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• ### Similar Content

• Hello forum,
I have some decent amount of experience in Unity making games for Software Engineering projects in college, these were very specific projects however and I still am fairly new to building games. I wanted to make a game that uses the shadows of objects for collision detecting (i.e. shooting a gun at a characters shadow causes that character damage. What is the best engine to do this in (game will be 3D), and does anyone have any advice on how to approach this concept? I consider myself fairly experienced in programming, but game dev is just an entirely different beast.
• By juicyz
Hey all,
I've been slowly working on my game called AotW for a while now.  I have come to the conclusions that it would be nice to cooperate with 1 or 2 others to help finish it.  Ive been trying to keep my GDD up to date with my ideas and development so that would give a better overview of the game when the time comes.  Currently I have a basic skeleton of the RPG elements needed but everything can still be discussed and talked about and we can transform my idea to something the group likes.
The premise of the game is a Diablo-like procedurally generated map with RPG elements that include sockets, inventory, classes, abilities, crafting, loot, items, sockets, and enchanting.  This will be done in a 2D iso view as I can't do 3D art and I enjoy 2D games a lot.

I don't plan on releasing this as this is more of a hobby project for me and I have a full-time job.  Though I'd like to start putting more hours into development and having others definitely will be motivation.  I also want to be able to say I have finally "finished" a game idea to some degree.  If the time comes and we want to release it, then we can go ahead and do so but that's not my purpose or plan.

Discord:
Juicyz#3683

Thanks,
Juicyz

• Hi, I've been working on this issue for a while and haven't yet found an answer.
Does anyone know the best way to convert unity's LAT & LONG into a vector 3 position that I could use in a virtual world (if it's even possible).

• I am taking an absolute beginner's game development course and we have just finished game jams in small groups. Our current assignment is to get feedback from people working in any aspect of game development. I would very much appreciate any feedback! The game is up on itchi.io (sound warning) https://wobbegong.itch.io/zombie-shooter It's essentially a very basic PvE.
I also have some things I'm wondering about, but you don't necessarily have to answer these.
1. Do you have any tips on working with physics? My group wrestled a bit with Rigidbody physics not totally working the way we wanted to -- jumping ended up kind of floaty and inclines seem to mess up movement. Alternatively... how can I build terrains with depth that won't result in wonky physics?
2. How can I keep up the level of challenge in an interesting way as the player progresses through the waves?
3. What are some of your personal guidelines for creating title screens?
Thank you very much in advance!

• I'm having a weird issue with detecting a collision. I've tried everything I could find online but nothing seems to work. I have a brick object. It has a 2D Collider attached and I have also attached a 2D Rigidbody on it. I also have an EndScreen 2D Collider. The EndScreen 2D collider is tagged with "EndScreen". I am trying to detect when a brick collides with the end screen collider and simply print "game over" in the console.
This is my current code for this part of the program, it is attached to the bricks:
void OnCollisionEnter (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { Debug.Log("Game over"); } } Several things have happened depending on the set up. If I have the rigidbody 2D set as static, my ball object can still collide with the bricks, but I get no Log message. If I set it to Kinematic or Dynamic, I get absolutely no interaction between the ball and the bricks, and nothing when the bricks pass through the collider. I have tried to set the collider to a trigger and use OnTriggerEnter2D, no change. I have tried to put the rigidbody on the EndScreen object and tried to set it's body type to all 3 settings, no change. The only thing I can think of that I have not done is put the script on the EndScreen object and switch the tag to the bricks. The reason I have not done this is because I will have several types of bricks, some of which will have different tags.

Please tell me somebody can see what I'm doing wrong here, because I'm losing my mind over something I feel should be ridiculously simple. Thanks.

# Unity How do I get a bullet to shoot to a mobile joystick position in Unity?

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## Recommended Posts

I am working on a 2D platformer and I am adding mobile controls. I am trying to get the player to shoot when you touch and move the joystick.

I tried to change all of the Input to CrossPlatformInputManger but when I use the joystick nothing happens.

Here is what is in the update method

void Update () {

if (fireRate == 0)

{

if (CrossPlatformInputManager.GetButtonDown("Fire1"))

{

Shoot();

}

}

else

{

if (CrossPlatformInputManager.GetButton ("Fire1") && Time.time > timeToFire)

{

timeToFire = Time.time + 1 / fireRate;

Shoot();

}

}

}

and the Shoot Method

void Shoot ()

{

Vector2 joyStickPosition = new Vector2(Camera.main.ScreenToWorldPoint(CrossPlatformInputManager.mousePosition).x, Camera.main.ScreenToWorldPoint(CrossPlatformInputManager.mousePosition).y);

Vector2 firePointPosition = new Vector2 (firePoint.position.x, firePoint.position.y);

RaycastHit2D hit = Physics2D.Raycast (firePointPosition, joyStickPosition-firePointPosition, 100, whatToHit);

Debug.DrawLine(firePointPosition, (joyStickPosition - firePointPosition)*100, Color.cyan);

if (hit.collider != null)

{

Debug.DrawLine(firePointPosition, hit.point, Color.red);

Enemy enemy = hit.collider.GetComponent<Enemy>();

if (enemy != null)

{

enemy.DamageEnemy(Damage);

//Debug.Log("We hit " + hit.collider.name + "and did " + Damage + "damage");

}

}

I am working on a 2D platformer and I am adding mobile controls. I am trying to get the player to shoot when you touch and move the joystick.

I tried to change all of the Input to CrossPlatformInputManger but when I use the joystick nothing happens.

Here is what is in the update method

void Update () {
if (fireRate == 0)
{
if (CrossPlatformInputManager.GetButtonDown("Fire1"))
{
Shoot();
}
}
else
{
if (CrossPlatformInputManager.GetButton ("Fire1") && Time.time > timeToFire)
{
timeToFire = Time.time + 1 / fireRate;
Shoot();
}
}
}

And the Shoot method

void Shoot ()
{
Vector2 joyStickPosition = new Vector2(Camera.main.ScreenToWorldPoint(CrossPlatformInputManager.mousePosition).x, Camera.main.ScreenToWorldPoint(CrossPlatformInputManager.mousePosition).y);
Vector2 firePointPosition = new Vector2 (firePoint.position.x, firePoint.position.y);
RaycastHit2D hit = Physics2D.Raycast (firePointPosition, joyStickPosition-firePointPosition, 100, whatToHit);

Debug.DrawLine(firePointPosition, (joyStickPosition - firePointPosition)*100, Color.cyan);
if (hit.collider != null)
{
Debug.DrawLine(firePointPosition, hit.point, Color.red);
Enemy enemy = hit.collider.GetComponent<Enemy>();
if (enemy != null)
{
enemy.DamageEnemy(Damage);
//Debug.Log("We hit " + hit.collider.name + "and did " + Damage + "damage");
}