VariaBULLET2D QuickStart Guide

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 13

  • @naejimba
    @naejimba ปีที่แล้ว

    Quick question: in the Controller where you can select the Command Key how do I instead use Unity's Custom Inputs? I already have it all set up, I just can't find where in the SpreadPattern script this happens to change it. Thanks again!

    • @neondagger
      @neondagger  ปีที่แล้ว +1

      Hi! The Command Key is mostly just for testing purposes, to quickly see how it responds to user input. I briefly mentioned a bit about these functions at 8:04
      For wiring it up with your own input system, just set the FireCommand in the controller to either "Automatic" or "Automatic AutoHold" and simply send your inputs to the public bool SpreadPattern.TriggerAutoFire. To get the reference to the SpreadPattern, you can just drag and drop the controller reference into any script that has a field like "public SpreadPattern pattern;" or run GetComponent in a script attached to the same gameobject as the controller, and set your input from that script.

    • @naejimba
      @naejimba ปีที่แล้ว

      @@neondagger "send your inputs to the public bool SpreadPattern.TriggerAutoFire."
      Hmm... how is one "sending" those inputs? I'm afraid I don't understand. Also the way this is worded I'm interpreting it to mean this public bool already exists somewhere? If so I can't find it, but it would be easy to add to the top of a script if that isn't the case, although I'm not sure which one. I'm sorry it's just I'm trying to learn both the engine and the language; all of my previous experience is simply analyzing existing code until I understand it and then altering it.

    • @neondagger
      @neondagger  ปีที่แล้ว +1

      @@naejimba Hi I didn't catch this is as I didn't get the notification. It's probably best to email me directly to make sure I receive your question.
      You just need to set up a reference to the controller (SpreadPattern script) in an outside script. For instance you can just put at the top of your outside script:
      public SpreadPattern controller;
      And then in the Unity inspector physically drag and drop the script you want to reference into the slot that will be exposed in the inspector for the outside script. It's easier to see in action than with words but it's pretty common Unity functionality (have you tried asking ChatGPT? I find it's very helpful for stuff like this).
      Once you have the reference setup you can just set accordingly
      controller.TriggerAutoFire = True; //or False
      I should also be putting out a more in depth video guide soon. Just working on a pretty big update for VB2D and once its out I'll make the video. Hope that helps!

    • @naejimba
      @naejimba ปีที่แล้ว

      @@neondagger , thank you.

  • @mattheww1072
    @mattheww1072 4 ปีที่แล้ว

    Great video. Will the VariaBULLET2D be on sale in the near future?

  • @naejimba
    @naejimba ปีที่แล้ว

    So I purchased this, and when I click on "open in unity" in the asset store (the only option it is giving me) all it does is open up the unity hub or refresh it if it is already open. It does not create a new project, and I can't find it in the project manager in my existing project. Where is it? How do I access it?

    • @neondagger
      @neondagger  ปีที่แล้ว +1

      Hi! Thanks for reaching out. That's something to do with your setup with Unity, maybe a weird bug in Unity, and not to do with the asset. I had experiences like this when importing assets before. Unity unfortunately doesn't make things as straightforward as they could I think.
      The way I would do it is load up a new 2D project in Unity, then in the toolbar go: Window > Asset store and you can browse the store directly in Unity (edit: just checked in Unity2022 and this feature is gone. Now opens in browser, but should hopefully work just the same).
      Assuming you're logged into your Unity account in your project you can find the asset in the store by searching or go to your account and try to import it there. It should have an import button rather than a buy button. Hopefully that helps. I don't really have any special knowledge of the Unity assetstore as Unity keeps that out of developer hands, but if there are issues you should be able to get them to fix it/

    • @naejimba
      @naejimba ปีที่แล้ว

      @@neondagger edit: TLDR finally got it downloaded and into a new project at least. Shut everything down, restarted computer, had to have both unity hub already open and logged in as well as be logged into the website at the same time (but not have a project currently open). It was only the "asset store" page where the "open in unity" worked; it doesn't on 'my assets' section. Hope it helps someone else. Thanks for the quick response. I will have to remake the project again... so if you are buying the asset make sure you don't get too far! Will post a review after I have time with the tool.

    • @neondagger
      @neondagger  ปีที่แล้ว +1

      @@naejimba Ah yes I've had that happen to me as well with importing assets, where it mysteriously doesn't work from the "my assets" section. Yeah that's just a general bug on Unity's end and I would have thought they would have fixed that by now. Strange! Let me know if have any questions about VB2D (neondaggergames at gmail)

  • @JCSantiago
    @JCSantiago 4 ปีที่แล้ว

    Thank you for this video, it was a lot of help. Can you use higher resolution sprites or vectors for shots? Are there any limits?

    • @neondagger
      @neondagger  4 ปีที่แล้ว

      Sorry for the late reply, I just saw this right now. No there are no resolution limits at all. I just like to use chunky pixel art because it's a style I like to work in :)

  • @RTWrename
    @RTWrename 3 ปีที่แล้ว

    thansk for the video tut