Categories
Game Creation Mastering Development

Make one GameObject copy another GameObject’s position using AddForce?

I am trying to make one GameObject copy another GameObject’s position using Physics- particularly with AddForce, because MovePosition causes massive stutter effects for whatever reason. The easy (but stutter-y) MovePosition script was: public class clone : MonoBehaviour { private Rigidbody rb; public Transform targetTransform; // Start is called before the first frame update void Start() […]

Categories
Game Creation Mastering Development

How to properly visualize Physics2D.CircleCast function in Unity?

I have a Physics2D.CircleCast() function in order to set true or false if the character is on the ground. Based on this function, I want to draw a circle, mostly for debugging. I think this method could be quite useful to understand distances between different objects. such as between the character and the platform. The […]

Categories
Game Creation Mastering Development

How to properly visualize Physics2D.CircleCast function in Unity?

I have a Physics2D.CircleCast() function in order to set true or false if the character is on the ground. Based on this function, I want to draw a circle, mostly for debugging. I think this method could be quite useful to understand distances between different objects. such as between the character and the platform. The […]

Categories
Game Creation Mastering Development

How to properly visualize Physics2D.CircleCast function in Unity?

I have a Physics2D.CircleCast() function in order to set true or false if the character is on the ground. Based on this function, I want to draw a circle, mostly for debugging. I think this method could be quite useful to understand distances between different objects. such as between the character and the platform. The […]

Categories
Game Creation Mastering Development

Render only a cross-section of a 3D scene in Godot

I’m working on a 3D game where I sometimes want to display only a cross-section of the scene. Ideally I would like this to be just the intersections of the scene with a plane. But the only way I’ve been able to achieve this so far is by setting the near and far culling planes […]

Categories
Game Creation Mastering Development

set model to transparent where texture is transparent

I finally got around to applying textures to my game, and I noticed that the areas that are transparent on the .png of the texture are not transparent on the actual model.It is illustrated in the image below. I want the areas of the model that are supposed to be transparent to be transparent. The […]

Categories
Game Creation Mastering Development

set model to transparent where texture is transparent

I finally got around to applying textures to my game, and I noticed that the areas that are transparent on the .png of the texture are not transparent on the actual model.It is illustrated in the image below. I want the areas of the model that are supposed to be transparent to be transparent. The […]

Categories
Game Creation Mastering Development

set model to transparent where texture is transparent

I finally got around to applying textures to my game, and I noticed that the areas that are transparent on the .png of the texture are not transparent on the actual model.It is illustrated in the image below. I want the areas of the model that are supposed to be transparent to be transparent. The […]

Categories
Game Creation Mastering Development

Why is Cinemachine Virtual Camera locking my camera position to the Origin?

I want the camera to follow a character as he moves around. So I did the following: Position the camera behind and slightly above the character. Add a Cinemachine Brain component to the camera. Create a GameObject containing a Cinemachine Virtual Camera component. Set its LookAt and Follow properties to the character to be followed. […]

Categories
Game Creation Mastering Development

Why is Cinemachine Virtual Camera locking my camera position to the Origin?

I want the camera to follow a character as he moves around. So I did the following: Position the camera behind and slightly above the character. Add a Cinemachine Brain component to the camera. Create a GameObject containing a Cinemachine Virtual Camera component. Set its LookAt and Follow properties to the character to be followed. […]