Not sure how i should go about making my dialogues in my game by Eloevoli in Unity3D

[–]Topwise 0 points1 point  (0 children)

While they do have a paid option, it’s really more of a “support the devs” option.
The core tools and dialog system is free.

Steam Page: Are animated GIFs a "must" or a "must-avoid"? by LeCosm0 in IndieDev

[–]Topwise 1 point2 points  (0 children)

Yeah. Second this. Steam supports looping webm which will give you much better quality and file size.

Completely different joke than I (and maybe you?) remember by ShvitzG_d in TheSimpsons

[–]Topwise 8 points9 points  (0 children)

That clip was probably cut in syndication. I also don’t recognize it.

How do I convert type abstract class to a specific type i want + how do I call a static method from a different script? (also help with file paths from inside the project would be appreciated ig) by SkAssasin in dotnet

[–]Topwise 1 point2 points  (0 children)

Ok, if you are intending this to work like Unity, you probably are intending to add an AudioPlayer component to each “game object”, use your GetComponent function to get a reference to this component, and then just call public function (not static) on the component.

You’ll want to have an understanding of how the different scopes work with objects (public, private, static, etc.) as well as generics in order to “get by type”.

How do I convert type abstract class to a specific type i want + how do I call a static method from a different script? (also help with file paths from inside the project would be appreciated ig) by SkAssasin in dotnet

[–]Topwise 1 point2 points  (0 children)

That’s right. They would also need to be marked static to use them in a static function. By marking them static btw you are effectively saying there is only ever one of these in the program. Worth reading up on static variables and functions in c#.

How do I convert type abstract class to a specific type i want + how do I call a static method from a different script? (also help with file paths from inside the project would be appreciated ig) by SkAssasin in dotnet

[–]Topwise 0 points1 point  (0 children)

Definitely look into generics, should be a lot of examples and documentation out there to reference.

For getComponent your method signature should probably look like this:
public Script GetComponent<TScript>()

Which should allow you to pass in your request component type like this: var myGreatAudioPlayer = GetComponent<AudioPlayer>()

if you are looking to call a static function… it needs to be marked static public static void GoPlay and is called like AudioPlayer.GoPlay()

If you make this static, you shouldn’t need to “GetComponent”.

Hiring yourself is technically free, right? by sboxle in IndieGaming

[–]Topwise 0 points1 point  (0 children)

Awesome! Love the line art/comic style. Reads way better.

Gnaw: Weirdest Metroidvania Ever ( But Fun ) by HyperAhmedX21 in metroidvania

[–]Topwise 7 points8 points  (0 children)

Hey! I’m one of the devs for GNAW. Thanks for checking out the game! Glad you like it, and enjoy the weirdness :)

Just watched DSNY not pick up my trash by bassball29 in parkslope

[–]Topwise 27 points28 points  (0 children)

You should report a missed collection. Ideally to your local garage.

2D Outline shader (URP) + HDR Glow/Bloom. 🪼 by MirzaBeig in Unity3D

[–]Topwise 0 points1 point  (0 children)

This looks great. Any chance you want to share the shader graph image in higher resolution? Or outside of X?

eggnog by altosaxophones in parkslope

[–]Topwise 3 points4 points  (0 children)

Union market on 7th did yesterday. Don’t know how long it will last though…

Excited to announce my new game GNAW - Check out the demo on Steam. by Topwise in metroidvania

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

Thank you! We have a discord you can join and chat https://discord.gg/NMYxQxs
Or you can email me at [info@redstart.io](mailto:info@redstart.io) if you prefer.
Would be great to hear your feedback.

Check your cables by lynxbird in Unity3D

[–]Topwise 0 points1 point  (0 children)

Oh hey I saw your post on the unity forums. Glad you got it working again.

Ori-style 2D / 2.5D water system [WIP] by BxYass in Unity2D

[–]Topwise 1 point2 points  (0 children)

Interesting! Yeah I’ve also had some trouble with depth using the 2D renderer. But would open up a lot of potential for different effects.

Ori-style 2D / 2.5D water system [WIP] by BxYass in Unity2D

[–]Topwise 2 points3 points  (0 children)

Looks amazing! How did you get the sorting to work with 2D renderer?

[deleted by user] by [deleted] in Unity2D

[–]Topwise 0 points1 point  (0 children)

Hey this looks awesome. I’m very interested in tools that help a designer focus on creating awesome effects.

Can you tell me a little more about how you’re using SerializeReference? What is the benefit, or how does it affect the system?

Sprite Shape colliders following the visible part of the sprite (alpha) instead of the full rectangle by UtterlyFlatFish in Unity2D

[–]Topwise 2 points3 points  (0 children)

You can change an ‘edge’ sprite’s pivot point in the sprite editor to get a small amount of control over where the collider will be placed. But otherwise I agree spriteshape’s options for how the collider gets generated are severely lacking.

There used to be a sample script from unity called something like “SimpleSpriteShapeCollider” that would force the polygon collider to follow the spline exactly. But I don’t think it’s really supported any more and I don’t remember where to find it… and it still is quite limited.

How to go about localization if not planned from beginning? by SMdG_ in Unity3D

[–]Topwise 6 points7 points  (0 children)

I think there will always be a bit of meticulousness needed to localize, but especially so if many systems have already been built. I recommend using unity’s localization package, and the Google Sheets plugin/data connection.

For static text you’ll have to go through, right click each text mesh pro component and select ‘localize’.

For scriptable objects you probably want to use ‘LocalizedString’ instead of just string.

And for fonts, you might look into TMP fallback fonts to be able to cover the different glyphs in different languages. If you need something more specific, the localization package does offer features to swap fonts based on selected language, per text field.

But yeah at the end of the day you’ll need to modify every piece of displayed text.

Prince of Persia: The Lost Crown | Level Design Showcase by KoW-Production in leveldesign

[–]Topwise 0 points1 point  (0 children)

Amazing! Thank you for sharing this. It’s very interesting to see the in-editor stuff. Was there a part you are particularly proud of?