By the way, I noticed that text in the game has those boxes around it. I struggled to find the solution for some time and only recently found out how to fix it. TLDR: When you convert a font for TextMeshPro you need to keep SP/PD ratio (Sampling Point Size to Padding ratio) at about 10%.
Here's a link to the post that helped me at Unity Forums:
Cool, nice job getting a new game made already. The concept is amusing and the assets all fit together pretty well. One thing that I think could be improved would be to prevent the food pickups from interrupting the player's movement (maybe with triggers?).
Yeah I noticed that kind of stutter when he hits the food, but I didn't know what was causing it. I'll need to learn more about colliders! Thanks for the feedback :-)
I'm guessing the food is a regular collider and rigid body? If so, the stutter is probably from the food applying force to the player, since the player is basically running into a wall. Making the food collider a trigger and removing the rigid body from it should get rid of the stutter, if I remember Unity correctly (double check me on that). A trigger is just a collider that doesn't obstruct other colliders, so it's good for scripting "events" vs. hard physical objects.
There are a bunch of confusing rules about collisions, so the Unity manual is a key resource and reference for those.
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I have rating it on our games of 5 stars reviews on these awesome games!
By the way, I noticed that text in the game has those boxes around it. I struggled to find the solution for some time and only recently found out how to fix it.
TLDR: When you convert a font for TextMeshPro you need to keep SP/PD ratio (Sampling Point Size to Padding ratio) at about 10%.
Here's a link to the post that helped me at Unity Forums:
https://discussions.unity.com/t/text-mesh-pro-box-around-text-unwanted-effect-bu...
Oh I noticed that in Unity but I didn't realise it was rendering in the game as well. Thank you for the heads up! :-)
Cool, nice job getting a new game made already. The concept is amusing and the assets all fit together pretty well. One thing that I think could be improved would be to prevent the food pickups from interrupting the player's movement (maybe with triggers?).
Yeah I noticed that kind of stutter when he hits the food, but I didn't know what was causing it. I'll need to learn more about colliders! Thanks for the feedback :-)
I'm guessing the food is a regular collider and rigid body? If so, the stutter is probably from the food applying force to the player, since the player is basically running into a wall. Making the food collider a trigger and removing the rigid body from it should get rid of the stutter, if I remember Unity correctly (double check me on that). A trigger is just a collider that doesn't obstruct other colliders, so it's good for scripting "events" vs. hard physical objects.
There are a bunch of confusing rules about collisions, so the Unity manual is a key resource and reference for those.
That was exactly it, thank you! :-)
I am loving it on our video games so far? And, how do you adding it UI starts menu using it on unity 2Ds?
For the start menu I created a separate scene to the game, and when the user clicks the play button, it loads the main scene.