Muchísimas gracias! De hecho, vamos a continuar con el desarrollo del juego. Yo me encargaba de la mecánica de la pelota, hay un par de bugs que no he tenido tiempo de arreglar, la transición de la cámara entre salas es un poco meh xD Con un poco mas de esfuerzo creo que puede salir un juego bastante chulo :) Desde el equipo estamos muy contentos de como ha salido todo en general.
AleixFerre
Creator of
Recent community posts
It’s not your fault at all. I was exporting the game 45min before deadline and the input was working fine inside Unity but with WebGL and Windows is not working at all. I just gave up and I published it like this. I’m so sorry for the first thougths about the game but the development process was a complete mess.
Either way you have an informational line in the game description.
You can also increase the gravityScale from the rigidbody itself to have less of that moon-like experience.
I notice that you reset the velocity once it hits a wall and this just breaks the game feel and the way that physics works. I don’t actually know if its a line of your code or a really non-bouncy high-friction Physic Material.
I can recomend: increasing the dragSpeed to no more than 20f, increasing the gravityScale up to some point you feel good and natural and, finally: obviosly don’t reset the speed once it hit the wall.
The only thing you need to know when building a Unity game in WebGL is that in the player settings panel, at the bottom just disable compression.
To work on mobile we used a trick that is the OnMouseDown Event is natively compatible with touchscreen.
Remember adding a Collider2D to your object in order to respond to raycasts.
Thanks for your love!