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In Game level builder - Combine Mesh? Or Stick with Cubes?

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Hi All, I have been working on a prototype for a couple of weeks now, and I have a basic system that let's me snap a door to a wall of 1x12x1 cubes that disable rendering to put a door in place of the wall. This feels very inefficient, especially if I have the user create more walls that are a bunch of 1x12 rectangles. Is there a more efficient way of doing this? I see articles of using Combine Mesh, but I don't see a way of taking the mesh apart after it has been combined. Taking the point where I create a wall, and its combined but then want to put a door on the wall. I could also be looking at this all wrong. What has been your experience in building maps at run-time?

3d side-scrolling platformer level dev best practices

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Hello all, I have switched from 2d game development to 3d game development and was wondering what the best practices are for side-scrolling 3d platform level development. I'm greyboxing everything with basic shapes I've made but I'm wondering how this will impact performance long term. Is it okay to use platform models en mass for levels or will this hurt performance as object counts rise? Should I be trying to create maps in another program and port gigantic objects over that encompass the basic level setup (and if so, what should I use?)? Any help (or links on this) is appreciated!!

Cross scene referenced prefabs

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![alt text][1] [1]: /storage/temp/134797-streaming.png To almost multiply the streaming speed of our levels we've decided to break down our "scenes" into "subscenes" like "oveerlaping scenes" .... where an **"Act"** has 8~13 **"regions"**, with regions broken into 6 **"overlaping scenes"**. This way we've achieved an smooth world streaming 10 times faster than just a single scene with "bloated" prefabs (high density hierarchy prefabs); However, to achieve that performance we had to completely **BREAK** our game scalability due to spreading the prefabs accross the scenes, it's almost impossible to keep designing our levels this way, because moving/rotating/scaling a single tree would mean updating it's position/rotation/scale accross the 6 scenes and it's getting worse when it comes to "humans" editing the scenes, because, to edit a single scene we have to lock the whole 6 scenes and even if we change the prefabs we would have to update it's 6 other parts ... how could we improve our workflow without breaking the performance we finally achieved? I've already tryied something using GUID, but .... it's not worth at all : https://blogs.unity3d.com/pt/2018/07/19/spotlight-team-best-practices-guid-based-references/

Prefabs getting deleted in all scenes!

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So I was working on a Level on Unity. Basically in the game a cube (player) has to avoid obstacles and go to the end point. After all the coding and everything I wanted to make 3 levels with increasing difficulty. So i duplicated the scene and when I deleted some of the obstacles (which are prefabs) in "Level 1" it effected the other levels and deleted them all. If i add obstacles it also effects all levels. I wanna know what I can do stop that. I followed the video tutorial of "Brackeys" from YouTube, he didn't seem to have that issue.

HOW TO MAKE BACKGROUNDS FOR 2D PLATFORMER?

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So, I'm getting into developing 2D Platformers and I use Photoshop to make characters and character sprites. I was wondering when I making a Background Image for my game , is there anything I need to keep in mind like the size the background image should be and if so do you have any recommended sizes? Or does it even matter what size my background image is because I know you can change the size in unity, and will it mess up the background image resolution?

Create Level save files from runtime Level Edits

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Level Editing & Save in Play Mode? -

During gameplay, (PlayMode in the Editor), the player (daughter) can move and add a few types of objects (prefabs) around in the level, in a sort of very primitive level editing, until she's happy with it.

How do I save these changes and additions she's made, during gameplay, in such a way that I can then load a daughter level within the editor and therein turn it into an actual level?

Can this same mechanism be used to help real world players edit, save and share levels?

Generating .unity files via external scripts

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TL;DR: I want to use an external script (which will run for a *long* time) to automatically generate a YAML .unity file, which I will then use *in the editor* for further, manual editing.
Expanding:
What I want to do is similar to procedural generation, in that I want an algorithm to make a few calculations and spit out a level for the game. However, there are a few key differences, which makes approaches such as an in-game script unviable. Here are three of them:
1. I want to create a static level, not something that will change every playthough; 2. the algorithm for the level-building is complex, and the levels I want to make are very large, which means the script will run for too long for the player to wait it out every time the game is booted; 3. I want to be able to manually edit the output level in the Unity Editor, so I can handcraft a few features in it, as well as playtest it.
My first idea was to write a Python script for the generation, and have it spit out a YAML .unity file which I could then open in the editor to check the resulting scene and keep on editing whatever I needed. After looking around a bit, I found out that apparently this isn't such a good idea because, among other things, manually messing with the serialization number (the one with the ampersand) in .unity files is a big no-no. My question is: what else can I do?
My question is different from [this one](https://answers.unity.com/questions/25058/writing-unity-files-for-user-level-editor.html) because, like I said, I don't want the .unity file to be used in-game (in fact I know that can't be done), I want it to be used only during development. Thank you for your time.

Level Design

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Hey there, Can anyone guide me in the general direction as to how this game has designed their custom islands? Do you think they made those models in external modelling software and imported them in or did they generate them via code or some other way? I'm currently building a game and would like to create similar levels. Examples: ![alt text][1] ![alt text][2] [1]: https://modpda.com/uploads/posts/2019-02/1550003444_3.jpg [2]: https://images.sftcdn.net/images/t_app-cover-l,f_auto/p/4968b21e-41ea-4022-b1a6-043d5a27c25a/3994973717/grass-cut-screenshot.jpg

Indoor 3rd person (high camera) level design

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Hi, I want to creat a level were the camera is above the player (3rd person). The level is in an apartment building, the roof is see-through and you can “see” the streets outside of the apartment. My issue is with the lighting, how do i create the effect of shadows (moonlight / sunlight) and still control the light inside the apartment? (I don’t want any outside light to cast shadows on the interior of the apartment) Thanks :)

Indoor level design, lighting issue

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Hi, I want to creat a level were the camera is above the player (3rd person). The level is in an apartment building, the roof is see-through and you can “see” the streets outside of the apartment. My issue is with the lighting, how do i create the effect of shadows (moonlight / sunlight) and still control the light inside the apartment? (I don’t want any outside light to cast shadows on the interior of the apartment) Thanks :)

What is the best way to create this Scoresystem ?

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Hi, i am currently trying to create a Gamewide System which gets the highest score from Google Play Games and then create Stages based on that Score. For example : Highscore = 1000 - Stage 1 0 - 100 Score - Stage 2 100-200 Score - Stage 3 200 -300 Score and so on. I want to calculate the Stages in my GameManager script and then. based on the current Stage, change some variables in other scripts such as Enemy Spawnrate and so on. I as a beginner can only think of a switch statement at this point. What would be the cleanest solution for this ? Thanks in advance !

I can't recreate mechanics in other levels

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I'm pretty new to the Game Dev community and I have a problem with levels. When I try to create a new scene and I try to add the same scripts I made for a particular thing, it won't work even if I make everything to make them work(for example, ground check for movement) pls I need help

Moving Object with a Rigidbody and Capsule Collider falls from the crack between two Box Colliders.

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Hi, I'm currently working on a 2.5D Platform game where the environment is 3D but the game is played on 2D. I've come to work out my own physics system (except Collision) since Unity's own physics feels weird on platforming games (such as moving character with *Rigidbody.AddForce*). I'm designing levels like it is a tilemap, so my levels looks like this in general: ![untitled-2.png][1] The problem is that my player object falls through the crack between these Box Colliders. The player object has Rigidbody and a Capsule Collider on it, and I'm moving my player via *transform.position*. I've made minor changes on Unity Learn's 2D Character Controller tutorial sample code. Here is the part of my code where I move my controller: private void FixedUpdate() { if (ControlsOn) { // X Movement Calculation movementVector = Vector3.zero; movementInput = InputManager.Instance.Controls.LustControls.Move.ReadValue(); if (movementInput > 0.5f) movementDirection.x = 1; else if (movementInput Do rotation } // Y Movement Calculation movementVector = Vector3.zero; if (velocity.y > 0.0f) movementDirection.y = 1; else if (velocity.y

Best way making a 3D interactable level select scene like Overcooked?

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Hey fellow developers! I'm currently doing a personal project where the game is split up into several levels where getting one star should unlock the next level, etc.. Instead of doing a simple level manager UI, I want to make one where you access a level by moving the player to the level trigger (like in Tool's Up or Overcooked). What would be the smartest way of setting this up? Any projects that I can access/buy for looking into how other people have done this? Can't find anything on the Asset Store. I'd imagine setting up the individual levels with scriptable objects. Thanks!

can use resource.load to load levels(json file)?

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Hi guys, i made a level builder with untiy (with editor window api) that saves objetcts positions as level in json file1-Is this okay(this style)?
2-Is it okay to load the levels with resource.load?it will have memory issue?

Is there something like tile pallet for Unity 3D ?

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i have a lot of low poly modules for buildings (walls,doors and so on)and i want to make large level from it.Is there any way i can do it easier then manually designing every piece in scene ?

Player slips through the tilemap collider 2D.

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Hi all, I hope everyone's safe. I'm building a little space shooter to practice my 2D skills and I noticed a glitch/bug. I have the borders/walls set up with a tilemap collider 2D as shown below. ![alt text][1] The colliders usually work but if I try for a while eventually the ship gets through the collider. This is a section of the level where the player is meant to be able to get stuck if they make the wrong choice. If they then are able to jitter throught the colliders, that eliminates the whole point. The image below shows a ship that got through the first colliders. ![alt text][1] I have googled and searched for an answer, but I haven't found anything. Is this a bug or is there a certain setting that I have to adapt? I just have the tilemap collider 2D with the default settings. I would love to know if and how I can fix this issue. Thanks a lot in advance! Bart [1]: /storage/temp/158353-ship-got-through.jpg

How to make a 2D autoscrolling level

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Hi, I want to make a 2D autoscrolling level, where player's movement would be limited on the X axis (-4,4) but he would still be able to move left or right within this limit and to jump in order to avoid approaching obstacles. My question is how should I tackle this? I plan on creating a "noodle" level with all the obstacles fixed (or spawning). I already coded player's movement, but I'm not sure how to handle the autoscrolling part. I don't want to set the player in perpetual movement as I think that would clash with the ability to move freely on the X axis. I would set the camera on the player and make the level (parallax background + enemies) move left and make it stop once it reaches the end of the background (or some trigger). Can I do that? If so, how? Hopefully I'm making some sense. Thanks for you help.

Reusing same meshes throughout the game

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My friends and I are making our first big game and we were wondering about some good practices about assets production and usage in the project. I had this doubt about whether we should model each level in Maya and export it as a single .fbx with submeshes or if we should export each submesh as a separate object. We decided to export it as a single .fbx, with the submeshes following some guidelines about the ordering in maya, but then I thought about the assets which will be reused along the same level, for example benches, rocks, etc. Is it ok if they are placed in maya and then exported altogether as a single object, or should we export them as separate and compose them in the editor? Will there be troubles for memory management and optimization if our levels are exported as chunks of like an .fbx object per room? Thanks in advance for reading, if you have some reading to advise or any thought on the matter please let me know. F

Best way of designng an indoor facility/building level

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Hello, I got a quick and pretty small question. So I'm pretty "new" in game development. I was wondering, what the most efficient way of creating/designing an indoor facility level: a) Using Unity-Meshes (made with Polybrush and/or planes) as walls, floors and ceilings and make static props using an external 3D Modellng Software (i.e. Blender) b) Modelling the entire facility, including static props, in an external 3D Modelling Software So, I'm little new to indoor-facility design, I mean only one room isn't pretty hard - I already did that once - but an entire facility is just something different, atleast it fells for me. I'd appreciate any tips!
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