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4

Top right of the inspector right next to the little lock icon -> select normal. You should now see the sorting layers and order.


2

We don't answer questions about which technology to use here, since it comes down largely to personal preference, compatibility with your studio's workflows, and the needs of an individual project. There is an on-topic question here though about the differences between animating individual body part sprites versus pre-rendering your frames to a spritesheet ...


1

If I understand your question correctly this can be done using a bit of vector math. I've created an example in Javascript so please keep in mind that many of the mathematical operations I'm doing here can be done in Unity really easily using the built-in classes and methods. The ball will follow your mouse when you hover it over the window. I recommend you ...


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The animations and logic for attacks can be broken down into individual logical units and then sequenced via data files. For example, you might have code like this: AdvanceBehavior(entity, target, speed) FallbackBehavior(entity, target, speed) SoundBehavior(entity, sound_id) AnimateBehavior(entity, anim_id, speed) and then you can have a data file that ...


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Should I have a base class for the battler which has all the common methods and than inherent each character from that class with its own attack sequences? If you have a lot of battler types, I don't think you would necessarily want them all to be their separate class if they are very similar to each other otherwise. One approach would be to have them all ...


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The problem is in your game loop You are limiting your rendering fps to your game world fps. You should update your world on a fixed timestep and either leave the render timestep to vsync or limit to something like 60.. You're using non floating point variable types where you should be using floating point math. This adds imprecision and can cause ...


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This is an issue with any non 1x1 filter(such as a Gaussian one). If you don't want to clip, you can not apply the filter on the edge, or apply only part of it(and it will be darker probably). Another option, if the background outside the image, is known to be a specific color or transparency, is when you apply the filter, apply that color as part of the ...



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