Discussion in ' 2D ' started by SweetBroApr 9, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links.
Asset Store Spring Sale starts soon! So is there any reason not to make a completely 2D game inside the UI canvas? Joined: Jan 14, Posts: SweetBroApr 9, Joined: Dec 4, Posts: Do you mean, using only UI components? Or just putting "things" into the Canvas as childs?
Effectively not using any of the other 2D components. So anything that would require say a Sprite render would use an Image instead. All transforms would be RectTransforms. Basically moving anything that would otherwise be located in World Space, inside a canvas object. Well it's not forbidden to do like this but I think best practice would not to do this. Of course it depends on the game, if it's more like only UI based more like application than game then yeah. Joined: Mar 30, Posts: One of my projects is a board game that only uses the Canvas.
So yeah, it's very possible and I haven't run into any problems!GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. A simple Unity3D project with the essencial components to start a basic UI system and game interactions. Just making this in case somebody wants a base for a UI system of just to get an idea about where and how to start.
If you have any questions or ideas feel free to reach out on discord! Profile ID : Bloodthirst Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
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You signed out in another tab or window.Discussion in ' Assets and Asset Store ' started by vis2kNov 24, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Sep 4, Posts: 3, The code is as short and as simple as possible. Last edited: Mar 23, Just to be clear, this Asset is pending review. I will post here as soon as it was accepted by the Asset Store team, which should be in weeks.
Joined: Jul 3, Posts: Good job vis with new asset! It looks really good and can help someone to save a lot of time. HeadHunterNov 24, Joined: Sep 27, Posts: Having a look at the docs right now, looks promising, I really like the clean approach with classes and items, looks really polished!
Just wondering: let's suppose that at some point, because of some really bad planning of the designer, or because of the client's decisions, an uRPG user has to integrate multiplayer, either in part eg: arenasor fully eg: coop campaign. Or, it's just better to start with a multiplayer from the beginning? NeatWolfNov 27, That was a fast one. NeatWolf likes this.Search Unity. Log in Create a Unity ID.
Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Jan 18, Posts: Unity's Content Team are excited to announce some brand new projects for your code free, drag and drop delight. Please use this forum thread for the RPG Creator Kit and tell us what you think, we're always looking to improve our content for you. Aimed at complete beginners, create your own beautiful physics-based puzzle using ramps, dominoes, spoons and switches to guide your super shiny marble through your marvellous machine.
Last edited: Jul 15, Joined: May 11, Posts: 2. Kevman69Jul 12, Kevman69Jul 13, Joined: May 15, Posts: Tilemaps;" statement, however, I've found to get the files completely error free, you also need "using UnityEditor.
Tilemaps;" too. Takes a bit of work but it's better than not working at all. Joined: Jul 5, Posts: JacekMackiewiczJul 19, Joined: Mar 3, Posts: 2. It's working. It's a very good case.
But I don't know how the developers deal with occlusion between sprites, I find it has to do with the Y-axis in the pivot of sprites, but I can't find a script to deal with this, or is there any other way to deal with it? YetAnotherKen likes this. Joined: Jul 23, Posts: 1. I'm using unity I'm still learning and I have no Idea how to solve scripting issues yet. Joined: Mar 22, Posts: This is awesome, got it working straight away with I want to use the conversation system in another game, I've extracted what seems to be the relevant files, but I'm having to comment out quest related things.Discussion in ' Game Design ' started by essejmcleanMar 5, Search Unity.
Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! What is your preferred RPG inventory system? What's your preferred RPG inventory system? Joined: Feb 21, Posts: 9. I was doing a little bit of research on inventory systems in an effort to work out what would be best for my project and was curious what was favoured most.
Figured it could be a valuable design tool if there's enough reply. I realize that there are other options and that these are very recent and Western approaches, so I encourage you to comment on your favourite alternatives.
If you have any recommendations on innovative approaches I'd love to see those! Looking forward to seeing if there's a consensus. Joined: Apr 10, Posts: 10, I hate to give a non-answer, but: it depends on the game. In general, I don't enjoy micromanaging inventory. I like Mass Effect's loadout system. Before starting a mission, you choose your weapons.
That's pretty much it. Trading games like the classic Privateer are completely different. In those games, it's fun to make decisions about what to carry, what would be the most profitable on trade runs. The inventory system should support the type of experience you're trying to create for the game as a whole. TonyLiMar 6, DufferResinRavenOfCode and 4 others like this. Joined: Aug 30, Posts: Assuming that we know the game needs a limited-space inventory system like your poll examples and that this a question of nitty gritty implementation over higher level design, my personal favorite is a weight-based slot system.
Yes, a combination of two. Why only make your player consider space or mass, when they can consider space and mass.
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Who couldn't trek those things in a backpack across a continent?Start now. Create with Code Live. Growing your mobile game. ML-Agents: Penguins. Welcome to unity learn. New to Unity. From download to sharing your first project in less than an hour. The best place to start with Unity is at the beginning. Create Your First Unity Project. Beginner In-Editor Tutorials. Welcome to the Creative Mods.
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I have not touched this since December so it is a little aged and sloppy but some ideas are fun and the basic design isn't too bad. The Start method is called by unity once the object is initialized. The Update and FixedUpdate are called roughly once per frame by unity. This is a persistant object created at game start and not destroyed until program closes. Initially it loads required textures and initialises game state.
Each frame it calls the HandleTime method. The HandleTime method uses the unity deltaTime to update the game state's calendar and at a certain interval runs CheckAllAbsentSchedules to ensure NPCs not currently in the scene will be following their schedules. The CheckAllAbsentSchedules method loops over all known NPCs in the global game state that are not within the scene, and updates their state with the current schedule item.INVENTORY TUTORIAL IN UNITY 2019! - Beginner Friendly
If that schedule item's location is within the current scene the NPC is instantiated and handles itself from then on. OnLevelWasLoaded is called by unity once a unity scene has started. The Game Manager will look at all game objects containers and NPCs hard-coded in the unity scene and enable them.
It then instantiates the player, items and NPCs defined within the game state. ChangeScene will force any NPCs moving between schedule items to snap to finishing them, then get the game state ready for the new scene. Then it calls the unity Application. Saving and loading is done using a Json Serializer NewtonSoft. Json with a Vector3 serializer added. Saving serializes the current game state into JSON then write that to a text file. Loading reads this file and deserializes the JSON into the game object in memory.
The player is a group of objects required for handling input, camera and movement. Note: The architecture of the player group is flawed mainly in that concerns are not separated properly, so it is not immediately obvious what object will handle what. This requires work.
This object handles input for player movement, player inventory, the current control focus of the game and camera position and player associated GUI elements. Control focus is a variable on the PlayerControl object containing the id of the object currently claiming the control focus. Objects handling controls will check in their own FixedUpdate or Update methods whether they have control focus and handle it there. Control focus is by default on the PlayerControl object.