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Playeroth

@playeroth.bsky.social
151 followers 52 following 283 posts

Learning game development. Currently on another job

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Playeroth @playeroth.bsky.social · 21/03/2025
Todays Devlog: Made the inventory work ingame; can pick, drop and it will talk pretty well with others script. want to add proper animation on open/close inv, select item, eventually fix general lighting. All have rto work in multiplayer.. #gamedev #unity3d
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Playeroth @playeroth.bsky.social · 18/03/2025
thanks! 😎
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Playeroth @playeroth.bsky.social · 18/03/2025
Todays Devlog: Added item swap, it can only swap if both item uses the same block. this grid inventory is complicated yet easiest system i can do for now. I also added an outline, (free package) and then scripting to switch colors based on conditions. next is smooth position #gamedev #unity3d
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Playeroth @playeroth.bsky.social · 17/03/2025
it works by using tilemaps and spawning game objects with script for the colors, but otherwise useless for now until i add proper variables to set type of a snapped tile. I need triggers on them so item and manager can check.
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Playeroth @playeroth.bsky.social · 17/03/2025
I was trying a wrong approach, i was thinking on letting the item move only inside the Grid, but upon learning from other games, i noticed the item always move to the mouse and either snap to nearest grid or dont snap if not in full tiles. So now im fine on how it looks, although item isnt centered.
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Playeroth @playeroth.bsky.social · 17/03/2025
Got the Grid Inventory working, i only need to add proper checks for switching item position with another, and drop of inventory. Im not a big fan of the hard offset, the item not being centered to mouse but atleast it works. #gamedev #unity3d
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Playeroth @playeroth.bsky.social · 16/03/2025
thanks! i will try for a 2D based system for now and then translate it back to 3D environment, so atleast i learn more of this system. This very specific situation is quite hard to find some info about but i really want to get it working.. and eventually will !
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Playeroth @playeroth.bsky.social · 14/03/2025
Common tutorials shows grid inventory but Item occupying one slot at time. Since i want to approach like RE4, items have a different size occupying different grid slots and thats something im very new and logic is quite difficult to try myself
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Playeroth @playeroth.bsky.social · 14/03/2025
im not sure if my approach is scalable, there will be other items with different sizes and i should be able to rotate them 90~. Im considering in using a 2D plane to mimic placing in a 3D, but seems to be incosistent. Since its 3D objects + rotated, couldnt find much info, not sure how RE4 did it
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Playeroth @playeroth.bsky.social · 14/03/2025
@kavidevs.bsky.social Hey! you might have done a Grid System, if you dont mind to give some info about how to try this approach. its my first time. Thanks anyways Im trying an approach very similar to Resident Evil 4 inventory, with that sightly rotated inventory to give some depth.
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Playeroth @playeroth.bsky.social · 14/03/2025
tried to search for infos about grid inventory, grid RTS but they used 2D versions and i dont get how to implement that method in my 3D approach. I tried clamping position but wont be able to place on the last Up grids. I can attempt to implement 2D project into 3d but not sure, might be last resort
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Playeroth @playeroth.bsky.social · 14/03/2025
clip shows me placing preview out of bounds, which last position is executed but if you look closely, im placing in a valid grid position but since the object has a pivot offset, half of it will be out of grid and so executing last position. i need some other approach
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Playeroth @playeroth.bsky.social · 14/03/2025
on my approach, i have a object that is the "preview" and that one checks if the next grid contains the same size as i need, if yes, keep saving last position. Once i click, the actual object is placed in last position. But this doesnt takes into account the object form,being able to place outbounds
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Playeroth @playeroth.bsky.social · 14/03/2025
Can anyone help with this? i need to get the best approach for a Grid Inventory System with specific things: 3D Objects, Not UI. The grid object is rotated (x, 90, -75) which increases the difficult to script. Im using triggers and not vectors more detail in replies #unity3d #gamedev
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Playeroth @playeroth.bsky.social · 10/03/2025
the keycard system is very simple as just selecting its type and receiving its data. I love ScriptableObjects now
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Playeroth @playeroth.bsky.social · 10/03/2025
Todays Devlog: added Button Keycard, permissisons for button, Item in hand view and this is all very scalable and uses a lot of SO and less dependent code. Keycard scale for showscase. Need to add cursor, probably hand be in item pos and so on
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Playeroth @playeroth.bsky.social · 06/03/2025
Making audios, made a very nice Dictionary that holds a custom struct 'AudioDatas' and it works very well. #gamedev #Unity3d
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Playeroth @playeroth.bsky.social · 04/03/2025
Unity | Question Is it possible to in the same dictionary, use one Key value that will get another different Value depending on Key? #Unity3D #gamedev
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Playeroth @playeroth.bsky.social · 01/03/2025
yeah! thanks ❤️
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Playeroth @playeroth.bsky.social · 01/03/2025
i have recently made a new decision to post less frequent devlogs but now with more content on them. Next devlog update should includes new significant changes.
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Playeroth @playeroth.bsky.social · 01/03/2025
Hello! it's been a while. Few months passed by since i took a break, now i'm back with Game Development. Today news since last update; Made some signficant changes, such as Pickups component, Door interaction, class switch and others all working in multiplayer. Still a lot to work on
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Playeroth @playeroth.bsky.social · 07/01/2025
haha 😁 thanks
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Playeroth @playeroth.bsky.social · 06/01/2025
i wanted "remove follower" and i know the difficulties but its much better for other situations.
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Playeroth @playeroth.bsky.social · 04/01/2025
acho pq pc ganha de qualquer um
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Playeroth @playeroth.bsky.social · 01/01/2025
Happy new year to everyone
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Playeroth @playeroth.bsky.social · 31/12/2024
his acting is insanely good. i just love the way he interacts and moves
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Playeroth @playeroth.bsky.social · 26/12/2024
assiste dark
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Playeroth @playeroth.bsky.social · 22/12/2024
the project im on is multiplayer. These managers are a global instance so i can get easy access anywhere. When needed, i get these managers spawned across network.
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Playeroth @playeroth.bsky.social · 22/12/2024
setup scene with a boostrap script, the script changes the scene to UI scene and spawns a manager prefab. scene additive were something i used but using prefabs for everything is just much better
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Playeroth @playeroth.bsky.social · 22/12/2024
in my project i were using additive scene but thats bad when you want to connect two scenes objects. I now use prefabs with empy objects that contains managers, about 3/2 managers into that one obj. Then i use a setup scene for the first scene, containing bootstrap script that DDOL the prefab
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Playeroth @playeroth.bsky.social · 21/12/2024
it's very similar or same as 2022. Im using it in my current project and its going fine, i dont see any issues and i dont have to worry for splash screen either. It also gives some features and improvements but i dont rememebr rn which haha
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Playeroth @playeroth.bsky.social · 21/12/2024
hello unity 6 user 👋
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Playeroth @playeroth.bsky.social · 19/12/2024
infuriating we can't remove their follow
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Playeroth @playeroth.bsky.social · 19/12/2024
i mean, editor thing i want to make these prefabs a child of these objects, so instead of me going through finding the exact object and then applying the child, i wanted to use it in that hierarchy search as it contains everything in one hierarchy..but its not possible
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Playeroth @playeroth.bsky.social · 18/12/2024
if would be great if i could do this while its searched but cant, so any other way besides manually finding the object and them adding is much better.
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Playeroth @playeroth.bsky.social · 18/12/2024
cant add prefabs asset to a searched object, is there any other way to do this for all of them at once or while searched? going through one by one is time consuming. i can use a package to get this if exists #gamedev
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Playeroth @playeroth.bsky.social · 17/12/2024
although im reconsidering if i should continue with the dynamic/cinematic background. Its a cool concept but it might be too distracting or boring, i enjoy the static image of the original game but also enjoys the old SCP SL 3d menu. Want to do something in between
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Playeroth @playeroth.bsky.social · 17/12/2024
UI with more updates! its been fun to work with UI. with the mention that @miguelherrero.bsky.social made, i discovered the beauty of shaders and im now able to make the background UI not repeat nor stretch! they look so cool. * cinematic background is WIP #gamedev #indiedev #unity3d #SCP
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Playeroth @playeroth.bsky.social · 16/12/2024
ok but the trailer had 0 gameplay. Why does every year has a game that is super weird?
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Playeroth @playeroth.bsky.social · 16/12/2024
Thank you! was able to do it that way, and honestly i dont know what i was thinking to manually set values. Looks much cooler this way. i encountered an issue which the texture was stretched, but after a lot of searching i was able to find someone that was able to fix that, now works nicely! 😁
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Playeroth @playeroth.bsky.social · 16/12/2024
i see! will try it out, shader graph is fun. thank you so much and for the patience.
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Playeroth @playeroth.bsky.social · 16/12/2024
also, will try out what you mentioned of shader! i think its a pretty good try forgot shader graph exists 💯
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Playeroth @playeroth.bsky.social · 16/12/2024
i mean, i dont know how to do it (😂).. without stretching or the entire background image be tiled, should be a normal image but different positions i did search for some info, couldn't find anything to it but today i continue development, will do more searches and eventually find it
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Playeroth @playeroth.bsky.social · 16/12/2024
if you dont mind, sure ! im using URP, not sure if it makes a big difference in the shader scripting for me im fine with a simpler solution, i have still to check. the way I thought of being enough is a MB script code that i can set a value thats sets a position in the img
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Playeroth @playeroth.bsky.social · 16/12/2024
hashtags DO something else! using them on very tweet guarantee 4 likes, maybe 2 to 3 bots but them eventually more likes. i recommend trying out hastag unity3d or the engine youre using so it appear in respective feeds
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Playeroth @playeroth.bsky.social · 16/12/2024
9 likes post 😀
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Playeroth @playeroth.bsky.social · 16/12/2024
as pessoas associam OVNI automaticamente com ETs. OVNI = objeto voador não identificado, apesar de ser algo voador não identificado é entre poucas coisas; nave de outro pais, drone ou drama do governo.
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Playeroth @playeroth.bsky.social · 15/12/2024
oh my 😂 thats the biggest lines of code i ever seen. And to think its also on blitz3d I cant imagine to check the code to replicate or to recreate the game by also reusing blitz3d, i would become another insane person..
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Playeroth @playeroth.bsky.social · 15/12/2024
im always quite impressed to think on how the development went by using fragmotion and blitz3d, noneless, it's an incredible game
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Playeroth @playeroth.bsky.social · 15/12/2024
i remember i checked the code but it was too 'ancient' haha although for this project i won't really need to check the original code but get only models and then reassemble textures initially i had to search a lot to find how to import a rmesh.. and export animations -- eventually found out
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