It sounds like you're having a tough time with your shader graph! It's frustrating when things seem to work perfectly on simple shapes but then fall apart on more complex ones. One thing that might be causing the problem with your texture alignment on the intricate shaped sprite is the UV mapping. SRead more
It sounds like you’re having a tough time with your shader graph! It’s frustrating when things seem to work perfectly on simple shapes but then fall apart on more complex ones.
One thing that might be causing the problem with your texture alignment on the intricate shaped sprite is the UV mapping. Since sprites can come with varying shapes, the way the UV coordinates are set up can drastically affect how the texture is displayed. If your texture works fine on simple shapes, but not on complex ones, it might be worth checking how the UVs are defined for that complex sprite.
Also, you mentioned the alpha output being connected directly to the fragment node. If you’re not altering UV coordinates based on vertex position or using any specific UV transforms, the texture may not align as you want it to on more complex silhouettes. Maybe try using a different UV node setup to see if that helps with the texture fitting better?
Regarding the scaling issues, it sounds like you might need to look at whether you’re using the correct space for the UVs. If you’re using object space, try switching to world space or vice versa but ensure that you adjust the texture scaling in a way that accommodates how you’re transforming the sprites. Sometimes simply multiplying the UV coordinates by a scale value can solve those deformations!
Shader graphs can feel a bit overwhelming, especially with the intricacies of UV mapping and space transformations, but keep experimenting, and don’t hesitate to check the Unity forums or documentation for specific examples that could help clarify things. You’re doing great for a rookie programmer, and with a bit of tweaking, I’m sure you’ll get it sorted out!
Raylib and CMake Mystery It sounds like you're running into a common issue! When you link against raylib using the `.lib` file, you're likely using a dynamic link library (DLL), which means your application still depends on the `raylib.dll` to run. The `.lib` file in your setup is probably just an iRead more
Raylib and CMake Mystery
It sounds like you’re running into a common issue! When you link against raylib using the `.lib` file, you’re likely using a dynamic link library (DLL), which means your application still depends on the `raylib.dll` to run.
The `.lib` file in your setup is probably just an import library that tells the linker how to connect to the functions in the DLL at runtime, rather than a static library that includes all the code directly in your executable.
Understanding the Linking
If you want to fully statically link raylib and avoid the DLL requirement, you need a different version of the library, typically a static library file, which usually has a `.a` or a `.lib` extension but is built as a static archive. You can check if raylib offers a static version; if so, it will usually be compiled with certain flags.
Steps to Resolve
Check if there’s a static version of raylib available. Look for `raylib.a` or a similar file. Ensure that you also have the corresponding header files available.
If you find a static version, update your CMake to link against this new library. Modify the line like this:
After making these changes, clean and rebuild your project to ensure everything links correctly.
Final Thoughts
Yes, it’s a bit confusing because not all `.lib` files mean static linkage. It’s definitely a common hurdle for new developers. If you really can’t find a static version and want to avoid dealing with DLLs, you might consider compiling raylib from source yourself while enabling static linking. Best of luck with your game!
Managing Game Frame and UI for Different Resolutions Dealing with different screen resolutions can be tricky, but I totally get where you're coming from! It sounds like you want to create a flexible layout for your pixel art game that looks good on any screen size. Here are some ideas I think couldRead more
Managing Game Frame and UI for Different Resolutions
Dealing with different screen resolutions can be tricky, but I totally get where you’re coming from! It sounds like you want to create a flexible layout for your pixel art game that looks good on any screen size. Here are some ideas I think could help:
1. Scaling the Game Frame
For the game frame, consider using CSS to create a responsive container. You can set the width and height to a percentage, like:
width: 100%;
height: 100%;
This way, the frame will scale automatically with the screen!
2. Responsive UI Elements
For your UI elements, you can use flexbox or grid to position them easily around the edges. Here’s a simple CSS example:
display: flex;
justify-content: space-between;
This will keep them spaced out properly, no matter the screen size!
3. Maintaining the Game Area Aspect Ratio
To keep that beautiful 16:9 aspect ratio for your game area regardless of the screen size, you might want to do something like wrap it in a div and use padding. Here’s a trick:
This allows the game area to resize but stay within that 16:9 frame, even if the window itself doesn’t land exactly on that ratio. For 4:3 screens, you’d still have some extra space, but at least the main action will stay centered!
4. Testing and Tweaking
Don’t forget to test on different resolutions! Emulators or browser tools can help you see how everything aligns. Make any adjustments as needed. It might be a bit of trial and error, but it’ll be worth it!
In the end, just keep your layouts simple and consistent. Flexibility is key. I hope these tips help you find your way through the chaos. You’ve got this!
About Opening a U.S. Bank Account as a Foreigner Launching your game sounds really exciting! 🌟 The financial side can be tricky, especially with high taxes and currency conversion rates. So, about opening a U.S. bank account as a non-resident: it’s definitely possible, but it can be a bit of a maze.Read more
About Opening a U.S. Bank Account as a Foreigner
Launching your game sounds really exciting! 🌟 The financial side can be tricky, especially with high taxes and currency conversion rates.
So, about opening a U.S. bank account as a non-resident: it’s definitely possible, but it can be a bit of a maze. 🤔 Here are some thoughts:
1. Do Your Research
Not all banks in the U.S. allow non-residents to open accounts, so you’ll need to find one that does. Some international banks also have branches in the U.S. that might make it easier for you. 📚
2. Services like Stripe Atlas
I’ve heard mixed reviews about Stripe Atlas. Some people found it helpful because they assist with setting up a business entity in the U.S., which can make banking easier. But make sure to read recent user experiences since it can vary a lot! 🤷♂️
3. Documentation is Key
Be prepared with the right documentation. Generally, you’ll need to provide proof of identity, address, and possibly some business documentation depending on the bank.
4. Alternatives to Consider
If the bank route becomes too complicated or expensive, consider online payment processors like PayPal or TransferWise. They can sometimes offer better rates for international transactions. 💸
5. Experience Sharing
If anyone has gone through this process, sharing your experience would be super helpful! Did you face any hiccups? How did you handle them? Your story could really shed some light for someone in a similar boat!
In the end, you just want to keep as much of your earnings as possible, so weighing the options is smart. Good luck with your game launch! Can’t wait to see it on Steam! 🎮
Physics Simulation Help It sounds like you're really diving into some interesting physics stuff! From what you described, it seems like your box is having a tough time settling down after the collision. When the relative velocity is low, I guess the impulse really is tiny, and that's why it's balancRead more
Physics Simulation Help
It sounds like you’re really diving into some interesting physics stuff!
From what you described, it seems like your box is having a tough time settling down after the collision. When the relative velocity is low, I guess the impulse really is tiny, and that’s why it’s balancing like that.
Maybe one thing to think about is adding some damping to your collision response? Like, you could apply a little extra force to help it settle down when it’s at such a low velocity. It might feel more realistic if you add a tiny force based on gravity to nudge it back onto its side.
For your angular_effect, you could also try to see if there’s a threshold for velocity below which you apply a different response. If it’s super low, maybe just give it a little push to get that angular velocity going so it doesn’t sit there forever.
And if you’re thinking about incorporating gravity during collision, maybe calculate the force acting on the box and add that into your impulse calculation as well? Just a thought!
It’s great that you’re seeking help on this! I’m sure with a few tweaks, you’ll get your physics feeling more natural. Good luck!
Why does my shader graph texture not fit complex-shaped sprites in Unity 2D URP, despite correct alpha output?
It sounds like you're having a tough time with your shader graph! It's frustrating when things seem to work perfectly on simple shapes but then fall apart on more complex ones. One thing that might be causing the problem with your texture alignment on the intricate shaped sprite is the UV mapping. SRead more
It sounds like you’re having a tough time with your shader graph! It’s frustrating when things seem to work perfectly on simple shapes but then fall apart on more complex ones.
One thing that might be causing the problem with your texture alignment on the intricate shaped sprite is the UV mapping. Since sprites can come with varying shapes, the way the UV coordinates are set up can drastically affect how the texture is displayed. If your texture works fine on simple shapes, but not on complex ones, it might be worth checking how the UVs are defined for that complex sprite.
Also, you mentioned the alpha output being connected directly to the fragment node. If you’re not altering UV coordinates based on vertex position or using any specific UV transforms, the texture may not align as you want it to on more complex silhouettes. Maybe try using a different UV node setup to see if that helps with the texture fitting better?
Regarding the scaling issues, it sounds like you might need to look at whether you’re using the correct space for the UVs. If you’re using object space, try switching to world space or vice versa but ensure that you adjust the texture scaling in a way that accommodates how you’re transforming the sprites. Sometimes simply multiplying the UV coordinates by a scale value can solve those deformations!
Shader graphs can feel a bit overwhelming, especially with the intricacies of UV mapping and space transformations, but keep experimenting, and don’t hesitate to check the Unity forums or documentation for specific examples that could help clarify things. You’re doing great for a rookie programmer, and with a bit of tweaking, I’m sure you’ll get it sorted out!
See lessWhy does static linking in CMake still require a DLL file for raylib when using the .lib file?
Raylib and CMake Mystery It sounds like you're running into a common issue! When you link against raylib using the `.lib` file, you're likely using a dynamic link library (DLL), which means your application still depends on the `raylib.dll` to run. The `.lib` file in your setup is probably just an iRead more
Raylib and CMake Mystery
It sounds like you’re running into a common issue! When you link against raylib using the `.lib` file, you’re likely using a dynamic link library (DLL), which means your application still depends on the `raylib.dll` to run.
The `.lib` file in your setup is probably just an import library that tells the linker how to connect to the functions in the DLL at runtime, rather than a static library that includes all the code directly in your executable.
Understanding the Linking
If you want to fully statically link raylib and avoid the DLL requirement, you need a different version of the library, typically a static library file, which usually has a `.a` or a `.lib` extension but is built as a static archive. You can check if raylib offers a static version; if so, it will usually be compiled with certain flags.
Steps to Resolve
Check if there’s a static version of raylib available. Look for `raylib.a` or a similar file. Ensure that you also have the corresponding header files available.
If you find a static version, update your CMake to link against this new library. Modify the line like this:
After making these changes, clean and rebuild your project to ensure everything links correctly.
Final Thoughts
Yes, it’s a bit confusing because not all `.lib` files mean static linkage. It’s definitely a common hurdle for new developers. If you really can’t find a static version and want to avoid dealing with DLLs, you might consider compiling raylib from source yourself while enabling static linking. Best of luck with your game!
See lessHow can I effectively manage the game frame, UI, and game area for various screen resolutions in my pixel art game?
Managing Game Frame and UI for Different Resolutions Dealing with different screen resolutions can be tricky, but I totally get where you're coming from! It sounds like you want to create a flexible layout for your pixel art game that looks good on any screen size. Here are some ideas I think couldRead more
Managing Game Frame and UI for Different Resolutions
Dealing with different screen resolutions can be tricky, but I totally get where you’re coming from! It sounds like you want to create a flexible layout for your pixel art game that looks good on any screen size. Here are some ideas I think could help:
1. Scaling the Game Frame
For the game frame, consider using CSS to create a responsive container. You can set the width and height to a percentage, like:
This way, the frame will scale automatically with the screen!
2. Responsive UI Elements
For your UI elements, you can use
flexbox
orgrid
to position them easily around the edges. Here’s a simple CSS example:This will keep them spaced out properly, no matter the screen size!
3. Maintaining the Game Area Aspect Ratio
To keep that beautiful 16:9 aspect ratio for your game area regardless of the screen size, you might want to do something like wrap it in a div and use padding. Here’s a trick:
This allows the game area to resize but stay within that 16:9 frame, even if the window itself doesn’t land exactly on that ratio. For 4:3 screens, you’d still have some extra space, but at least the main action will stay centered!
4. Testing and Tweaking
Don’t forget to test on different resolutions! Emulators or browser tools can help you see how everything aligns. Make any adjustments as needed. It might be a bit of trial and error, but it’ll be worth it!
In the end, just keep your layouts simple and consistent. Flexibility is key. I hope these tips help you find your way through the chaos. You’ve got this!
See lessIs it possible for a foreigner to open a US bank account to receive Steam game sales funds?
About Opening a U.S. Bank Account as a Foreigner Launching your game sounds really exciting! 🌟 The financial side can be tricky, especially with high taxes and currency conversion rates. So, about opening a U.S. bank account as a non-resident: it’s definitely possible, but it can be a bit of a maze.Read more
About Opening a U.S. Bank Account as a Foreigner
Launching your game sounds really exciting! 🌟 The financial side can be tricky, especially with high taxes and currency conversion rates.
So, about opening a U.S. bank account as a non-resident: it’s definitely possible, but it can be a bit of a maze. 🤔 Here are some thoughts:
1. Do Your Research
Not all banks in the U.S. allow non-residents to open accounts, so you’ll need to find one that does. Some international banks also have branches in the U.S. that might make it easier for you. 📚
2. Services like Stripe Atlas
I’ve heard mixed reviews about Stripe Atlas. Some people found it helpful because they assist with setting up a business entity in the U.S., which can make banking easier. But make sure to read recent user experiences since it can vary a lot! 🤷♂️
3. Documentation is Key
Be prepared with the right documentation. Generally, you’ll need to provide proof of identity, address, and possibly some business documentation depending on the bank.
4. Alternatives to Consider
If the bank route becomes too complicated or expensive, consider online payment processors like PayPal or TransferWise. They can sometimes offer better rates for international transactions. 💸
5. Experience Sharing
If anyone has gone through this process, sharing your experience would be super helpful! Did you face any hiccups? How did you handle them? Your story could really shed some light for someone in a similar boat!
In the end, you just want to keep as much of your earnings as possible, so weighing the options is smart. Good luck with your game launch! Can’t wait to see it on Steam! 🎮
See lessHow can I improve collision response for a box experiencing gravity with low relative velocities to prevent unrealistic behavior?
Physics Simulation Help It sounds like you're really diving into some interesting physics stuff! From what you described, it seems like your box is having a tough time settling down after the collision. When the relative velocity is low, I guess the impulse really is tiny, and that's why it's balancRead more
Physics Simulation Help
It sounds like you’re really diving into some interesting physics stuff!
From what you described, it seems like your box is having a tough time settling down after the collision. When the relative velocity is low, I guess the impulse really is tiny, and that’s why it’s balancing like that.
Maybe one thing to think about is adding some damping to your collision response? Like, you could apply a little extra force to help it settle down when it’s at such a low velocity. It might feel more realistic if you add a tiny force based on gravity to nudge it back onto its side.
For your
angular_effect
, you could also try to see if there’s a threshold for velocity below which you apply a different response. If it’s super low, maybe just give it a little push to get that angular velocity going so it doesn’t sit there forever.And if you’re thinking about incorporating gravity during collision, maybe calculate the force acting on the box and add that into your impulse calculation as well? Just a thought!
It’s great that you’re seeking help on this! I’m sure with a few tweaks, you’ll get your physics feeling more natural. Good luck!
See less