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NullXer

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A member registered Oct 07, 2018 · View creator page →

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In the gameplay scenes we have a lot of objects set to inactive, the rationale being that if we need them in the scene we can just set them to active instead of having to look for them in our asset folders.

Thank you for responding, so it's better to plan ahead when using addressables over using addressables after making the project then?

Hi, I’ve been recently trying to use addressable assets to reduce memory usage in Unity - I already looked at a tutorial along with a bit of documentation and I’m still trying to wrap my head around it.

I've been turning my scenes into addressable assets and I can't notice much in the way of memory usage reduction, so if anyone has some advice on how to reduce memory usage and how to track that it would be really helpful!

Thanks in advance!

Nice play on the jump attack.

Thanks for the input.

The slime is balanced out by not being able to jump, so you have turn back in order to jump.

Hi,  I've just released a new game!

https://nullxer.itch.io/unreal-estate

You play as a ghost helping someone move out.

Play it and let me know what you think!

How do I make the mouse centered in Unity and how do I make it so that you rotate the camera by moving the mouse?