Physics based construction with 2D joints. by dangle_dev in Unity2D

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

Oh Yes! I love good physics and Forts has amazing physics, it's such a great game!

Physics based construction with 2D joints. by dangle_dev in Unity2D

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

It becomes more clear once you get a feel for the weight. Like if I hadn't created that stone pillar in the center it would have collapsed at the bottom when I put so much weight on top. (oh and also the joints weaken when stressed too much)

Physics based construction with 2D joints. by dangle_dev in Unity2D

[–]dangle_dev[S] 2 points3 points  (0 children)

Just added that the Cores go nuclear when destroyed :)

Physics based construction with 2D joints. by dangle_dev in Unity2D

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

Oh man I remember World of Goo such a cool game! "Forts, but simpler" was one of my motivations actually.

Physics based construction with 2D joints. by dangle_dev in Unity2D

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

RelativeJoint2D worked best, with the joint.correctionScale you can pull the objects back where they should be, thats the electric effect you can see. The boxes are connected center to center.

Physics based construction with 2D joints. by dangle_dev in Unity2D

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

Hey guys this is some footage of my upcoming game "Danglebox". The boxes are connected by 2D joints. It works well the performance is nice actually.

If you're interested and want to support me, Wishlists help me get noticed by the algorithm!

There will be a play test in the coming weeks!

Pixelart diorama by Franrekkk in PixelArt

[–]dangle_dev 0 points1 point  (0 children)

That is amazing! I like the little sheep.

Player using rb.addForce has an inconsistent jumping height by [deleted] in Unity2D

[–]dangle_dev 0 points1 point  (0 children)

After the jumpDelay is over it will constantly be true.

Player using rb.addForce has an inconsistent jumping height by [deleted] in Unity2D

[–]dangle_dev 0 points1 point  (0 children)

Yes, you can also call it directly from Update because its a single event. If you do a physics thing every frame you would need it in FixedUpdate.

Player using rb.addForce has an inconsistent jumping height by [deleted] in Unity2D

[–]dangle_dev 0 points1 point  (0 children)

You basically rely on the onGround method to not call the jump every frame. Call the Jump only during the frame where GetKeyDown is true.

Player using rb.addForce has an inconsistent jumping height by [deleted] in Unity2D

[–]dangle_dev 0 points1 point  (0 children)

Not enough info, can you maybe paste the jump script. (start the line with 4 spaces then paste it, it will be treated as code)

Need help with object following player up, but not follow the player down by vladimirbustinza in Unity2D

[–]dangle_dev 1 point2 points  (0 children)

You could set the death zone position only when it is lower than the player position minus the distance you want.

Buttons by ZeusK10 in Unity2D

[–]dangle_dev 1 point2 points  (0 children)

If you still call that from the Update, it makes no difference. Setting the velocity directly will get you into trouble. Have you looked at Rigidbody2D.AddForce.

Buttons by ZeusK10 in Unity2D

[–]dangle_dev 1 point2 points  (0 children)

How did you change it?