If you are shooting a 3d game object using velocity or force vectors you can use motion equations to predict the trajectory of the object by your choice of the variable. I had chosen time intervals and calculated the positions of the thrown object by those using the equations on hyperphysics. To draw the trajectory a line renderer used containing the points on the movement path.
For Drag & Shoot tutorial series I was using force shooting, to predict the trajectory from the force I had used the following steps:
We can shoot game objects in Unity, but if we don’t give them spin the movement does not look very realistic. To make it look realistic, if the object has rigidbody, we can give it an angular velocity in the direction of the movement and watch it rotating towards its course.
While calculating the angular velocity takes one line of code, as always with development understanding why we are doing what we are could take more time.
If you are also experiencing Unity 2020 crash/close when trying to make it work with SteamVR like me, the solutions could be here.
Upgrade your Unity version to Unity 2020.1.17 or the latest release, you are prompted to create actions file and everything works very well 🙂
I was trying to make SteamVR work with Unity 2020.1.6. With no error, when I press play, the editor closes down with no error message. This wasn’t helpful to solve the case so cue Google search, “unity closes when I hiit play”, (yes with the typo).
This answer on StackOverflow lead me to…
When we are creating lots of independent game objects in unity editor at one point we could think, “They would be better grouped!”. I thought this when I was modelling a ghost in ProBuilder part by part. Then I set out to find a way to create a command that groups selected game objects in Unity.
After creating the script, now I think I use it more than 2–3 projects. I really believe it is an helpful add on for the projects. In the below video I explain my approach to create this group selection command in Unity.
Hopefully, this will be helpful. If there was a point not clear please let me know.
See you in next explorations.
Originally published at http://devsplorer.wordpress.com on December 12, 2020.
In the lights of starting to create YouTube tutorials, I dived into creating SteamVR tutorials as well. At the start of each video, telling the steps of importing the SteamVR into Unity seemed to throw off the real focus of the video. To prevent this now we have the following video on importing SteamVr into Unity 2019. Additionally, this video serves as a stand-alone to guide importing SteamVR to Unity and prepare a scene to be the starting point of development/experimentation.
Here is a recap of the steps:
If you suffer from sending your apps to mobile stores on their ad configuration set to test mode or tired of changing it just before build, this short snippet may save you from these chores.
I had my fair share of sending Advertisement API in test mode to release. I simply forget to change testMode to false and see Unity placeholder advertisement on my updated games. I’ll not be bothered about this anymore, the below code piece is tested for the last build of Virus Bump and it works.
First, we have testMode boolean set to false. This variable…
If you have one color or one-color gradient sprites, to decide a color palette or a color of a specific sprite you can use the color property of the SpriteRenderer or Image component of your sprite. This helps to test colors on how they would look in the game and make faster art decisions on the contrary of exporting each iteration from art software.
Let’s say you have a set of sprites with mono-color elements, whether they are UI or 2d game elements. You could export them pre-colored from the choice of your editing/drawing software. When you need to change…
Let’s say you have a 3d game and would like to show the player’s progress in a more volumetric way, like inside the game but not from UI. While the player does their action, your progress bar could stay next to them enabling checking their progress in a more immersive way.
As of writing this, I have passed the 150th day spent on game development. Whether it is spent on research, development, or design I have been logging these days on Game Dev Friends Club discord channel. Also, I should add there were some days solely on research or study that not made the cut to be logged as game development as I am studying in Game and Interaction Technologies Master’s program. Except for course assignments and exams, I had a research course, required lots of reading and writing. Outside of these cases, I did log the projects regarding courses.
Here I will tell you my steps to create an interactive game object using mouse position and Shader Graph shader in Unity. It is a shader with moving stripes. Using a script the closer the mouse to object, the faster the stripes will move downwards.
I am an absolute beginner to shader graph but made my way to create this simple project. To be an initial source for my future implementations and maybe helping people on their projects I wrote this tutorial.
Indie Game Developer/Blogger/Student likes to tweak around the mechanics and share