Im trying to make a simple cloud jumping game with Unity 2D and have faced a problem.
How would i make the player go "through"/"in front of" the cloud when coming under but colliding when coming down again. Or do i need to trigger the jump action somehow when "touching" the cloud without collision?
Thank you in advance. I hope my text was understandable.
I have tried many ways, i don't even know what anymore. Like with ontrigger but idk did i do it right, it didn't work, something with adding a new layer, and polygon collider but how do i even edit it clearly?
I need help :')
Related
I have issue with perspective in Unity. I'm just making a game alone and I have no idea how to fix the problem. I'm going to show you the problem on screenshots.
On the images, yellow color == collider lines
I want to go to the building closer.
I can't make collider like this:
Because it looks weird. I want it like this:
But to do this I have to change collider to something like this:
But there is still other issue... I can't go behind the building because the player won't "hide" behind the building like this:
Player will stop walking here:
I have no idea what to do now. I was trying to figure it out in any way. I was searching ideas/informations everywhere. I've run out of ideas, so I'm asking you here. Thank you in advance.
I have implemented basic player interactions, look, move, grab and move items and it all works fine.
The OVRGrabbable script (part of OVR plugin) makes the grabbed object`s rigidbody kinematic.
As a result, the object in hand is passing through other colliders. When the item is released everything works great but while in hand it passes through all colliders. It does not stop when it hits other colliders resulting passing with the object through a wall and etc.
I know that the OVRGrabbable script makes the object kinematic and that is why this happens. Can I do something to change this default behavior ? I need the object to stop when it hits the table, wall, not to pass through it.
Did anyone tried to solve this? Any advice ?
Thank you.
I have abandoned using the official Oculus SDK. Instead I have implemented VRTK SDK which is working great, and it supports a wider range of VR devices.
If anybody has a similar problem, VRTK solves this problem with colliders and other minor fixes.
https://github.com/thestonefox/VRTK
I am working on a 2.5D side scroller/platformer project just kind of as a learning experience. I imported a robot model that came with premade animations. I have 2 questions regarding setting him up for movement and his animations. First, I set up movement for x and y, but do I only need to do x? Right now if I hit the UP arrow, the character appears to jump, but feel like that is probably bad form. Am I correct in assuming I should do just the x value for movement and create a separate method for jumping? My second question is with the animation controller. I set up all my states and set my transitions, but I'm not sure what to do from there. What do I do to actually set up the transitions, if anything, and also I could use some information on setting up the animations on the programming side. I have some very slight general knowledge of it, but not much and I'm having trouble finding good solid tutorials for these specific questions.
Thanks for the help!
Yes, I would recommend doing separate controllers and script files for side to side moving and jumping. That way if you ever need to change one of those behaviours you have a specialized place to do it. Also, perhaps you have an enemy that moves side to side but doesn't jump. Or perhaps something that jumps but doesn't move. You could just drag the correct behaviour onto the game object.
as for animations, the unity learn tutorials are pretty helpful getting you started on animations and very basic state transitions
I'm making a simple 2D game in Unity. The gameobject's position is different from Unity editor to my iPhone. For example, if I want to place a gameobject in the center, then I need to place it a little further up before it is in the center on my iPhone. And i'm using iPhone 5 resolution in unity. Hope you guys can help or explain why this happen.
Check the offsets of parents of the game object. It's possible that the outtermost object isn't set to be at 0,0.
Otherwise we're probably going to need to have more information to help you. Screenshots or code snippets or something.
I am creating a tower defense game, i need help with a method or program to make it a tile map so then i can slowly input enemies on a road have turrets that shoot at them etc, i have already tried:
Inputting a picture one by one which i failed on.
Also i tried using the program called tiled but i failed on understand how that makes it tile map so i am pretty lost on the definition on tile map now.
Could someone make some suggestions, links, explanations would be very helpful?
You can load maps generated by 'Tiled' using 'TiledSharp'.
You'll have to figure another way for getting the enemies to move on the map, getting the towers to shoot them, etc. Try this for a start:
Algorithms for realtime strategy wargame AI
You can also try to use Unity3D that might already have something ready for use (unless, of course, the reason is for you to learn the algorithms rather than making the game).
If you need more help please specify exactly what it is you're looking for, i.e. displaying the map, moving the forces, shooting at the forces, UI, etc.