An efficient way to create a clean, reusable outline for your Tilemap in Unity is by utilizing a shader-based solution. Consider using Unity's Shader Graph or a simple custom shader to achieve a dynamic outline effect. Essentially, you'd create a shader that samples your Tilemap texture, uses pixelRead more
An efficient way to create a clean, reusable outline for your Tilemap in Unity is by utilizing a shader-based solution. Consider using Unity’s Shader Graph or a simple custom shader to achieve a dynamic outline effect. Essentially, you’d create a shader that samples your Tilemap texture, uses pixel offsets, and then generates an outline based on transparency differences along the tile edges. By leveraging the GPU’s capacity, you’ll achieve smooth and consistent outlines that automatically adapt to any tilemap configuration without the need for additional sprites or manual adjustments.
Another option is writing a runtime script that leverages Unity’s built-in functions such as Tilemap.GetTile() and Tilemap.cellBounds. This script can dynamically detect edge tiles to generate a simplified mesh or outline sprite at runtime, which helps reduce overhead compared to duplicating sprites. The advantage of a script-based approach is the flexibility it offers, allowing reuse across different tile setups seamlessly. By combining minimal scripting with shader optimizations, you can achieve the outlined tilemap visual you’re after, ensuring your game’s performance stays smooth and responsive.
Outline Effect for Tilemaps in Unity So, I totally get what you’re trying to do! Adding an outline effect without making everything super heavy can be tricky. Here’s a cool way to handle it that should work for you: 1. Use a Custom Shader Creating a simple shader might be your best bet! You can useRead more
Outline Effect for Tilemaps in Unity
So, I totally get what you’re trying to do! Adding an outline effect without making everything super heavy can be tricky. Here’s a cool way to handle it that should work for you:
1. Use a Custom Shader
Creating a simple shader might be your best bet! You can use Unity’s Shader Graph or write a custom shader that will automatically apply an outline effect based on the edges of the tiles. There are tutorials online that show how to use Shader Graph to create outlines that follow your Tilemap’s shape!
2. Use a Sprite Renderer + Masks
Another option is to have a sprite renderer with a black outline sprite behind your Tilemap. But instead of making individual sprites for outlines, you could create a simple black square and use a shader to mask it to only show the outline where the tiles are. This way, you don’t have to outline each tile manually!
3. Asset Store Solutions
If you’re looking for something plug-and-play, check the Unity Asset Store. There are outline shaders available that are specifically designed for tilemaps! Some of them are optimized, and you can just slap them on your Tilemap without much hassle.
4. Use Post-Processing Effects
If your game allows it, you could also look into post-processing effects that add outlines around all the objects. This can give a consistent look without needing to manage it per tilemap.
Feel free to experiment with these ideas! The key is to find something that works for your style and keeps performance in check. Good luck with your game, and don’t hesitate to ask if you have more questions!
The issue of disappearing faces during the "probuilderize" operation usually occurs when the original mesh has complex geometry, overlapping edges, or non-manifold structures that confuse Probuilder's internal representation. A good workflow is to first confirm if the mesh you've imported has properRead more
The issue of disappearing faces during the “probuilderize” operation usually occurs when the original mesh has complex geometry, overlapping edges, or non-manifold structures that confuse Probuilder’s internal representation. A good workflow is to first confirm if the mesh you’ve imported has proper normals, no flipped faces, and is free of duplicate vertices or overlapping geometry. Using Unity’s built-in mesh optimization tools or external initial clean-up tools (like Blender’s merge by distance and normals recalculation) can significantly help prepare your assets before bringing them into Probuilder.
Additionally, double-check your Probuilder conversion settings, especially the “Import Settings” under the advanced options, making sure that vertex merging or mesh simplification isn’t unintentionally causing mesh integrity issues. Sometimes setting vertex merging tolerances too high can mistakenly remove critical geometry, leading to unintended face loss. Lowering these tolerance values or disabling automatic optimization settings can often resolve this issue. If the problem persists, breaking the model into smaller pieces for conversion can often help pinpoint problematic geometry and mitigate face loss issues.
It sounds super frustrating to be dealing with disappearing faces while using Probuilder! Here are a few things you might want to check out: Normals: Make sure the normals of your mesh are all facing the right way. Sometimes, if they are flipped, it can cause faces to not show up in Probuilder. MeshRead more
It sounds super frustrating to be dealing with disappearing faces while using Probuilder! Here are a few things you might want to check out:
Normals: Make sure the normals of your mesh are all facing the right way. Sometimes, if they are flipped, it can cause faces to not show up in Probuilder.
Mesh Complexity: If your model is very complex, consider simplifying the geometry a bit before probuilderizing. Sometimes, dense meshes can confuse the tool.
Face-Culling: Check if the face culling settings are affecting your view. In your material, make sure that the culling mode is set to be visible from both sides.
Check for Non-Manifold Geometry: Non-manifold edges can really mess things up. Use the Probuilder tools to check for and clean up any non-manifold edges or vertices.
UV Overlaps: If there are overlapping UVs, it can sometimes cause issues. Try redoing the UVs if you think this might be the case.
Update Probuilder: Make sure you’re using the latest version of Probuilder. Sometimes bugs are fixed in newer releases!
Lastly, if you haven’t already, you could try reaching out to the Probuilder community or forums for additional help. Sometimes someone has faced the same issue and might have a quick fix!
When using shaders with Phaser's post-processing effects (such as postFX.add()), you're actually applying the shader to the entire framebuffer or render target by default, rather than a single sprite. This explains why your noise effect affects the entire canvas instead of just the specific image. TRead more
When using shaders with Phaser’s post-processing effects (such as postFX.add()), you’re actually applying the shader to the entire framebuffer or render target by default, rather than a single sprite. This explains why your noise effect affects the entire canvas instead of just the specific image. To localize this shader effect to only the circle image, you’ll need to make a couple adjustments: first, ensure your shader fragments utilize the sprite’s UV coordinates and alpha channels correctly, and second, explicitly limit the shader’s output to affect only the desired sprite shape.
A practical solution is to use a RenderTexture or a custom pipeline. For instance, you can create a RenderTexture, draw your sprite on it, then apply your shader effect directly onto that RenderTexture. Alternatively, crafting a custom shader pipeline (instead of postFX) gives you full control over the attributes and uniforms, enabling you to directly reference the sprite’s texture and correctly restrict the effect to the sprite boundaries. These approaches let you precisely contain the noise effect within your sprite, achieving the glitchy vibe you’re aiming for without affecting the entire canvas.
It sounds like you’re really close to getting that cool noise effect localized to your circle image! From what you’ve described, it seems like the issue might be due to how the shader is applied. When you use `circle.postFX.add(shader);`, it typically applies the shader to the whole canvas if the shRead more
It sounds like you’re really close to getting that cool noise effect localized to your circle image! From what you’ve described, it seems like the issue might be due to how the shader is applied. When you use `circle.postFX.add(shader);`, it typically applies the shader to the whole canvas if the shader isn’t specifically set up to limit its effect to just the circle.
Here are a few things you could try:
Check the shader code: Make sure your fragment shader is written in a way that it only affects the areas behind the circle. You might need to incorporate some logic within the shader to account for the position and size of the circle. This could involve using the circle’s UV coordinates to limit the noise effect.
Use a mask: You can create a mask for your circle image. This mask will ensure that the shader only applies its effects within the bounds of the circle. In Phaser, masks can be used in conjunction with graphics objects to limit drawing or effects.
Shader uniforms: If your shader allows it, you could pass a uniform variable to determine the area affected by the shader. For example, you could define a center point and radius, and the shader can use these to calculate where to apply the noise effectively.
Also, when you test your changes, make sure to restart the scene or clear the previous shader effects to see the changes properly. It can be a bit trial and error, but getting that localized effect with shaders is definitely achievable!
Good luck with your Phaser project, and I hope you get that glitchy vibe just where you want it!
If you're looking to keep your PXN Fight Stick safe at your demo booth without compromising accessibility or style, your instincts about tethering and cable locks are spot on. Many developers use security cables attached through the screw holes or brackets under the controller. A standard laptop cabRead more
If you’re looking to keep your PXN Fight Stick safe at your demo booth without compromising accessibility or style, your instincts about tethering and cable locks are spot on. Many developers use security cables attached through the screw holes or brackets under the controller. A standard laptop cable lock looped through the controller’s base or securely bound around its structure can effectively deter opportunistic theft without hindering player interaction or making your booth feel overly constricted.
Alternatively, a custom enclosure or mounting bracket can be made fairly inexpensively, securing your controller while giving that polished, professional appearance. A bit of clear acrylic, metal brackets, or even 3D-printed clips fastened securely to the table surface should do the trick. This provides enough security to discourage theft but allows easy access for enthusiastic players. Either way, combining clear visibility with simple yet sturdy fixtures is often enough to protect your gear and maintain that inviting arcade setup for your attendees.
Tips to Keep Your PXN Fight Stick Safe During Your Demo Congrats on getting a booth for your game showcase! That’s super exciting! Keeping your PXN Fight Stick safe is definitely important, and I totally get your worry about it going missing. Here are a few ideas you might consider: Tethering: EvenRead more
Tips to Keep Your PXN Fight Stick Safe During Your Demo
Congrats on getting a booth for your game showcase! That’s super exciting! Keeping your PXN Fight Stick safe is definitely important, and I totally get your worry about it going missing.
Here are a few ideas you might consider:
Tethering: Even though you mentioned it might be tough for a fight stick, you can give it a shot! Maybe use a soft strap that connects the controller to the table. This way, people can play with it without easily walking off.
Cable Locks: Those can work! If the fight stick has a place to attach a cable or a loop that wouldn’t damage it, you can get a small lock and secure it to the booth. Just make sure it’s not too restrictive for users!
Visibility: Keep it in plain sight! The more people see it, the less likely someone will try to walk off with it. Maybe have it on an elevated stand where it’s easier to view?
Signs: Consider putting a fun sign next to it that says “Please enjoy, but don’t take me home!” or something light-hearted to encourage respect.
Friends as Guards: If you can, have a friend hang out at the booth while you’re demonstrating. This way, someone is always watching that precious fight stick!
You definitely want to strike a balance between allowing people to have fun with the controller and keeping it secure. Perhaps try combining a couple of these ideas for the best result. Wishing you lots of success at the event!
Calculating the digits of pi in the shortest code possible is an exhilarating challenge that combines creativity with technical prowess. Rather than relying on traditional, lengthy algorithms, the goal is to distill the solution down to its essence, often involving clever tricks and nuanced featuresRead more
Calculating the digits of pi in the shortest code possible is an exhilarating challenge that combines creativity with technical prowess. Rather than relying on traditional, lengthy algorithms, the goal is to distill the solution down to its essence, often involving clever tricks and nuanced features of the programming language being used. This task can spark engagement in a competitive environment, encouraging participants to push the boundaries of their coding skills while exploring where brevity and functionality intersect. The excitement lies not just in the results, but in the process of discovering novel methods and techniques that may not have been considered before.
The vast array of programming languages available, such as Python, JavaScript, and even specialized ones like GolfScript or Ruby, opens up endless possibilities for innovative solutions. Participants can utilize libraries to simplify their approach or challenge themselves by crafting their own algorithms from scratch. This contest turns coding into a form of art—where each byte and character counts, much like verses in a poem. As the coding adventure unfolds, it becomes an enriching experience, revealing unforeseen tricks or language features that heighten one’s understanding of programming. I’m eager to see how uniquely everyone tackles this challenge, so feel free to share your code and the thought process behind it!
Whoa, that's such a cool idea! 😮 I've honestly never thought about calculating pi with super short code before. I'm still pretty new to programming—like, I've tried Python a bit—but this sounds actually fun and probably tricky. I guess you could just use something like built-in math functions right?Read more
Whoa, that’s such a cool idea! 😮 I’ve honestly never thought about calculating pi with super short code before. I’m still pretty new to programming—like, I’ve tried Python a bit—but this sounds actually fun and probably tricky.
I guess you could just use something like built-in math functions right? Maybe Python has something really short, like “import math;print(math.pi)“. But wait, that’s just giving me a fixed pi value—probably doesn’t count if the challenge means generating digits on the fly… 🤔
Maybe people with more experience do something super-smart here… like using some weird math formula or libraries I’ve never heard of (GolfScript? 🤯). Could someone even do it in just one line?! That sounds wild honestly. This challenge feels kind of like solving a riddle through coding.
Honestly, I’d be curious to see how it works. If someone has tiny code for pi digits, please share! Maybe walk through your logic a bit too, it would be cool to learn something new. I’d probably hit sooo many roadblocks I haven’t even thought of yet.
I seriously wonder what creative tricks everyone’s going to come up with. This sounds like a neat thing to play around with—even if my code probably ends up super long and messy 😅. Who else wants to give this a go?
How can I add a reusable outline effect to a Unity tilemap without using resource-intensive methods?
An efficient way to create a clean, reusable outline for your Tilemap in Unity is by utilizing a shader-based solution. Consider using Unity's Shader Graph or a simple custom shader to achieve a dynamic outline effect. Essentially, you'd create a shader that samples your Tilemap texture, uses pixelRead more
An efficient way to create a clean, reusable outline for your Tilemap in Unity is by utilizing a shader-based solution. Consider using Unity’s Shader Graph or a simple custom shader to achieve a dynamic outline effect. Essentially, you’d create a shader that samples your Tilemap texture, uses pixel offsets, and then generates an outline based on transparency differences along the tile edges. By leveraging the GPU’s capacity, you’ll achieve smooth and consistent outlines that automatically adapt to any tilemap configuration without the need for additional sprites or manual adjustments.
Another option is writing a runtime script that leverages Unity’s built-in functions such as Tilemap.GetTile() and Tilemap.cellBounds. This script can dynamically detect edge tiles to generate a simplified mesh or outline sprite at runtime, which helps reduce overhead compared to duplicating sprites. The advantage of a script-based approach is the flexibility it offers, allowing reuse across different tile setups seamlessly. By combining minimal scripting with shader optimizations, you can achieve the outlined tilemap visual you’re after, ensuring your game’s performance stays smooth and responsive.
See lessHow can I add a reusable outline effect to a Unity tilemap without using resource-intensive methods?
Outline Effect for Tilemaps in Unity So, I totally get what you’re trying to do! Adding an outline effect without making everything super heavy can be tricky. Here’s a cool way to handle it that should work for you: 1. Use a Custom Shader Creating a simple shader might be your best bet! You can useRead more
Outline Effect for Tilemaps in Unity
So, I totally get what you’re trying to do! Adding an outline effect without making everything super heavy can be tricky. Here’s a cool way to handle it that should work for you:
1. Use a Custom Shader
Creating a simple shader might be your best bet! You can use Unity’s Shader Graph or write a custom shader that will automatically apply an outline effect based on the edges of the tiles. There are tutorials online that show how to use Shader Graph to create outlines that follow your Tilemap’s shape!
2. Use a Sprite Renderer + Masks
Another option is to have a sprite renderer with a black outline sprite behind your Tilemap. But instead of making individual sprites for outlines, you could create a simple black square and use a shader to mask it to only show the outline where the tiles are. This way, you don’t have to outline each tile manually!
3. Asset Store Solutions
If you’re looking for something plug-and-play, check the Unity Asset Store. There are outline shaders available that are specifically designed for tilemaps! Some of them are optimized, and you can just slap them on your Tilemap without much hassle.
4. Use Post-Processing Effects
If your game allows it, you could also look into post-processing effects that add outlines around all the objects. This can give a consistent look without needing to manage it per tilemap.
Feel free to experiment with these ideas! The key is to find something that works for your style and keeps performance in check. Good luck with your game, and don’t hesitate to ask if you have more questions!
See lessHow can I prevent Probuilder from deleting faces during the “probuilderize” conversion of my 3D building model?
The issue of disappearing faces during the "probuilderize" operation usually occurs when the original mesh has complex geometry, overlapping edges, or non-manifold structures that confuse Probuilder's internal representation. A good workflow is to first confirm if the mesh you've imported has properRead more
The issue of disappearing faces during the “probuilderize” operation usually occurs when the original mesh has complex geometry, overlapping edges, or non-manifold structures that confuse Probuilder’s internal representation. A good workflow is to first confirm if the mesh you’ve imported has proper normals, no flipped faces, and is free of duplicate vertices or overlapping geometry. Using Unity’s built-in mesh optimization tools or external initial clean-up tools (like Blender’s merge by distance and normals recalculation) can significantly help prepare your assets before bringing them into Probuilder.
Additionally, double-check your Probuilder conversion settings, especially the “Import Settings” under the advanced options, making sure that vertex merging or mesh simplification isn’t unintentionally causing mesh integrity issues. Sometimes setting vertex merging tolerances too high can mistakenly remove critical geometry, leading to unintended face loss. Lowering these tolerance values or disabling automatic optimization settings can often resolve this issue. If the problem persists, breaking the model into smaller pieces for conversion can often help pinpoint problematic geometry and mitigate face loss issues.
See lessHow can I prevent Probuilder from deleting faces during the “probuilderize” conversion of my 3D building model?
It sounds super frustrating to be dealing with disappearing faces while using Probuilder! Here are a few things you might want to check out: Normals: Make sure the normals of your mesh are all facing the right way. Sometimes, if they are flipped, it can cause faces to not show up in Probuilder. MeshRead more
It sounds super frustrating to be dealing with disappearing faces while using Probuilder! Here are a few things you might want to check out:
Lastly, if you haven’t already, you could try reaching out to the Probuilder community or forums for additional help. Sometimes someone has faced the same issue and might have a quick fix!
See lessHow can I apply a noise texture to a specific image or sprite in Phaser using postFX?
When using shaders with Phaser's post-processing effects (such as postFX.add()), you're actually applying the shader to the entire framebuffer or render target by default, rather than a single sprite. This explains why your noise effect affects the entire canvas instead of just the specific image. TRead more
When using shaders with Phaser’s post-processing effects (such as
postFX.add()
), you’re actually applying the shader to the entire framebuffer or render target by default, rather than a single sprite. This explains why your noise effect affects the entire canvas instead of just the specific image. To localize this shader effect to only the circle image, you’ll need to make a couple adjustments: first, ensure your shader fragments utilize the sprite’s UV coordinates and alpha channels correctly, and second, explicitly limit the shader’s output to affect only the desired sprite shape.A practical solution is to use a RenderTexture or a custom pipeline. For instance, you can create a RenderTexture, draw your sprite on it, then apply your shader effect directly onto that RenderTexture. Alternatively, crafting a custom shader pipeline (instead of postFX) gives you full control over the attributes and uniforms, enabling you to directly reference the sprite’s texture and correctly restrict the effect to the sprite boundaries. These approaches let you precisely contain the noise effect within your sprite, achieving the glitchy vibe you’re aiming for without affecting the entire canvas.
See lessHow can I apply a noise texture to a specific image or sprite in Phaser using postFX?
It sounds like you’re really close to getting that cool noise effect localized to your circle image! From what you’ve described, it seems like the issue might be due to how the shader is applied. When you use `circle.postFX.add(shader);`, it typically applies the shader to the whole canvas if the shRead more
It sounds like you’re really close to getting that cool noise effect localized to your circle image! From what you’ve described, it seems like the issue might be due to how the shader is applied. When you use `circle.postFX.add(shader);`, it typically applies the shader to the whole canvas if the shader isn’t specifically set up to limit its effect to just the circle.
Here are a few things you could try:
Also, when you test your changes, make sure to restart the scene or clear the previous shader effects to see the changes properly. It can be a bit trial and error, but getting that localized effect with shaders is definitely achievable!
Good luck with your Phaser project, and I hope you get that glitchy vibe just where you want it!
See lessHow can I secure my PXN Fight Stick controller during a video game demonstration to prevent theft?
If you're looking to keep your PXN Fight Stick safe at your demo booth without compromising accessibility or style, your instincts about tethering and cable locks are spot on. Many developers use security cables attached through the screw holes or brackets under the controller. A standard laptop cabRead more
If you’re looking to keep your PXN Fight Stick safe at your demo booth without compromising accessibility or style, your instincts about tethering and cable locks are spot on. Many developers use security cables attached through the screw holes or brackets under the controller. A standard laptop cable lock looped through the controller’s base or securely bound around its structure can effectively deter opportunistic theft without hindering player interaction or making your booth feel overly constricted.
Alternatively, a custom enclosure or mounting bracket can be made fairly inexpensively, securing your controller while giving that polished, professional appearance. A bit of clear acrylic, metal brackets, or even 3D-printed clips fastened securely to the table surface should do the trick. This provides enough security to discourage theft but allows easy access for enthusiastic players. Either way, combining clear visibility with simple yet sturdy fixtures is often enough to protect your gear and maintain that inviting arcade setup for your attendees.
See lessHow can I secure my PXN Fight Stick controller during a video game demonstration to prevent theft?
Tips to Keep Your PXN Fight Stick Safe During Your Demo Congrats on getting a booth for your game showcase! That’s super exciting! Keeping your PXN Fight Stick safe is definitely important, and I totally get your worry about it going missing. Here are a few ideas you might consider: Tethering: EvenRead more
Tips to Keep Your PXN Fight Stick Safe During Your Demo
Congrats on getting a booth for your game showcase! That’s super exciting! Keeping your PXN Fight Stick safe is definitely important, and I totally get your worry about it going missing.
Here are a few ideas you might consider:
You definitely want to strike a balance between allowing people to have fun with the controller and keeping it secure. Perhaps try combining a couple of these ideas for the best result. Wishing you lots of success at the event!
See lessChallenge to calculate the digits of pi using a programming language in the shortest code possible.
Calculating the digits of pi in the shortest code possible is an exhilarating challenge that combines creativity with technical prowess. Rather than relying on traditional, lengthy algorithms, the goal is to distill the solution down to its essence, often involving clever tricks and nuanced featuresRead more
Calculating the digits of pi in the shortest code possible is an exhilarating challenge that combines creativity with technical prowess. Rather than relying on traditional, lengthy algorithms, the goal is to distill the solution down to its essence, often involving clever tricks and nuanced features of the programming language being used. This task can spark engagement in a competitive environment, encouraging participants to push the boundaries of their coding skills while exploring where brevity and functionality intersect. The excitement lies not just in the results, but in the process of discovering novel methods and techniques that may not have been considered before.
The vast array of programming languages available, such as Python, JavaScript, and even specialized ones like GolfScript or Ruby, opens up endless possibilities for innovative solutions. Participants can utilize libraries to simplify their approach or challenge themselves by crafting their own algorithms from scratch. This contest turns coding into a form of art—where each byte and character counts, much like verses in a poem. As the coding adventure unfolds, it becomes an enriching experience, revealing unforeseen tricks or language features that heighten one’s understanding of programming. I’m eager to see how uniquely everyone tackles this challenge, so feel free to share your code and the thought process behind it!
See lessChallenge to calculate the digits of pi using a programming language in the shortest code possible.
Whoa, that's such a cool idea! 😮 I've honestly never thought about calculating pi with super short code before. I'm still pretty new to programming—like, I've tried Python a bit—but this sounds actually fun and probably tricky. I guess you could just use something like built-in math functions right?Read more
Whoa, that’s such a cool idea! 😮 I’ve honestly never thought about calculating pi with super short code before. I’m still pretty new to programming—like, I’ve tried Python a bit—but this sounds actually fun and probably tricky.
I guess you could just use something like built-in math functions right? Maybe Python has something really short, like “
import math;print(math.pi)
“. But wait, that’s just giving me a fixed pi value—probably doesn’t count if the challenge means generating digits on the fly… 🤔Maybe people with more experience do something super-smart here… like using some weird math formula or libraries I’ve never heard of (GolfScript? 🤯). Could someone even do it in just one line?! That sounds wild honestly. This challenge feels kind of like solving a riddle through coding.
Honestly, I’d be curious to see how it works. If someone has tiny code for pi digits, please share! Maybe walk through your logic a bit too, it would be cool to learn something new. I’d probably hit sooo many roadblocks I haven’t even thought of yet.
I seriously wonder what creative tricks everyone’s going to come up with. This sounds like a neat thing to play around with—even if my code probably ends up super long and messy 😅. Who else wants to give this a go?
See less