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
21.03.2025 02:07
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thanks! ๐
18.03.2025 21:21
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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
18.03.2025 21:17
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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.
17.03.2025 19:54
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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.
17.03.2025 19:53
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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
17.03.2025 19:51
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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 !
16.03.2025 00:48
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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
14.03.2025 19:31
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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
14.03.2025 19:22
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@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.
14.03.2025 19:19
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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
14.03.2025 19:14
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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
14.03.2025 19:14
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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
14.03.2025 19:10
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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
14.03.2025 19:08
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the keycard system is very simple as just selecting its type and receiving its data. I love ScriptableObjects now
10.03.2025 23:06
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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
10.03.2025 23:05
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Making audios, made a very nice Dictionary that holds a custom struct 'AudioDatas' and it works very well.
#gamedev #Unity3d
06.03.2025 00:07
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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
04.03.2025 22:06
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yeah! thanks โค๏ธ
01.03.2025 16:38
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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.
01.03.2025 03:54
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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
01.03.2025 03:53
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haha ๐ thanks
07.01.2025 17:47
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i wanted "remove follower" and i know the difficulties but its much better for other situations.
06.01.2025 21:56
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acho pq pc ganha de qualquer um
04.01.2025 04:54
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Happy new year to everyone
01.01.2025 17:50
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his acting is insanely good. i just love the way he interacts and moves
31.12.2024 06:45
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assiste dark
26.12.2024 22:38
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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.
22.12.2024 09:11
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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
22.12.2024 09:05
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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
22.12.2024 09:03
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