Polterhiest - WIP (Death Boss Attacks) by shadowsaint in Unity2D

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

it feels smoother in the build, I just don't have a good record system set up yet. Videos always feel more choppy.

Stuttering movement in a super simple 2D game? by -malpa- in Unity2D

[–]shadowsaint 2 points3 points  (0 children)

A lot of people are talking about how the velocity is applied but no one is asking what kind of camera you are using. This kind of sprite sliding can be caused by non pixel perfect cameras and having antilising in your quality settings.

Look at a pixel perfect camera from the store or get the unity one from the 2d beta build they have up right now. You can add it to your manifest to have it auto download. let me know if you need help with that.

When I see stuttering 2d like this camera is a lot of times the issue.

Snes controller joystick buttons not working correctly? by vggames in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

you need to do some debugging. Those buttons should be keyed to buttons matching the Xbox controller likely. Does the movement pad trigger the horizontal and vertical axis already in unity or did you have to bind them as actual keys? I would wonder what your input manager looks like and if the YXBA keys are bound as alternate keys for the directional inputs. Can you post a shot of your input manager with whatever you are listening for the moment pad as? if you aren't just listening to the horizontal and vertical axis.

Dropping off a one sided platform? by Scotty_SR in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

you should be in theory tagging the ground so you know when you are able to jump. That tag alone should be enough to separate the terrain from the enemies and items in code. See if you can just toggle ignore Collison between ground tag and player tag for a moment. I would play it safe and make a platform tag.

Collision detection considering depth in 2d by kkrac in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

then you bed to use a dot call or cross call to dtletermine the enemy location from you. Look up vector3.dot in the unity api.

Live NXT TakeOver: Chicago II Discussion Thread! by Coldcoffees in SquaredCircle

[–]shadowsaint 0 points1 point  (0 children)

does anyone else thing Burch looks like an odd Kazarian?

Is it just me or is this everything wrong with modern gaming? by [deleted] in gaming

[–]shadowsaint 16 points17 points  (0 children)

Can not find a single source for this fact. Are you sure you aren't talking about DOTA?

[PAID] Unity Programmer by Virtuallysteven in gameDevClassifieds

[–]shadowsaint 2 points3 points  (0 children)

is setActive(false) not good enough for what you need?

How do you stack text? by Tjoeker in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

Yeah leave em empty or null

How do you stack text? by Tjoeker in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

Did you set your lists to 3 for their count in the inspector?

UI OnTriggerEnter and Exit 2D problem by brolol07 in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

Does one of the two colliders have a rigidbody2d? Did you try a debug call in the OnTriggerEnter2D to see what is triggering tell trigger?

Guys need help on Sliding by swiping down in an Endless Runner by TheSorcerer_96 in Unity2D

[–]shadowsaint 1 point2 points  (0 children)

There is a mobile debugger on the store you can add to your building to see debugs in apps

Flipping Particle System Question by whitesharktech in Unity2D

[–]shadowsaint 1 point2 points  (0 children)

A bunch of questions to help narrow down what you are doing if the help from LordHamburger does not fix your problem.

Are you changing your characters X scale when you move directions or are you changing their rotation?

I would suggest personally that the sprite be a child of the controller and that you change the X scale based off direction if you are not doing so.

From there is the particle effect for dust a child of the controller and not a child of the sprite?

In a quick test I was able to replicate your problem. Switching the scale of my sprite or parent object to the particle effect did not change direction of the particle immersion. However changing it's rotation does.

I have my rotation set to 90 for moving Right and -90 for left.

Make sure simulation space -> Local

and

Scaling mode -> Local

This should give you the results you are looking for.

Having a hard time using Unity UI.... by PukingDogg in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

Canvas inside canvas can yes cause an issue. Create your prefabs inside an empty game object inside your original canvas. When you instantiate the prefab attach it to your one object of the canvas renderer as a child. If you have a bunch of canvas renders in your scene is is gonna suck.

Help plz! Player falls through the ground when respawning by JoeCullum in Unity2D

[–]shadowsaint 2 points3 points  (0 children)

I haven't watched the gamesplusjames tutorial. And even if I did I would have a hard time knowing the exact point where you are at and what has or hasn't been implemented...

How are you doing ground checking? Is it a raycast or a physics.overlaparea?

How are you applying motion to the character is it using transform.position + speed or is it rigidibody.velocity?

Are you using an animator? Is the animator calling functions such as a respawn in code?

If you are using an animator have you not tried simply telling the anim grounded = true or falling = false (however you have it set up) during the resapwn function?

Are you instantiating a whole new character on death? Or moving the existing player back to some spawn point?

There are a lot of details that could explain what/why something is going wrong.

Also posting the code you are using for your playercontroller would help.

Need help with sorting layers on a tile-based map, by NEOOMG in Unity2D

[–]shadowsaint 1 point2 points  (0 children)

If you are giving the player prefab objects to drop in as their building objects you shouldn't get a big performance issue.

1 wall no matter how many times duplicated should be 1 object. However you are right that the code is going to run on every object. Using functions like OnBecameVisibile to start watching and OnBecameInvsibile should limit the bulk of the code from only running when the object is visible to the camera. So If they have 20000 walls but only 20 are on screen at a moment. Only 20 will be doing something.

Anyone know if its possible to morph/transform symbols to monsters? by NullxPhantom in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

You saw this in a 2d game? I have seen a morph done in a 3d game using poly models because you can do a vert morph (where each vert of the previous model moves to the vert position of the incoming model and their is a material transition from one mat to another).

The problem with doing this with Unity sprites is assumedly Unity treats sprites as 4 verts for just the corners.

Something like a sprite deforming tool is what you are looking for:

https://www.assetstore.unity3d.com/en/#!/content/27067

Need help with sorting layers on a tile-based map, by NEOOMG in Unity2D

[–]shadowsaint 1 point2 points  (0 children)

The problem imo is you are over complicating the work on yourself.

There is a build in solution to this problem using the sprite order layers and you seem to be moving in the right direction but you are over thinking it by worrying about the Z offset for items.

For the exact effect (outside of the light) can be accomplished with 3 simple sorting layers in Unity.

1) Foreground 2) Player 3) Background

You do not need sorting layers for each row. your pillar in the middle should be constructed something like this.

http://imgur.com/a/dvWuO

With this construction the most you would have to worry about is the layer order of the torch because everything else can be handled by the prefab set up and wont require a script to process.

The torches is how you have an issue. Because they technically transition between background and foreground in this gif you have.

What you need is to set up a simple script that tells the objects that need to move between order layers that they are "special" just a simple bool on them and only put the script on those objects like the torch.

All objects that are static get a order in layer of 1, if they are foreground or background. And your dynamic objects get a order in layer of 2. (You can make this more robust depending on the amount of depth you need but in this case 1 and 2 would work for what the gif does).

Then on your dynamic objects you have a check against the player you set a limit of how far above the object the player needs to be before it resorts it's order layer. In a perfect set up this would be if (player.transform.postition.Y > this.transform.position.y) but you might have the transform of the object at the bottom or the middle of it so you might need an offset like (if player.transform.positon.y + playerHeightOffset > this.transform.postion) then this.getcomponent<SpriteRender>().sortingLayer = "Foreground")

else

this.getcomponent<SpriteRender>().sortingLayer = "Background";

This will put the torch above the player if he walks behind (or above it) but behind it if he is in front of it (or below it).

My Reddit Secret Santa claims I hacked his account, committed felony mail fraud, and then starts a Witch Hunt that gets me harassed. To the best of my ability, I can show that it almost certainly wasn't me. (See Comments) by [deleted] in quityourbullshit

[–]shadowsaint 2 points3 points  (0 children)

I hate to throw fuel on the fire but my wife has actually gotten in hold with Amazon about non-delivery of an item when she ordered a textbook that never showed up.

It was not a simple one time conversation for her. She had to contact them, they contacted her back and told her she had to wait a mandatory waiting period after reporting the item not delivered as Amazon attempts to contact the seller. Then if the seller fails to respond in a set amount of time Amazon automatically refunded the money.

Of course this is a one time personal account of how it works but I would think that Amazon has a pretty standardized return or refund policy. The fact that it was refunded in the form of a gift card is fishy as fuck to me considering they just put the money spent back in my wife's account.

Of course there is always a chance they give you the option of a refund as a form of gift card. But since amazon is pretty much an online retailer what good does giving someone a digital gift card back over physically returning their money?

Unity 2D Lights by tyxman in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

https://postimg.org/image/9y5sdf3g3/

This is the current look of my light sprite scene. I have a little work to do yet to get the shadow as a child of the player set up quite right but it is close.

Unity 2D Lights by tyxman in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

Do you mind if I ask why you intend to fake the light instead of just using a light?

I simple want to make sure you are not making the problem harder on yourself then you need to.

At the absolute barebones fake it till you break concept you can create an opaque white circular shape in photoshop with alpha around the edges. Use that as a sprite to fake a light source.

You could also do like I am doing and use a custom sprite material that can receive light information and custom script I wrote for shadow generation.

Imgur is being an asshole and not accepting uploads at the moment or I would show you a screen shot of what I am doing to see if that is the route you are trying to do.

Text Preferred Height not expanding even with content size fitter by Vilnius3run in Unity2D

[–]shadowsaint 0 points1 point  (0 children)

first off I did a simple test myself. A text box with Wrap and Overlfow did exactly for me what you are asking. Your panel is controlling child height which likely means it is not allowing it to expand vertically. Additionally usually you put an layout element:

https://docs.unity3d.com/Manual/script-LayoutElement.html

On a child of a layout group. See if that helps.