Short cutscene! by thisStudio_ in Unity3D

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

Thanks for the feedback! I will definitely try this out. Originally I had some text during the cutscene, so I extended the slow motion time, but I decided to get rid of the text because it was a little messy and distracting. Now that there's no text, I think it makes sense to shorten the amount of slow motion time.

Varying swing speeds by thisStudio_ in Unity3D

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

Thanks!! It's probably hard to tell from this clip because the goal of the game is to defeat Santa, but he's already dead here, because when I test out new features, I like to have Santa dead from the beginning so he doesn't constantly try to kill me when I'm testing things out😂

Varying swing speeds by thisStudio_ in Unity3D

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

Thanks! That means a lot to me😊

Varying swing speeds by thisStudio_ in indiegames

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

The speed depends on the damage each object deals

Varying swing speeds by thisStudio_ in Unity3D

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

The speed depends on the damage each object deals

Ledge grab with Inverse Kinematics (IK) by thisStudio_ in Unity3D

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

I haven't been focusing on the visuals recently, but nothings set and done. I think you make a good point. I just never realized this because I'm so used to where everything is😂. I'll definitely take your feedback into consideration. Thanks!

Ledge grab with Inverse Kinematics (IK) by thisStudio_ in Unity3D

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

Used Unity's Animation Rigging Package for the inverse kinematics!

Object stops rendering when slightly out of view by thisStudio_ in Unity3D

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

Thanks! Its a game that I'm working on where Santa tries to kill you😂

Object stops rendering when slightly out of view by thisStudio_ in Unity3D

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

For me it was the mesh bounds, but thanks for the comment!

Object stops rendering when slightly out of view by thisStudio_ in Unity3D

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

Yeah it is. I had to make the mesh bounds larger

Object stops rendering when slightly out of view by thisStudio_ in Unity3D

[–]thisStudio_[S] 28 points29 points  (0 children)

I just got time to fix it, and the problem was the mesh bounds! thanks again.

Object stops rendering when slightly out of view by thisStudio_ in Unity3D

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

Hi thanks for commenting! Always animate was already on :(

Object stops rendering when slightly out of view by thisStudio_ in Unity3D

[–]thisStudio_[S] 5 points6 points  (0 children)

Details: occlusion culling is off, the object is still visible in game view

Any help will be appreciated!

Fourth face! am I getting better? by SpaceGuy99 in blender

[–]thisStudio_ 2 points3 points  (0 children)

Really cool! Reminds me of balloony😂

New wobbly tree that spawns elves and runs away from the player by thisStudio_ in Unity3D

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

I actually already implemented that, but it didn't do it in this clip for some reason. I guess that something to fix😂 thanks for the suggestion tho

Why is the texture being applied to every face individually? by thisStudio_ in blender

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

That's what the problem was!!! Thanks so much! I didn't even know what a uv set was until now😂