texts: How do I create a single tile in Unity 2019+

texts:
I going through the "Ruby's Adventure: 2D Beginner" tutorial, chapter 4, section 3 with Unity 2019.11.

In the tutorial you create a folder for tiles and you are then supposed to right-click in the asset folder and select "Create > Tile" from the menu. There's even a screenshot showing the menu where the option is right below the sprite sections.
However, in version 2019.11 of unity, there is no such option :)

I checked the documentation, and for 2019.3 and 2020.1 the manual states that this should be possible via the assets menu   (there's no docs for 2019.11 specifically), but my Unity editor doesn't have the option.

It seems unlikely that the option is just missing from my version, so I'm guessing something about my project setup is wrong. Is there anything special I need to set up to have the project support tiles?

Edit: I found the feature in the 2018 LTS version. I'm new to Unity, so maybe out of date documentation is the norm.


texts:
I searched around the web but I found nothing that could help me, so I'm asking here.

I'm trying to  procedurally generate terrain using the marching cubes algorithm, and I can generate a mesh. The problem is that the mesh that may be anything!

https://www.dropbox.com/s/w99lvynrfra2a5v/question.JPG

As you can see in that screenshot, everything is messed up.

Is this a problem with the noise function? I'm using a simple Perlin noise function. How can I achive a result like this:

http://www.youtube.com/watch?v=-hJkrr5Slv8

If the problem is with the noise, what do I need to change to achieve this? I want to create natural terrain with hills, mountains, plains etc.

(I'm using Unity3D, but I don't think this makes any difference.)


texts: (web game) text-based combat system shows progress to client instead of give a report at the end

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I am developing a text-based multiplayer-RPG using React and dotNet core. The fight logic is handled on server side. Basically what fight() does is:

a while loop that iterate 100 times; in each iteration the characters attack each other; actions are stored in a string list
a winner is determined either at the end of the while loop or one's hp is below 0
write the fight result and rewards into database
send response back to client with the combat log (that string list)

This is what the fight() basically does. Players clicks fight and get the result and the report instantly. I would like to make the fight more engaging to the players by showing the fight's progress in each round (and add time interval between rounds).
I don't know how to achieve this. I would appreciate any ideas you share.
I could let the client side see a "replay" of the fight using the response from the server, but that's not what I want. Maybe this is something other idle games are doing. I don't know since I don't have much experience of game developing.


texts: Does PS3 have a program similar to the "Xbox 360 Creator Club"?

texts: Wondering if the PS3 has a way for game developers to make free / affordable games available to their consumer base?  Is the only way to get your game on the PS3 to go through an approval process which may cost money?


texts:
How to rig an unity tank track? Does it use animation or it use some another ways.
Can anyone explain how to do this. thanks


texts:
I am self-taught and have successfully coded simple collisions of planes, spheres, rays and up until interactive cloth simulations so I do have some basic sense of which part of the physics goes where in code; but no idea of the terminologies.

It's the jargon that I do not understand: What is a physics solver? How does a solver look like in code or which part of the engine is considered a solver?

For example what does the phrase "Box2d is using iterative solver" mean?


texts: Creating a UI health bar image for each enemy object

texts:
I would like to create a small health bar on top of each enemy in my game. I know how to do this for one enemy, but I'm not completely sure how best to expand it to work for each enemy in the game. I'm guessing I should instantiate the UI health bar prefab somewhere, each time an enemy is spawned maybe? Currently, I don't even have an enemy spawner, I'm just testing by dragging enemy prefabs into the scene. I'll post the relevant scripts.

public class EnemyHealthBarController : MonoBehaviour
{
    private Image remainingHealthImage;

    private EnemyHealth enemyHealth;

    void Start()
    {
        remainingHealthImage = transform.Find("Remaining Health Image").gameObject.GetComponent<Image>();

        enemyHealth = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyHealth>();
    }

    void Update()
    {
        remainingHealthImage.fillAmount = enemyHealth.currentHealth / enemyHealth.maxHealth;

        if (enemyHealth.isDead)
        {
            gameObject.SetActive(false);
        }
    }
}

and

public class ClampEnemyHealthBar : MonoBehaviour
{
    private GameObject enemyHealthBar;

    private Vector3 offset;

    void Start()
    {
        enemyHealthBar = GameObject.Find("Enemy Health Bar");

        offset = new Vector3(0f, 30f, 0f);
    }

    void LateUpdate()
    {
        Vector3 desiredPosition = Camera.main.WorldToScreenPoint(transform.position) + offset;
        enemyHealthBar.transform.position = desiredPosition;
    }
}

Right now, I'm using GameObject.Find to set a reference to the preexisting enemy health bar in the scene. Also, I'm only finding the EnemyHealth component of one of the enemies. How might I better structure this in order to do the kind of thing I'm trying to do?


texts: How to get an Unreal Engine 4 Level to sync using Git Source Control?

texts:
Hello Game Development Stack Exchange,

I and a couple of collaborators are working on an Unreal Engine project, we do not share a common network, which meant that using a local network storage to hold the data wasn't plausible.

I discovered that Unreal Engine allows Source Control through Git services, so I created a private repository on GitLab that all Collaborators have access to.

Inside of Unreal Engine, I created a Project with the Minimal C++ with Starter Content, edited the 'Minimal_Default' map a little bit, inserted some new assets, placed them on the map. Made sure all my needed asset information was being checked-in to Source Control, saved everything, then Submitted to Source  Control, named the commit, then committed locally.

Now outside of Unreal Engine, using TortoiseGit for Windows I pushed the commit to the GitLab repository, all the necessary files were uploaded. However, when I cloned the same repository to another machine, and opening (with the same exact engine version), the 'Minimal_Default' map was the original, not the updated one. The assets I imported are inside of the Content Browser, but the assets are not placed around the level as I did to the commit.

So, my question states, how do I get the 'Minimal_Default' level to be committed and opened when the Git repo is cloned? Am I missing something in Unreal Engine, Pushing, or something else?

All help would be greatly appreciated.

Sincerely,
Shejan Shuza


texts: How to find the angle of an arc for reflection

texts:
I am using the following code to calculate points for a circle arc drawn with a Line Renderer.

for (int i = 0; i <= pts; i++)
    {

        float x = radius * Mathf.Cos(ang * Mathf.Deg2Rad);
        float y = radius * Mathf.Sin(ang * Mathf.Deg2Rad);
        arcLine.positionCount = i + 1;
        arcLine.SetPosition(i, new Vector2(x, y));
        ang += (float)totalAngle / pts;

    }

How can I change the angle ang to create a reflected arc along the line P1P2 as in the image below?

Please note that totalAngle represents the portion of the circle that is to be drawn between 0 and 360.


texts: Why are there aliasing artifacts with my text?

texts:
I am using a World Space Canvas, with a UI Text on it, using the Outline script, to produce the following text. I'm noticing a number of strange artifacts on the text, as seen below. Note for instance the yellow/black blog next to Tortuga, and the a in Tortuga not looking correct. There are others as well.

The same artifacts appear in my Scene view, so it leads me to suspect that it might be something Unity is doing that is odd. I've tried removing the outline, but I still see artifacts. Here is the text settings:

And here is the Canvas, which is the parent of the text:

Any idea how to remove these compression type artifacts? Thanks!

EDIT A few things tried:

Removed outline: See photo below.
Using an imported font with a high font size (64) set.
Changing the font size from low (1) to high(50) in the Text window.
Set all scaling to 1.


texts: Experienced coder/designer moving into game development - what's involved?

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I am interested in moving into game development once my current project is done, as it's nearly at a point where it will pay my bills and allow me to hire someone else to take the driver's seat, meaning that, for the first time in my working life, I'll be in a position to devote a proper amount of energy to getting into game development, which has been something I've wanted to do for a long time but forced myself to wait on, as there are only so many hours in the day to devote to projects.

I am an experienced web developer (12 years) with most of my experience programming in C# and .Net (8 years). I am also a capable graphic designer. I have a surface knowledge of C++, though it's been 10 years since I wrote any C++ code. I also played with the DirectX 5 API back then as well.

I am happy to outsource graphics and sound, leaving me with coding, game design, level design and so forth.

Do I need to learn C++ properly, or can I rely on my C# and .Net knowledge?
If I'm going to leave C++ out of the equation, am I seriously limiting myself with regards to platform agnosticism?
Given that my memory of mathematics (high school level) is hazy at best, how much time I do I need to devote to pure maths self-education, or can I pretty much figure it out as I go?

In a nutshell, I'd love to get some idea of what the best approach for me would be, including DO's and DON'T's that might slow me down. I know that baby steps will be required at first, but it would be nice to get some advice as to what path I should follow to get myself up to speed quickly so that I am able to create decent indie games with nice looking 3D graphics, AI, particle effects and so forth.


texts: I want to install Unreal Engine 4 from the epic game launcher but I have the following problem: If I want to install the engine after about 50% it says I don't have enough space on my disk, and if I look up how much space the folder took it says 75 GB is that normal?


texts:
For some reason I can not find a good example of terrain rendering, as in like "bare bones". Im reading Introduction to game Programming with DX10, and i've seen some other tutorials....but they all are complicated classes with ALOT of stuff thats unnecessary, and tbh just confuses a beginner like me. Like Raserteks tutorials are awesome, but it's SOO much code and classes, it's very difficult to understand the "3d" part when you have so many other classes.

Im just looking for the most BASIC terrain rendering (using a heightmap....or what have you).

It doesn't even have to have a camera or movement control, hell it can just be of one color. Im just trying to understand everything first. Does anyone know where I could find a sample of this? or heck if anyone would be willing to provide a simple sample of their own i'd be mega appreciative.

Dont get me wrong, the Book is great.....and I understand the functions, but the way the classes are put together...it makes it confusing of "what goes where".

edit: I've seen some Direct X 9 terrain demo's/samples....but isn't DX9 like WAYYY different from DX10 (if so thats why I wouldn't want to waste time on it). I could be wrong though.


texts:
I'm in the process of conceiving a multiplayer web-based game of sorts and was looking into different ways of achieving this. Instead of using PHP/MySQL/AJAX like I'm used to, a lot of sites are recommending the use of WebSockets of some kind.

My big question is, how do WebSocket games hide their information from potential hackers? It seems like anyone could hit "view source" on a page and find out everything they need to know due to it being written in Javascript, which to my knowledge is sent with the page. Is it possible to make a server desktop application that isn't hosted along with the website? If so, what languages have support for it?


texts:
Suppose a Scriptable Object e.g. NewWeapon.asset with variables such as name, description, price etc.

I've also added a public GameObject weaponObject; so that I can drag and drop the 3D model related to this weapon.

Since Scriptable Objects cannot be added in a scene, how can I add a GameObject in the scene with an attached script that will draw data from the NewWeapon.asset and display the 3DModel already specified and load up the rest of the variables?

My goal is to create a script Item.cs which will be attached to a GameObject in the scene and then based on the current ScriptableObject load its name, stats and 3Dmodel


texts: GLSL: sampler2D fallback to constant color?

texts:
So I have the following situation: I'm sharing a blinn shader accross many meshes. Some meshes have specular & normal maps, others do not.

I'd like to, without making the shader code too complicated, be able to specify a constant color instead of a texture, for the normal or specular maps. This is for example if a given mesh doesn't need one of those maps.

The way I imagine it, I would just pass a flat "grey" as the specular map, for instance, and the shader could just act as if a texture was passed in. Is this possible?

Ideally, I don't want to have an extra uniform for each mesh specifying whether or not the texture should be used.

Another alternative would be to actually create a grey texture on the fly, if this is the better way, please advise on the simplest way to do this.


texts:
Whenever I try to move a character in unity, the character kind of, like, bobs around when walking. Is there any way to remedy this? I have tried the trick of putting the inputs into update and the outputs into fixedupdate, if that's any consolation. Also please ignore the fact that I've used the arrow keys instead of getaxis.
using System.Collections.Generic;
using UnityEngine;

public class MovePlayer : MonoBehaviour
{

    public bool upArrow = true;
    public bool downArrow = true;
    public bool leftArrow = true;
    public bool rightArrow = true;
    public float speed;
    public bool test = false;

    void Update()
    {
        if (Input.GetKey(KeyCode.UpArrow))
        {
            upArrow = true;
        }
        else
        {
            upArrow = false;
        }

        if (Input.GetKey(KeyCode.DownArrow))
        {
            downArrow = true;
        }
        else
        {
            downArrow = false;
        }

        if (Input.GetKey(KeyCode.LeftArrow))
        {
            leftArrow = true;
        }
        else
        {
            leftArrow = false;
        }

        if (Input.GetKey(KeyCode.RightArrow))
        {
            rightArrow = true;
        }
        else
        {
            rightArrow = false;
        }

    }

    void FixedUpdate()
    {

        if (upArrow == true)
        {
            transform.position = new Vector3(transform.position.x, transform.position.y + speed, 0);
        }

        if (downArrow == true)
        {
            transform.position = new Vector3(transform.position.x, transform.position.y - speed, 0);
        }

        if (leftArrow == true)
        {
            transform.position = new Vector3(transform.position.x - speed, transform.position.y, 0);
        }

        if (rightArrow == true)
        {
            transform.position = new Vector3(transform.position.x + speed, transform.position.y, 0);
        }

    }

    void OnTriggerEnter2D(Collider2D bump)
    {

        if (bump.gameObject.tag == "Wall")
        {

            test = true;

        }
        else
        {

            test = false;

        }

    }

}
```


texts: Handling RPG (rocket launcher) launcher and rocket

texts:
In my game, the player has an RPG (rocket launcher).
Using this launcher, he can shoot a rocket.

When shown in the inventory, the rocket is stuck in the launcher.
Also, when the user walks, the rocket is stuck in the launcher, and the RPG (the combination of launcher and rocket) is placed on his back.

Now when the user shoots, the rocket leaves the launcher, and the launcher pulls the player into a little spin to simulate a recoil.

Since the rocket and the launcher are stuck together most of the time, I was thinking that I should have a main game object named "RPG" with the 2 meshes "launcher" and "rocket".
Most of the time, they would be stuck together.

When the user launches the rocket, I would change the position of the rocket in order to simulate it flying away. When it has exploded, I would make the rocket mesh invisible.

I was really proud of that plan until I noticed that the recoil will move the rotation and position of the RPG (launcher). Imagine the recoil of a pistol: The recoil will cause the pistol (and the hands) go up a bit.

Now when I do this with the launcher, the rocket will change its flight path. That would look unrealistic.

Can somebody tell me how this is commonly dealt with?

Thank you!


texts: Why do some games have different builds in different platforms/regions?

texts:
I'll try to keep things brief and provide some context. I was playing MineCraft one day and this question popped into my head. I was thinking about some of the things that the Bedrock edition of the game had for example, yet the Java edition lacked. One example would be that Java doesn't allow for the use of dyes with cauldrons, but in Bedrock? No problem. Conversely, the "Illusioner" mob from the illagers can be found in Java, yet is exempt from Bedrock.
To provide another example, I recently stumbled across a mobile game called Seven Knights, created and developed in South Korea, later ported and localized for global release. It is my understanding that the Korean version of the game is quite a' ways ahead of the global release. From the number of heroes, to the length of the narrative, and the number of items, the Korean version is planned fairly far ahead. I find this to be a rather odd thing to do.
So I'll ask, why is this done? Why do developers have different builds of the same game in different platforms/regions? Would it not make more sense to simply port everything as is and then localize it if need be? Why split up the builds or only port/localize part of the content?