I am making a 2D top down racing game in Unity
I have made 18 tracks, all with tilemaps and colliders attached to those tilemaps.
I am trying to introduce a new system, let me explain.
I have 4 different FULL tiles: Road, Trackside Grass, Grass, Water.
I also have many tiles that are e.g. half road half trackside grass to make certain areas smooth
I can't separate tilemaps because of the half/half tiles.
How can i try to flag certain areas? Or am i gonna have to spend months redesigning all the systems?
I don't want to redesign the system. I tried the tilemap separation on 1 of the tracks and the problem with half/half tiles happened. Please try to help me, i would be very gratefull
i hope someone helps me its been a while
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I'm working on my first project on Unity 3D, I'm making an endless racing 3D. I took a highway asset from the Unity Store. The road isn't straight, it has many curves and is very long. I would ask you: how do I make the road endless?
You can create a few patterns, and all of this patterns can start and end with straight road, so you can design however u want between this two straight road :)
after you create 5-10 patterns like this after that you can instantiate this patterns behind and behind so i think this will work four you :)
I'm using 2D Sprites for NPCs in a 3D game. My problem is when a sprite NPC turns away from the light source (eg. Directional Light) it becomes completely dark. So for almost 180 degrees when not facing the light source the sprite is all black. I need to prevent this from happening and find a way to set a minimum light/color for my NPCs so the player can see them. What would be a good way to find out how much light is affecting the forward facing side of a gameobject?
Any help is appreciated. Thank you.
Not a complete answer, but I did spend a fair amount of time looking into this for a recent project.
One suggestion that might work is to map the graphics to quads instead of using the sprite renderer, since they will use the 3D-lighting.
I'm working on a Unity project with a city. The player controlls a flying camera and can move around freely. It's important, that the player is able to see the interior of the buildings. Therefore I need to hide the walls from my houses, when the camera is near them.
As the player can rotate the camera, only the 2 closest of the 4 walls should be hidden.
preferably, I would only hide the upper 2/3 of the wall.
What is the best way to achieve this?
Should I edit the blender models? (Can they get wall-checkboxes or so?)
Should I export every wall individually and put them back together in Unity? - As there will be over 100 houses, I could imagine this option getting quite laggy.
Should I hide them by manipulating the mesh-renderer in Unity?
Im not an expert for unity or blender, as you might guess. So I'm really thankful for any help!
Thank you a lot for your time and your effort! :)
I've developed an airplane 3D shooter game. In this game, I want to make my plane shot a bomb. When the bomb gets to the enemies it will explode and give damage in the area of explosion.
I have already searched for a tutorial to make this code and the animation of explosion. But I couldn't find it. Please tell me about something that could solve this problem. I'm developing my game using C#.
For the explosion animation, you could use a particle system. There are many pre-made ones in the Asset Store, such as this one: https://www.assetstore.unity3d.com/en/#!/content/42285
For detecting what is affected in the explosion's area of effect, do a SphereCast (https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html) from the point of impact and then do whatever you want with any of the objects touched by the sphere.
I'm making a 2D plane fighting game for the iPhone in cocos2d. I'm trying to make it so when you shoot an enemy plane, it breaks into a couple of separated pieces that will fall out of sight. What is generally the best practice for breaking one sprite up into many? should I create new images for each separate piece, or treat the initial image like a sprite sheet, and make a new sprite from segments?
Please look at this tutorial
It makes a grid of points then moves the internal (not-edge) ones around randomly a bit so it's not all perfect triangles. Then each update it moves/rotates the triangles separately--then draws them all at once.
You treat the whole thing as a sprite, so can run any of the usual actions on it. This example uses CCMoveBy to move the whole group down off the bottom.