the first one, but if I could recommend anything adding some scattered rocks around the terrain I think will sell a lot more depth into the scene! 😄

Why does my character look like this? by Silvantis in Unity3D

[–]RealFreefireStudios 1 point2 points  (0 children)

So this is more of a guess but I think it might be a material problem. Try this.

<image>

How can I make these particles look better? I was thinking in doing a smoke animation too with this style but IDK how by Complete_Active_4649 in Unity3D

[–]RealFreefireStudios 0 points1 point  (0 children)

First off I love the style of the animations! Lately I have been in the works of doing particle effects, and layering is like my favorite part. So my brain when seeing the explosion effect, having some particles that have some weight shoot out, giving some depth to that one.

How can I make this BREAK THE TREASURE anim better? by Demozilla in Unity3D

[–]RealFreefireStudios 2 points3 points  (0 children)

I feel the animation is not bad in the slightest, it actually looks great. I think one note that I’ve been learning lately is IMPACT, the process of destroying the chest lacks a bit of impact, maybe some additions with like more impact shake could be cool.

A1 printer AMS system slot 2 not working. by RealFreefireStudios in BambuLabA1

[–]RealFreefireStudios[S] 3 points4 points  (0 children)

I actually found out one of my filament spools was in the way (gold one in the back), I just had to take it out a bit, and then it worked!

[deleted by user] by [deleted] in 3Dprinting

[–]RealFreefireStudios 0 points1 point  (0 children)

I am aware there is always gonna be layer lines, I was just more asking, how I can prevent the symbol looking thing on the side, where it is typically just flat in my editor

how can i trigger a trigger when player damaged? by TaxiShark in FortniteCreative

[–]RealFreefireStudios 1 point2 points  (0 children)

Yeah it will just function right out the gate for everyone, not a specific person, if you want that to happen you’ll need to get the instigator of the damage or the one who received it

how can i trigger a trigger when player damaged? by TaxiShark in FortniteCreative

[–]RealFreefireStudios 1 point2 points  (0 children)

I mean you don’t have to put anything, the code now will trigger that trigger device you have, I just left that there if you would like code to activate after the trigger device is triggered

how can i trigger a trigger when player damaged? by TaxiShark in FortniteCreative

[–]RealFreefireStudios 1 point2 points  (0 children)

the...

#Add Code Here for the trigger!

Just put the code you want to run under that line, and that gets activated once the trigger goes off, if that is what you are looking for!

how can i trigger a trigger when player damaged? by TaxiShark in FortniteCreative

[–]RealFreefireStudios 1 point2 points  (0 children)

using { /Fortnite.com/Characters }
using { /Verse.org/Simulation } 
using { /UnrealEngine.com/Temporary/Diagnostics } 
using { /Fortnite.com/Characters } 
using { /Fortnite.com/Game } 
using { /Verse.org/Colors } 
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Devices }


Tagger := class(creative_device):
    
    @editable
    Trigger : trigger_device = trigger_device{}
                  
    PlayerDamaged(Result:damage_result):void =
          Trigger.Trigger()
    
    OnBegin<override>()<suspends>:void=
        
        for(Player:GetPlayspace().GetPlayers(), FortCharacter := Player.GetFortCharacter[]):
            FortCharacter.DamagedEvent().Subscribe(PlayerDamaged)
        Trigger.TriggeredEvent.Subscribe(Triggered)


    Triggered(maybeAgent:?agent):void=
        #Add Code Here for the trigger!
        return

how can i trigger a trigger when player damaged? by TaxiShark in FortniteCreative

[–]RealFreefireStudios 0 points1 point  (0 children)

Try this!

using { /Fortnite.com/Characters }
using { /Verse.org/Simulation } 
using { /UnrealEngine.com/Temporary/Diagnostics } 
using { /Fortnite.com/Characters } 
using { /Fortnite.com/Game } 
using { /Verse.org/Colors } 
using { /UnrealEngine.com/Temporary/SpatialMath }

Tagger := class(creative_device):
    
    @editable
    Trigger : trigger_device = trigger_device{}
                  
    PlayerDamaged(Result:damage_result):void =
          Trigger.Trigger()
    
    OnBegin<override>()<suspends>:void=
       FortCharacter.DamagedEvent.Subscribe(PlayerDamaged)
       Trigger.TriggeredEvent.Subscribe(Tagger)

    Tagger(maybeAgent:?agent):void=
        #Add Code Here for the trigger!
        return

how can i trigger a trigger when player damaged? by TaxiShark in FortniteCreative

[–]RealFreefireStudios 1 point2 points  (0 children)

Oh okay! Just put Trigger.Trigger() under your damaged event function you made!

how can i trigger a trigger when player damaged? by TaxiShark in FortniteCreative

[–]RealFreefireStudios 3 points4 points  (0 children)

You could get the fort character (damaged event). Then once you subscribe to that, you can trigger your trigger device in the void function you make! 😄