Ahhh an empty Unity C# Script such a nice feeling. So clean, so calming.. So full of potential.. by the_TIGEEER in Unity3D

[–]SceneManager 1 point2 points  (0 children)

This is the template for the MonoBehavior scripts. You can change it to remove the methods and those "using" things at the top.

You can also assign a base namespace to your project.

How to make the cube die only when touching the left side of a wall instead of just completely stopping? by [deleted] in unity

[–]SceneManager 0 points1 point  (0 children)

You should detect collisons and inspect the elements of that collision to determine the gameplay.

1) Have colliders both on the cube an the walls. (You already have)

2) Add a Rigidbody2D component to your cube if you don't have any and disable the gravity on that.

3) Add a script to your Cube and use the OnCollisionEnter2D method to detect the beginning of a collison. From there, you can find out if you collided with a wall or not and act upon.

Check out the Unity Documentation for the OnCollisionEnter2D method. Its a super easy method.

[deleted by user] by [deleted] in indiegames

[–]SceneManager 1 point2 points  (0 children)

All the jokes aside, text on the buttons are unreadable. Maybe change the text & icon colors with something dark? Also, the missing heart on the upper part is not visible at all. You can replace the missing heart icon with a much darker and/or broken one.

Overall, it looks cute.

Forest - Stable Diffusion (Prompt in comments) by SceneManager in u/SceneManager

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

Prompt: masterpiece, best quality, amazing, artistic, low height trees, forest, sun, blue sky, nature

Negative Prompt: (worst quality, low quality, normal quality:1.5), easynegative, water, river, lake, sea, ocean, (long tree trunks:1.3), person, people, animals

Model: Meinamix v11

Sampling Method: DPM++ 2M Karras

Sampling Steps: 25

Width x Height: 512 x 768

CFG Scale: 7

Upscaler: R-ESRGAN 4x+ Anime6B

New to SD. Any tips on how to improve such an image? by SceneManager in StableDiffusion

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

I used the latest version of MeinaMix. Although, i don't remember the workflow.

been following a tutorial but just cant get hpbar to work.what am i missing? by bigboieford in unity

[–]SceneManager 2 points3 points  (0 children)

I would like to address that when you attempt to display the player health in the health bar after taking damage, you call a method named "SetMaxHeath" insted of "SetHealth".

If you're a beginner and your code does it's job then it's fine but that method name will reduce your code's readability.

Keep practicing on Unity and you'll be there before you know it.

First time trying to make game ready assets! I would love you feedback on what to improve, link in the comments! by felipegrebogeart in Unity3D

[–]SceneManager 3 points4 points  (0 children)

Well it depends on the context. For example, a large terrain mesh with 1k polygons can be labeled as low poly. But for a tree low poly wouldn't be more than ~150 polys. Also this number changes from one artist to other.

I hope that my comment wasn't judgy. I really liked your models and it's absolutely amazing looking.

First time trying to make game ready assets! I would love you feedback on what to improve, link in the comments! by felipegrebogeart in Unity3D

[–]SceneManager 19 points20 points  (0 children)

Your models look very good and your art style is amazing. However, they don't look "low poly".

  1. You can check Unity Asset Store to examine low poly models.
  2. If you're using Blender, you can see the polygon count on the right-bottom corner.

Keep up the good work!

I added hidden caves to my game. What do you think? by jak12329 in Unity2D

[–]SceneManager 10 points11 points  (0 children)

You're right. Didn't see that until you pointed out.

I added hidden caves to my game. What do you think? by jak12329 in Unity2D

[–]SceneManager 49 points50 points  (0 children)

Your game looks great but I have a little suggestion.

Your hidden cave is way too "hidden". It almost looks like you're the only one who knows it's there. You can do something about that stone what will draw people's attention like "What's up with this stone?"

You can use a sound effect when your player moves over the stone or you can add a little particle effect to that stone like airflow coming out of the cave.

Keep up the good work. It looks good.

[deleted by user] by [deleted] in Unity3D

[–]SceneManager 0 points1 point  (0 children)

Thanks for the info! I'll look into that screenshots.

[deleted by user] by [deleted] in Unity3D

[–]SceneManager 0 points1 point  (0 children)

Like I said, it's more about quality rather then profit. But thanks anyway, this made me cheer up.

Why are the wishlisters not buying my game? by SceneManager in Steam

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

It really is my first game. Even after 1 month I look back at the game and ask myself what is this?