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thedyze

14
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1
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A member registered Sep 30, 2021

Recent community posts

I'm trying to do raycasts from within the level, from an object to the player, and to detect if the raycast hits a wall.  Have it working in a test environment, but as soon as i try to do it within a generated level, the ray always detect a wall hit no matter what.

I'm using a layermask on the generated Walls object that has the Tilemap collider.

Not sure if this is a problem with Edgar, or Tilemap collider itself. You have any idea?

cool! I'm still very early in my project, so no rush for my sake.

I've been having a problem that the post process files link disappear from the dungeon generator from object time to time

Ok, after starting from scratch and using a custom post process I was now able to get Navmesh working at runtime, thanks again!

Thank you, I did notice the "room is valid" on all my rooms.

Fortunately the error is gone now, no idea how :)

I had an idea, it would be kind of cool if you could have an array of level graphs in the dungeon generator, and have it randomly select one on generation.

What does this mean? image

I'm guessing it has something to do with an incorrect room template, but how can i see which one?

Yes, until now i've only been experimenting with the example files.  The package is in the same project though.

As soon as i have some more time i'll try to create a scene from scratch. Thank you again.

Ok, thank you for your research! Will hold off on that front until the new version.

(2 edits)

I am using VSCode.  Yep, the first error was fixed with the System.Linq, thanks!

Regarding the second error, I'm able so create scripts of my own with the NavMesh components (in the same project), its only when I try to add them to any of the Edgar scripts that i get the error.

I'm using NavMeshPlus, which is considered an experimental packade by unity, don't know if that has anything to do with it..

I tried adding this to a post processing task but im getting this error, image.

I'm also trying to add a NavMeshModifier component, but where ever I try to add it (scripts/post process tasks) I get this error, image

In scripts I've created I can successfully use it if I add "using UnityEngine.AI;"

Fairly new to programming, so sorry if these questions are a bit n00bish :)

Thank you, take your time :). 

yeah I was hoping it would do that too. It doesnt seem to be able to handle a merged wall object that well. Not sure though. It looks like this: link

(1 edit)

Ok tried the Tilemaps Shadow Caster in the second link. Could not get it to work with the generated shared walls tilemap layer. Or it actually generated shadow casters but they didn't show up. I did have to do this in play mode, so not sure if that's the problem

It does kind of work if you put it on each of the wall object inside a room template, but the same problem as before occurs when intersecting with corridors. The auto generated shadows are also not perfect.

(1 edit)

Thanks for your quick reply. You mean in for instance add it to Generated Level>Rooms>Walls?

While that probably would work on an existing level, but since you have to define the shape of the shadow caster manually (at least from what I know), it would not work in practice.

I was thinking it might work if you could add it directly to a single tile, then when you fuse corridors with rooms you could remove the shadowcasters from the colliding room tiles. No idea how to add it so a single tile though.

If you could somehow generate a Shadow caster that has the same shape of a shared wall tilemap layer, would probably be the best way.

Shadow casters are otherwise fairly simple to use, it does requires a Universal Render Pipeline project. This short video should help, link

edit: This guy seems to be on to something! link 

Will see if i can try this out later

Hey, just discovered this superb level generator! Trying to make it work with 2d lights and shadow casters and have run into some problems where halls/doors are connecting to the rooms., as in the screenshot in this link image

The way I've done it right now is to add shadow casters to the wall object in the room templates (also other object in the room template when i needed more than one shadow caster). It's When the hallway templates connects to the door positions that the shadow intersect.

I can kind of get around it by only adding a few door positions, and make several shadow casters that do no overlap them, but that severely limits the amount and size of door positions that i can use.

Do you know of a way around this?