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- Просмотров 9 073
Cuttlefish
Добавлен 14 окт 2010
Here you will see animation, filming and other experimental internet media!
UAL LCC Games Design 2024 showcase
You can play these games and more at: ba-gamesdesign-lcc.itch.io/
Просмотров: 134
Видео
Unity physics (rigid bodies interactions)
Просмотров 122Год назад
Unity physics (rigid bodies interactions)
UAL LCC Games Design 2023 showcase
Просмотров 203Год назад
You can play these games and more at: ba-gamesdesign-lcc.itch.io/
UAL LCC Games Design 2022 showcase
Просмотров 73Год назад
You can play these games and more at: ba-gamesdesign-lcc.itch.io/
BA GAMES DESIGN SHOWREEL 2022
Просмотров 1792 года назад
You can play all these games on our itch page! ba-gamesdesign-lcc.itch.io/
Unity - platformer pressure plate mechanic
Просмотров 2,8 тыс.2 года назад
Unity - platformer pressure plate mechanic
Unity - Drawing on texture (Using Camera Flags)
Просмотров 7442 года назад
Unity - Drawing on texture (Using Camera Flags)
SketchUp Tutorial - Modular Design - Monument Valley [4]
Просмотров 2904 года назад
SketchUp Tutorial - Modular Design - Monument Valley [4]
SketchUp - Voxel Art and Mesh Optimization (Crossy Road) [3]
Просмотров 7154 года назад
SketchUp - Voxel Art and Mesh Optimization (Crossy Road) [3]
kaleidoscope screen effect - made in Unity
Просмотров 4946 лет назад
kaleidoscope screen effect - made in Unity
Flocking behaviour (swarm-logic) implemented in Bullet Physics Engine
Просмотров 1997 лет назад
Flocking behaviour (swarm-logic) implemented in Bullet Physics Engine
Here's more optimized code I guess. I removed OnCollisionStay (in my case it's trigger, you can change it if necessary). using UnityEngine; public class PressurePlate : MonoBehaviour { private Vector3 _originalPos; private bool _isPressed; private SpriteRenderer _spriteRenderer; [SerializeField] private float _maxDownDistance = 0.1f; void Start() { _originalPos = transform.position; _spriteRenderer = GetComponent<SpriteRenderer>(); } private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { _isPressed = true; _spriteRenderer.color = Color.green; } } private void OnTriggerExit2D(Collider2D other) { if (other.CompareTag("Player")) { _isPressed = false; _spriteRenderer.color = Color.red; } } void FixedUpdate() { if (_isPressed && transform.position.y > _originalPos.y - _maxDownDistance) { transform.Translate(0f, -0.01f, 0f); } else if (!_isPressed && transform.position.y < _originalPos.y) { transform.Translate(0f, 0.01f, 0f); } } }
When you coming back with tutorials?
what would you like to learn about?
@@Zhancat more about instantiate like physics object and physics gameplay
where can i copy these scripts
How to fix that it goes through objects when player is standing on it?
make sure those objects have rigidbodies and colliders
Thanks for the amazing tutorial man!
Great work dude. Such a powerful tool. Thanks for showing me how to use it!
Looks amazing! Know of any tutorials on how to make something like this?
I could make one!
Would you like to share the source code?
hey, I can't do that, it was part of my coursework and we're not allowed to share the source code. But I can give you some tips if you have any particular question.
good job👍
Thanks :)