Now tracking this topic lol
I went back to Unity for a bit again last week and I want to work on it more again this week too. I need to make this a consistent thing. >_>
I'm currently not finding a home between godot, unity, or unreal.Im pretty satisfied with unity, but Im also not using any third party tools or add-ons. Both to not spend any money on it at this stage and also to learn how to do things myself
TC, just a suggestion, you can pitch your game to Humble Games and if they like it they will fund you in advance. Obviously there is no guarantee they will accept, but you might want to look into itIs this something they still do? I found a link but its dead
Im pretty satisfied with unity, but Im also not using any third party tools or add-ons. Both to not spend any money on it at this stage and also to learn how to do things myself
its also what I picked to learn a couple years ago and now Im just familiar with it
Is this something they still do? I found a link but its deadI think so, this link works for me:
For sure. How are you approaching the modeling? Using Blender?Yeah Im using Blender, and sort of learning as I go
wow, it's looking great! it's come so far!Thanks!
i remember when you started this thing.
I think so, this link works for me:Oh, cool. Yeah when I have a little more to show for it Ill definitely submit something there, nothing to lose I suppose
https://www.humblegames.com/submit-a-game/
I'm doing the Unity tutorial and I'm on one of the parts where we're making our own game, but I think my idea was way too complicated and ambitious lolDid you ever look at that tutorial I shared in my last topic? Its specifically about moving a sphere in a platformer
I decided to make a 3d platformer kind of thing where you play as a little ball that can jump around in a little downtown city area, and you collect powerups, and the more you collect, the faster you can go, and then you end up flying around. That's the endgoal anyway.
Rn, my ball is way too fast and I can't even get a proper jump working, and whenever I collide with a wall, my camera starts weirdly rotating to the left for some reason.
This is way more complicated than I thought it'd be lol.
I did not but it does look pretty relevant! I'll check it out tomorrow, thanksThat tutorial also sets it up so that everything is super customizable, things like air speed and drag, slope angle you can stand on, double jumps, etc
Also I just realized I have to apply Rigidbodies to my other inanimate objects and code their physics too, which is why my camera keeps spinning.
For some reason my jump just refuses to work after I tried using some booleans to check whether I was in the air.
Why the fuck isn't this working!?!Whats not working
RAUUGHHGH
My sphere refuses to move even when I input the correct keys.Do you have the inputs set up in the input manager and the capitalization correct?
It'll work for this though:
Why the fuck isn't this working!?!is it giving a compile error or not registering input at runtime? are you on legacy input or the input system? cus if you're on the input system, it'll ignore legacy input by default (although i think it should give an error, idk cus my projects are usually set to use both input handlers)
RAUUGHHGH
It'll work for this though:oh, so for that, you are setting the position of the sphere to the new vector3 based on current input.
You know, I was thinking that but the tutorial was confusing me a little bit. >_>Just fyi if youre having trouble each chapter has a link to the repository of the finished code for that chapter at the very bottom. Its kinda easy to miss but helpful if you have any bugs
Added in:
And it works how it's intended to. Jesus I'm stupid lol
Have you been following any particular blender tutorials? Those sculpts look quite good for just mucking about. Nicely done.I used this one to build a rope bridge a few weeks ago, and it covered a bunch of different stuff which I think gave me a decent foundation. From there Ive just been experimenting
is it separate meshes for the round part, or are all of the objects on one big mesh + UV map? blender to unity can mess up depending on how your UV is scaled within blender, or if the mesh has multiple UVs for some reason.I'll that review program. Its all one mesh that I manually set seams for to unwrap so that the texture would go around the circle. I baked the shader into a texture png
a good way to quickly check whether everything is okay without having to import into unity is to use a program like "FBX Review" (free program made by AutoDesk Maya)
if its separate meshes, a few things you can try are:
-select the fbx in unity, select the model tab, and at the bottom make sure "swap UVs" is enabled
-if that doesn't work, find the texture file in unity, and see whether the wrap mode is set to "repeat" in the inspector
-on the object/prefab, select the material then mess w/ the tiling and offset settings for the albedo (idr if that's an option on the default Standard or URP lit/unlit, I don't use unity shaders so its been a while since I looked)
those steps may or may not work, it really depends on what happened.
i'd check the model in a separate program like fbx review to see if it looks okay in that. that way you can see whether it's a problem with how blender exported, or if it's a problem with how unity imported. if it looks correct in fbx review, then you can at least narrow it down and know unity is messing up somewhere.
hopefully those tips help. at the very least they could be something to keep in mind for the future
Ooh, I remember your other topic. Youve made a lot of progress. Will you be adding sounds/music to it?Im planning to add some simple sounds in the near future but I have no idea what Im going to do for music