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Most importantly: plan for remappable controls from the start. Different games use different conventions, and different players have different preferences. This is also important for accessibility - not everyone plays with the same hardware - electrically or biologically speaking - and the ability to remap controls can turn an impossible game into a ...


There are a couple setups that have become ubiquitous. Here are some common uses (non-exhaustive list): Left stick for Player movement Top-down shooters: Movement direction Clicking: Ducks Right Stick for Camera movement Top-down shooters: Shooting direction Clicking: Cycles zoom levels Centers the camera on the player Dpad: Player movement Side-...


The character can jump now without using horizontal move input, since i removed the move input requirement in order to wall jump. line 161: if (isTouchingFront == true && isGrounded == false && moveInput != 0) to if (isTouchingFront == true && isGrounded == false)


You should use Debug.Log() to better understand what your code is doing: //... if (Input.GetButtonDown("Jump") && wallSliding == true) { Debug.Log("Started wall jumping. Will stop in " + wallJumpTime); wallJumping = true; Invoke("SetWallJumpingToFalse", wallJumpTime); } //... void ...


Simpler approach is to set "Stretch Mode" (in project settings under Display -> Window -> Stretch) to "Viewport". With "Stretch Mode" set to "Viewport", the rendered resolution will match the design resolution (in project settings, under Display -> Window -> Size). This may result in enlarged "pixels&...


This question has been answered, thanks to DMGregory for editing this, because if i didnt have those specific keywords i wouldnt have been able to find answer Fix In the character controller compoment i changed the step offset to 0


I really did not want to resort to the one collider per character solution. Even if it is a widespread approach, I feel satisfaction by making the character colliders as accurate as possible. So, I just added an edge collider under the character. A lot of my issues got gone after that. Including the issue described in the question.


You've nested your OnTriggerEnter2D method inside your Update method: void Update() { void OnTriggerEnter2D(Collider2D other)//I try to check for the checkpoint but failed { if (other.tag == "End") { LoadNextLevel(); } } } That means the method named OnTriggerEnter2D exists only when Unity ...

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