halloween unity tips cover

Best #unitytips from Twitter – 12

We are here again with our latest curated Unity Tips and Tricks from Twitter.  Every Tuesday we collect five (or more) #unitytips post from Twitter.  Feel free to check our previous posts too!

Before we start, click on the link below to follow us on Twitter!

free halloween gift

Free unity asset for Halloween

Halloween addon for POLYSwamp

To celebrate Halloween, we prepared a FREE, witch-themed, special edition of our POLYSwamp unity asset. 

This limited edition is only available during October!

polyswamp cover

What's in this package?

The POLYSwamp package contains 40+ prefabs to make your misty swamp, wetlands, or marshland environment in a polygonal, cartoonish style. 

The limited-edition contains all the prefabs from the package and 10+ more witch and Halloween related props. (pumpkins, spider, cauldron, broom, potions, book, candle, eyeballs)

POLYSwamp - Halloween Edition

Available only during October 2019!
Free

Best #unitytips from Twitter – 11

We are here again with our latest curated Unity Tips and Tricks from Twitter.  Every Tuesday we collect five (or more) #unitytips post from Twitter.  Feel free to check our previous posts too!

Before we start, click on the link below to follow us on Twitter!

SCEMA – scene manager and loader for Unity

SCEMA - scene manager and loader

SCEMA saves you tons of time by providing a quick way to navigate between your scenes both in editor and runtime. It supports additive scene loading and contains a complete loading screen system.

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Launch Discount!

During the first week you can get the asset for only $14.7!

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Rapid scene management

With a single click you can open your scenes or add to or remove from the Build Settings.

Runtime Scene Loader

Simplified scene loading procedure.

Additive Scene Support

Additive scenes are supported both in editor and runtime.

Loading Screen UI

Customizable loading screen with loading bar support.

Getting started is easy!

SCEMA is the easiest scene manager and loader tool for Unity. 

Watch the Quick Start video tutorial on YouTube, and join Discord if you have any question!

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Best #unitytips from Twitter – 10

We are here again with our latest curated Unity Tips and Tricks from Twitter.  Every Tuesday we collect five (or more) #unitytips post from Twitter.  Feel free to check our previous posts too!

Before we start, click on the link below to follow us on Twitter!

SCEMA – User Guide

User Guide

SCEMA uses scriptable objects (called location) to store all the relevant information of a scene. Such as namesplash image, the scene asset itself, and definition of required additive scenes.

Loading a scene is easy: call the Enter() method of the location object.

SCEMA supports additive scene loading. For example, you can create multiple world scene and load the UI on top of them.

From a technical perspective, the asset opens an empty scene first, called bootstrap. Then it loads the location and other scenes in additive mode.

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creating a location object

For every scene you want to use as a base scene, you have to create a location object.

Here is a rule of thumb to decide which scene can be a location. When the sentence “Entering the [scene name]” makes sense in your game world, you should use it as a location

Example: a tavern is a location because “Entering a tavern” makes sense. The UI scene is an additive instead.

creating a location object

You can open the SCEMA window from the menu: 

Window / RunemarkStudio / SCEMA

The main screen of the window is a list of our location objects. With the buttons you can:

  • Open the scene to edit
  • Find the location object
  • Add the scene to the Build Settings
  • Remove the scene from the Build Settings

The warning icon in the header indicates problems with the asset. Clicking on it opens the Setup Wizard tab. Keep clicking on the “Fix this problem” button until all the errors are gone.

On this tab, you can assign the LoadingScreenUI prefab and the Min Loading Time. The latter is a time in seconds the loading screen should be visible even if the loading finished.

Additive scenes are usually UI or gameplay mechanics. You can set on the location object which additives you want to load along with it. Enabling the Persistent option will mark all the game objects on this scene as DontDestroyOnLoad.

scema loading screen inspector

You can find the loading screen prefab under the
Assets/RunemarkStudio/SCEMA/Example/Prefabs folder.

You can tweak the settings for your needs in the inspector.

  • Show Total Progress: Check this option to show summarized progress of all operations.
  • Close Condition: Automatically means the loading screen closes when the scene loading finishes. If you set it to On Key Pressed, you can define a key to close it.
  • Hint Database: Scriptable object database where you store your hints. (see below)
  • Hint Prefix: This text appears before every hint.
  • UI Elements: Here, you can assign different UI parts. You can leave any of these elements empty if you don't need it.
scema hints object

SCEMA contains a simple random hint solution. By default, you can find it under the Assets/RunemarkStudio/SCEMA/Example/Prefabs folder.

The loading screen chooses one random line from this list when activates.

If you need a more advanced way, study this solution to make your own.

Loading a scene defined in the location object is simple, call the Enter() method of that object. You can do it from an UnityEvent or ButtonEvent, or code like this:

public Location location;
void SomeFunctionToLoadLocation()
{
   location.Enter(); 
}

Best #unitytips from Twitter – 9

We are here again with our latest curated Unity Tips and Tricks from Twitter.  Every Tuesday we collect five (or more) #unitytips post from Twitter.  Feel free to check our previous unity tips and tricks too!

Before we start, click on the link below to follow us on Twitter!

Best #unitytips from Twitter – 8

We are here again with our latest curated Unity Tips and Tricks from Twitter.  Every Tuesday we collect five (or more) #unitytips post from Twitter.  Feel free to check our previous posts too!

Before we start, click on the link below to follow us on Twitter!

deadly dungeon traps cover

Deadly Dungeon Traps

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Deadly Dungeon Traps

Traps are a cool way to give your players a challenge that needs their dexterity or logic or both.
You can really make your game stand out without much effort with this package.

Adventure games like Tomb Raider, RPGs, rouge-like, and souls-like games cry for lethal traps. 

ALL-IN-ONE

This package is much more than just a collection of 3d models, it’s a complete kit. We provide you everything you will need to populate your game with the meanest traps.

Top-Quality 3D Models

Many pre-build traps and modular pieces to use them in your game. Optimized meshes and textures.

Procedural Animation

Instead of using keyframe animations, we provide you maximum control and customization through the inspector.

Sound Effects

Coming in the milestone-based update. Click here for more details!

Script

Well-engineered components help you quickly build your lethal kill box without writing a single line of code.

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Trap Parts
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Prebuild traps

Modular Workflow with Pre-build prefabs

The package supports the modular workflow with its 35+ trap part. With them, you can build your own killing machine.

The package also contains 40+ trap prefab ready to use in your game.

3D and Texture details

  • Physical Based Rendering (PBR)
  • Triangle counts: 1700 (avg), 5580 (max)
  • Optimized textures and atlases
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The package comes with all the necessary codes to control and use the traps in your game. 

You don’t have to write a single code to have a fully working kill box in your game!

  • Easy setup and integration to your project
  • Flexible Damage System
  • Effect Handler components for a convinient workflow
  • Full source code
  • High-quality, easy to read scripts

Have a question?

Sound Effects

We know, without sound effects this asset is not complete. Because we don’t have the skill to create them in a quality, we want we’ll hire somebody to make it for us.
We decided to do this in a milestone-based, free update. 
When we reach the 10th positive review (4-5 stars), we’ll hire a sound designer to create sound effects.

Milestone Progress

50%

To add the sound effects to the package, we need to reach 10 positive reviews in the Asset Store.

Feeling convinced?

Get Deadly Dungeon Traps today from the Unity Asset Store!

Damage System

The asset comes with a damage system that is easy to extend and integrate into your project. 

Disclaimer: This chapter requires intermediate Unity and basic programming knowledge.

This component does damage to all IDamageable that qualifies for its condition. These are based on the mode and the duration of the damage source. 

Damage Source requires a helper component on the same game object based on its mode.

Tick Cooldown (only in Continuous mode): seconds between the source could deal damage again.

Damage: This is a Damage Result object. The source will forward this to the IDamageable component(s).

As a default, this class contains only a single damage parameter. You can easily extend it to support your idea better.

When the damage happens, a Damage Source will forward this result to the IDamageable where you can take care of every parameter in the result object.

The damage source will use this interface to do damage. Here is a simple implementation of this interface. ​
public class ExampleDamageable : MonoBehaviour, IDamageable
{
    public int Health = 100;

    public void TakeDamage(DamageResult result)
    {
        Health -= result.damage;
        if (Health <= 0)
        {       
            // Do something on death
        }
    }
}