I have few prefabs based on particle system. I use a lot of this in my scene what causes low fps so i want to convert this particles into sprite sheet and do animation of this. Is there any tool to do this?
There's a tool called "Shuriken to Spritesheet" in the asset store that works pretty well for me. Made by Mirza Beig
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so trying to make this as simple as I possibly can (which is next to impossible)
so in the unity editor using the 2d platformer learning thing im trying to switch the player sprites with many sprite lists from https://aamatniekss.itch.io/fantasy-knight-free-pixelart-animated-character for the images I'm trying to make the images into a new sprite animation
I hope I made this straight forward enough.
Use this BRACKEYS TUTORIAL
You need to make sprite sheets or create the animations in the Unity animation system and then trigger them by code or state machine.
https://www.youtube.com/watch?v=87cF8jqVpBA
i found it myself so anyone who needs to know here you go
make sure the sprite isnt in single but multiple.
I am learning how to make games using unity, i have used free sprite packs from unity's store.
i have selected each individual sprite and changed its z position to 0, but when the game runs it looks completely different to how it looks in the editing window.
please help.
Here is a video I recorded.
https://youtu.be/2hb9m01PQBk
Are your sprites on a prefab, or children of another game object? The Transform of the parent object affects the transform of all children.
It looks like this is a camera problem. Your camera is set to perspective, it is possible to do parallax backgrounds with a perspective camera and you may have already accomodated for it, but that is the first thing I would check.
You can modify this by going to your Main Camera and selecting Orthographic from the Projection drop-down menu.
I'm using unity 2018.4.14f1 personal (I don't use 2019 or 2020 because it lags my computer)
I'm using the Unity Standard Assets Player Prefab and Cinemachine Freelook for the camera. I have some water, and when my player walks into it, its fine. However, when the camera comes into the water, it stops rendering the water. Is there anyway I can fix it?
Update: I've somewhat got it working, however its hollow when your inside. Is there anyway to fix that?
Video : https://easyupload.io/2b0p3a
(I'm quite a noob so if you need any screenshots please ask.)
The problem here is that the water will only rendered when looking from the outside as the normalized are modeled so. The program renders outs objects that it thinks is not in view. You can load the model into a 3d program and then copy and invert the model to allow your camera to see the water, or I believe there are some shader option to stop this optimization. You can also look in this Reddit thread.
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 have a scene in cinema 4d, with a camera that moves through the scene. I was hoping that I could just import the entire cinema4d file into unity3d and I could just magically press play, and the scene would just.. work--camera movement and all.
Well, maybe life is not that easy. Is it even possible to import a camera from cinema into unity?
It would be nice not to have to re-program the camera in unity.
Do I have any options?
The answer is no, there is no "concept of" a camera path you can import to Unity. There is nothing whatsoever like that. (Don't forget, it's a game engine - not an animation or "filmmaking" system really.)
Fortunately this is a relatively common problem.
The solution is just that you put "any old thing" (say, a white cube) there and import that animation. Then in Unity it's trivial to just child the camera to that "marker".
You can google many examples,
http://answers.unity3d.com/answers/20413/view.html
try googling say "import camera move to Unity3d"
BTW I'm sure you're aware of this .. "Unity does not import Point Level Animations (PLA) at the moment. Use Bone-based animations instead." Doco
Another more hackish workaround;
I have once made a scene in Cinema4D which I wanted to use in Unity3d. I ended up employing MOCCA to export the camera's positions and rotation-values on it's keyframes and ended up using coding on the Unity end of things to animate the camera, based on an xml-file.
However, not having used Cinema4D in a bit; I can't remember for sure if MOCCA is still available? If memory serves me right it got replaced with something...