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Why is my player not colliding with animated obstacles?

I can't figure this out. My obstacles have a basic box collider on them and my player has a rigidbody based controller and collsion detection is set to Continous and when obstacle hits him it just ...
Ivan's user avatar
  • 339
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0 answers
64 views

Collision avoidance and perching behaviour for Boids in a Voxel game

I am currently trying to figure out how to efficiently detect collisions in combination with a boid simulation in a 3D Minecraft clone written in java. For single entities i already implemented a box ...
Mathias Schöttle's user avatar
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0 answers
28 views

Rendering sometimes blocks when updating Index Buffer at runtime

I developed a way to update my index buffer at run-time in Vulkan. Unfortunately, sometimes the rendering process blocks. I think that is caused by the update of the index buffer. The following code ...
Giuseppe's user avatar
0 votes
0 answers
25 views

Why don't the particles show up?

I'm new to unity, and would like to have particles appear at the point where the ray hits an enemy(hit.point). But this does not happen, and moreover, for some reason the bloodps variable “oscillates” ...
kaliboba's user avatar
0 votes
2 answers
64 views

Normalize an angle in unity

How can I normalize angle between min value and max value? like normalizing -1136316.78186234° between 0° , 360° or between 180° , 360°. Node: for now I'm using double value as angle. Thanks for ...
Ahmed Dyaa's user avatar
0 votes
0 answers
17 views

Jump state in AnimGraph is not entered when character jumps

I finished following the "setting up character movement" gameplay tutorial and everything works, except for the jump animation, which does not play when jumping. I determined that the issue ...
TechnicalVoid's user avatar
0 votes
0 answers
24 views

Implementing Intersection Logic and Mesh Construction for Procedural Spline-Based Roads in Unity

I’m currently working on a project in Unity where I’m creating procedural roads based on splines. At present, the roads are implemented by extruding a 2D shape along a spline or a straight line, ...
xephosbot's user avatar
1 vote
0 answers
54 views

Get a obstacle avoidance path base on a grid-based map and non-grid based movement

black line is grid-based path got from A* algorithm, and red one is smoothed path by use Funnel algorithm. when B move through T or stop at T, it will overlap with A, My problem is how to get a path ...
w jc's user avatar
  • 11
0 votes
0 answers
19 views

Running slide animation problem Unreal Engine 5

When my character is running and when I press "c" he is doing good animation for slide but the problem is that when animation is over the character is going back to the place where he was ...
Sven Petrović's user avatar
0 votes
1 answer
28 views

Object created in function triggered by emitter does not run constructor

I'm working on expanding on the tutorial found here I currently am creating two classes based off of menu ...
Legen Diary's user avatar
0 votes
0 answers
44 views

How should I avoid the weird stretching that comes with a projection matrix?

I have an x+ forward matrix defined with the following funciton: ...
wij's user avatar
  • 11
2 votes
2 answers
251 views

Area2D embedded in UI does not receive mouse events

I am using a hierarchy of Control nodes (in a CanvasLayer as was suggested in another question) to display a user interface. At ...
O. R. Mapper's user avatar
0 votes
1 answer
42 views

Connecting bodies together in jbox2d

Im trying to connect bodies together to make some sort of a "building" system or more specifically im trying to make multiple "blocks" connect to eachother but Struggling to figure ...
Ziv the fire's user avatar
3 votes
0 answers
110 views

Game slowing motion down instead of low FPS

I'm making a bird game where you fly around a somewhat large environment of low poly assets. During testing, I found some behavior on one device that I cannot explain: The game slows down instead of ...
Cebbi's user avatar
  • 201
0 votes
1 answer
45 views

Godot on signal trigger external animation

It may not matter, but I'm following How to make a Video Game - Godot Beginner Tutorial. I want to implement the dying animation instead of removing CollisionShape2D from the body (parameter passed to ...
depperm's user avatar
  • 101
0 votes
0 answers
21 views

Regarding with pixel arrays and textures in SDL2

Currently, the way I render my frames is as follows. I have two arrays of pixels (in SDL_PIXELFORMAT_ABGR8888) called ...
Scene's user avatar
  • 123
0 votes
0 answers
23 views

How to put animation correctly from one character into another in Unreal Engine 5 using retargeting? Root problem

So I imported animation from Maximo into Unreal Engine 5 but my character is not moving properly in running slide animation. I used retarget Root option and now my character's animation is good but I ...
Sven Petrović's user avatar
0 votes
0 answers
39 views

Implicitly ray traced cone texture mapping -- Trying to avoid atan

I am kinda looking for some ways out of this little rabbit hole. I wanted to experiment with high fidelity per pixel cone drawing and shading. I have an application (radar) that really only needs cone ...
Steven Lu's user avatar
  • 740
0 votes
0 answers
26 views

Use DirectX 11 & HLSL in SDL

I saw Lazy Foo using OpenGL & GLSL in SDL, but I want to use DirectX 11 & HLSL in SDL. Is there a way to do this, and how?
M 027's user avatar
  • 1
1 vote
0 answers
34 views

How can I efficiently make a delta snapshot that accounts for entities/components that have been added/removed?

In reference to the snapshot and delta compression approach popularized by Quake 3, but with ECS. Understand the delta should only contain changes — makes sense. However, if a snapshot delta no longer ...
Adrian's user avatar
  • 121
2 votes
0 answers
85 views

How do I connect city centers in a realistic way

I am making a FPS/RPG exploration game (first person shooter RPG, think first person Zelda with guns), and one of the main focuses is a large city. Due to the fact that I am an indie dev, and don't ...
YANNTASTIC5915's user avatar
0 votes
2 answers
54 views

Cannot figure out how to properly align content with resizing window

I'm trying to create a Godot game that runs in a resizeable window. The larger the window, the more of the game world players should be able to see - i.e. I do not want the game graphics to get scaled ...
O. R. Mapper's user avatar
1 vote
1 answer
66 views

Mouse coordinates to world space offsetting?

so i'm trying to make a mouse to world space function, and I seem to always end up with the rays cast offsetting. I've looked at numerous tutorials, tried numerous examples. Tried with ...
Valtsuh's user avatar
  • 99
0 votes
0 answers
32 views

How can I instantiate an object on all tiles of a hexagonal tilemap?

On startup, I want to instantiate a text object on each tile (displaying its info). How can I accomplish this for a hexagonal tilemap? Here's my poorly written code that doesn't work. It seems to ...
Alyssa's user avatar
  • 1
2 votes
1 answer
27 views

Deleting components via OnValidate script while in editor

I want to create different types of platforms for my game, and they are currently all in different prefabs. This works fine, but it is just taking so long to search for the prefab, dragging it in, and ...
CheckerT's user avatar
1 vote
1 answer
98 views

How would you implement a map system like WoW?

I'm really struggling with a 'resonable' technical implementation of the map system used by the popular MMO World of Warcraft. Not really sure on a data structure format and how to save/store it in a ...
Subressor's user avatar
1 vote
0 answers
34 views

How does Windows' Game controller properties connect to a joystick?

The situation: We need to use a new game controller (with a joystick only) hardware on Windows IoT. In the properties of "Game Controllers", moving the joystick is visible in the displayed ...
Justin Forgplay's user avatar
0 votes
1 answer
41 views

Tilemap.SetTile results in no visible change in build

I have an issue with how the Tilemap works in build, using version 2022.3. I update my Tilemap with Tilemap.SetTile(Vector3Int pos, null) and it works just fine in ...
Crafik's user avatar
  • 1
0 votes
0 answers
45 views

Rotating Towards the Anchor Point while Swinging

So I've been working on a Spider-Man like game for my company and I need some help with the web-swinging. Specifically, rotating in the character in the direction of the anchor point so the swinging ...
Abeer Mustafa PC's user avatar
-3 votes
0 answers
78 views

How to code realistic fire in Unreal Engine 5.4 [duplicate]

Right now, I am trying to code a survival game. The game needs a explosion fire effect that happens when the player fires a rocket from a rocket launcher and I am trying to code it. The fire is a ...
Lawn Hollander Lawn's user avatar
0 votes
2 answers
89 views

How to prevent the "_ready" events and pre-ready var declarations in a loaded, instantiated scene?

I have a simple save game/load game system that packs the entire world scene to the disk, then loads it via ResourceLoader.load(): ...
Noideas's user avatar
  • 17
0 votes
0 answers
27 views

How to Prevent Subsystems from Responding to Events from Other Game States

I'm writing a game from scratch in C++, using the book Game Coding Complete as a guide. The engine in the book has an event manager which is used to communicate between the game's systems, such as ...
Vitamin C Plus Plus's user avatar
2 votes
1 answer
47 views

Theme lookup in Godot 4.2

Trying to understand how theme lookup works in Godot 4.2. Suppose a Control node script has the following two lines in it: ...
Jakub's user avatar
  • 45
0 votes
0 answers
72 views

How to compute screen-space error for LOD selection?

I'm developing a LOD selection system and I would like to select a LOD level based on screen-space error. Could someone explain how I can accurately compute the screen-space error?
Giuseppe's user avatar
0 votes
0 answers
42 views

Issue when making the player face the direction it's currently going

I'm trying to make the player face the direction it is going, not facing up & down but only on the X & Z axis. Currently the player keeps facing only one direction, no matter which direction I'...
Seo's user avatar
  • 11
0 votes
0 answers
15 views

How to implement 3rd person animation with acceleration from walk to run?

I am new to Unity and I am using dr Penny de Byl's lectures on Unity. I am trying to use a Mixamo character. I downloaded a character with skin as an fbx file, and also added some character movement ...
Varnika Chabria's user avatar
0 votes
1 answer
35 views

Weird behaviors with transform.LookRotation when looking at position+Vector3

I'm working on a character controller for an isometric retro shooter. However, when making the character rotate towards where they are moving, I encountered some issues. The character doesn't fully ...
Donkey45's user avatar
1 vote
1 answer
76 views

Octree as struct not class

I was wondering (as I could not find any implementation online), if anyone here would have an idea of how to create an octree as a struct and not a class. The problem is that Octrees are usually ...
L Chougrani's user avatar
1 vote
1 answer
51 views

How can I constrain a RigidBody ball to move along a path, but only apply forces to keep the ball on the path without adding velocity?

I'm currently working on a game and I'm hung up on this particular issue. I have a ball that is a RigidBody. The RigidBody is ...
Lewis Cianci's user avatar
1 vote
1 answer
96 views

How to generate a series of checkpoints randomly along a 2D line

I was wondering how I would go about generating a series of checkpoint gates along a 2D line in my game. A bit of background, my game is a 2D reinforcement learning car driving simulator, I have a ...
Techwizard's user avatar
1 vote
0 answers
38 views

Quaternion.Euler acting weird

so I'm building up a simple arcade racing game and I was messing around with the Wheel Colliders setup. I was wondering if it was possible to add some camber adjustments in real time depending on the ...
Danilolilo's user avatar
0 votes
1 answer
33 views

how to pass result of Compute Shader using UAV to Target View and render it in Direct3D11?

I'm trying to get a very basic Compute Shader to write to a Texture2D and render its result to screen. so far I have written this code to bind UAV to Texture2D and pass that to my Compute Shader. but ...
NotAlfred's user avatar
0 votes
0 answers
18 views

Select polygon (and create submesh) by color of texture?

For a procedural unity mesh operation: What is a performant way to select polygon (and create submesh) by color of texture? Raycast hit a point on the mesh, then paint bucket search for the same ...
ina's user avatar
  • 294
0 votes
1 answer
81 views

Comparison of 2 different quaternion axes

I am trying to compare the Z-axis and the X-axis of two different quaternions in a way that would give me the Euler angles about the X and Y axes to line up the two different axes. In my program, the ...
ACR115's user avatar
  • 1
0 votes
0 answers
51 views

How to optimize random path generation with checkpoints and collision detection

I'm looking for a way to generate a random path based on midi note onsets (timing points) for a simulation/game. I will briefly explain how it works for context: I'm working on a simulation type game ...
Ingmar's user avatar
  • 1
0 votes
1 answer
41 views

Which coordinates should I use to generate a 2D lightmap properly?

Recently I noticed that my 2D lightmap rendering has an issue - lighted area is getting rendered as far from the actual light source as the world coordinate of the light source grows. E.g. when world ...
Steyrix's user avatar
  • 225
0 votes
0 answers
42 views

Opengl ES color blending is not accurate

I am developing a drawing app and I encountered a problem. As you can see the color blending feature in opengl es is not accurate. On the left side of the picture is blended through standard equation. ...
coel's user avatar
  • 1
0 votes
0 answers
29 views

Inconsistent results from ApplyCentralImpulse with RigidBody2D

I'm working on a 2D top-down game using RigidBody2D for the player and enemies. They're bouncing and moving (using ApplyCentralForce) and detecting collisions just fine, however now I want to add a ...
Bryan Johnson's user avatar
0 votes
0 answers
28 views

Unity Grayscale camera but mask colors

I'm trying to replicate the example given in this thread: https://gamedev.stackexchange.com/a/185593/179264, and I was able to, but for now I want to implement the "mask" thing to 2d lights ...
crgd 23WD's user avatar
0 votes
0 answers
14 views

How to map different serverless logins (Facebook, Apple, Google Play) to one account in Unity CloudSave?

How can I map serverless different logins (Facebook, Apple, Google Play) to one Account in Unity CloudSave? Or is it automatically done when we are logging in via ...
Bogdan's user avatar
  • 143

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