2D Shooting | Unity Tutorial (Two Types of Projectiles!)

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  • เผยแพร่เมื่อ 10 ก.ย. 2024

ความคิดเห็น • 31

  • @aazhisekar91
    @aazhisekar91 หลายเดือนก่อน

    All of your videos are super helpful and very concise. Thank you

  • @meowl9329
    @meowl9329 ปีที่แล้ว +1

    I love these!
    Would want to see you cover the system part, like game saving, data structure, handling multiple scenes etc.

    • @sasquatchbgames
      @sasquatchbgames  ปีที่แล้ว +3

      thanks! Already had two of those on my future list ;)

  • @Ramesss
    @Ramesss 5 หลายเดือนก่อน

    AMAZING !!!! You saved me for my Second Semester project love you

  • @capilover1023
    @capilover1023 7 หลายเดือนก่อน +1

    Have you thought about doing a tutorial on the weapon system? Switching between weapons, maybe adding UI icons, etc.

  • @mansimoe319
    @mansimoe319 5 หลายเดือนก่อน

    Genuinely insane

  • @Notreal76
    @Notreal76 ปีที่แล้ว

    Clear and comprehensible. Thank you!

  • @midniteoilsoftware
    @midniteoilsoftware ปีที่แล้ว

    2 time-saving tips: edit the script template so it doesn’t include all the boiler plate code you always remove anyway and there is a setting under preferences to create objects at origin so you don’t need to reset the transform every time you create a new GameObject.

    • @sasquatchbgames
      @sasquatchbgames  ปีที่แล้ว +1

      those are 2 things I've been procrastinating lol. Thanks for the tip, I'm going to have to do both of those

  • @midniteoilsoftware
    @midniteoilsoftware ปีที่แล้ว +1

    A cool follow-up video would be how to use ScriptableObjects for bullet types.

  • @midniteoilsoftware
    @midniteoilsoftware ปีที่แล้ว

    A much simpler solution for handling collisions is to just use the collision matrix in the physics settings. That negates the need for any code.

  • @apollodavis4090
    @apollodavis4090 ปีที่แล้ว

    Love your devlogs

  • @chadmoberly7044
    @chadmoberly7044 ปีที่แล้ว

    Super helpful!

  • @lfmsmka
    @lfmsmka 27 วันที่ผ่านมา

    i have an issue with the layer mask

  • @Teles0704
    @Teles0704 4 หลายเดือนก่อน

    my bullet is being destroyed when it spanws, what can i do?

  • @capilover1023
    @capilover1023 7 หลายเดือนก่อน

    Please update the lesson for perspective camera! It seems to mess up your code

  • @nickrhyswarren
    @nickrhyswarren ปีที่แล้ว

    Hi there! Great tutorial as always. I've implemented this after doing the Hollowknight style camera tutorial which took a bit of figuring out as it effected the rotation of the gun (if anyone wants help just ask). The multiple cameras caused problems.
    I am trying to modify this to suit my game. I have an ability system with upgrades and have tried to add a multishot upgrade, but its a bit buggy at the moment, it shoots three bullets at once in an arc but the extra two just shoot sideways :( I used Quaternion.Euler in the Instanciation of the bullet to be able to change its y axis rotation but that hasn't worked.
    I'm also struggling with trying to flip the character when rotating the gun past 90/-90 degrees like the gun. The player movement and jumping is turned off and the attack ability is turned on as well as the gun when holding down the attack button. The player can flip when aiming past 90/-90 degrees like the gun however, when exiting the attack (Releasing attack button), if the player is facing left it messes up the flip function of the player so that he is facing the wrong way when moving. I'm sure ill figure it out, but if anyone has a good solution for flipping the character I'd appreciate the help!

  • @CyberAngel67
    @CyberAngel67 ปีที่แล้ว

    I would argue that as you are setting the transform right to the velocity it doesn't need to be done inside a FixedUpdate.

    • @sasquatchbgames
      @sasquatchbgames  ปีที่แล้ว

      just gave it a shot in Update, and it produced weird janky movement. Definitely works best in FixedUpdate

    • @CyberAngel67
      @CyberAngel67 ปีที่แล้ว

      @@sasquatchbgames Then you did it wrong

  • @suzyeon4222
    @suzyeon4222 5 หลายเดือนก่อน

    when I rotate, the gun rotates in the wrong direction. Please help

    • @suzyeon4222
      @suzyeon4222 5 หลายเดือนก่อน

      i mean the sprite rotates in the right direction but when im facing left side it's the opposite direction. sorry my English is bad

    • @lancerdev2391
      @lancerdev2391 3 หลายเดือนก่อน

      @@suzyeon4222 Hi, I had the same problem and came up with a simple solution.
      Instead of flipping my player, I flip the sprite.
      Next, in my gun script, i modified this :
      float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
      Vector3 localScale = new Vector3(1f, 1f, 1f);
      Vector3 localPos = gun.transform.localPosition;
      if(angle > 90 || angle < -90)
      {
      localScale.y = -1f;
      localPos.x = -1f;
      } else
      {
      localScale.x = 1f;
      localPos.x = 1f;
      }
      gun.transform.localScale = localScale;
      gun.transform.localPosition = localPos;
      If flips the gun depending on the facing direction of the sprite of the player.
      Hope this helps !

  • @Coco-gg5vp
    @Coco-gg5vp ปีที่แล้ว +1

    First

  • @y0_0go
    @y0_0go ปีที่แล้ว

    At 5:45, you could have just used gun.transform.localEulerAngles.z instead of rotation. Correct me if I am wrong.
    In the end, you use interface and grab a reference to that instead of grabbing enemy script. The reason you say is because there are other objects that get destroyed by bullet. But, you wouldn't add enemy script on other objects. Right ?. So only enemy gets to have enemy script and you don't need an interface there.
    Really loved your video

  • @midniteoilsoftware
    @midniteoilsoftware ปีที่แล้ว

    A more concise syntax is if (collision.gameObject.TryGetComponent(out var damageable)) …