Thanks for the tutorial! --- If anyone have already have forward running character, or you don't want the platforms that sliding backward, you can try this: Mine SectionTrigger from this tutorial script looks like that: public class SectionTrigger : MonoBehaviour { public float moveStep; //lenght of platform offset on trigger = full exact lenght of platform(fills from inspector) public int stepCount = 0; //multipler for each next offset(counter of triggers) public GameObject roadSection; void OnTriggerEnter(Collider other) { if(other.gameObject.CompareTag("Trigger")) { stepCount += 1; Instantiate(roadSection, new Vector3(0, 0, moveStep * stepCount), Quaternion.identity); } } }
Your videos are really nice and helpful, I believe the curve World effect helped me solve a problem in my game. But actually in Subway Surfers the character rather moves instead of the world. I’ve been able to move the camera in the game away from the character and can confirm that the player rather moves which is what I’ve been doing in my game. But this tutorial was actually really interesting, good vid.
This was a nice tutorial, thank you. But i have a problem, now the game starts with only one platform, what if i wanted n number of platforms at the start and then generate new one's at the end?
When the road section is destroyed I get a MissingReferenceException MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. If I check for null then my SectionTrigger stops working.
Hey, i have a problem. i have a section that has a box collider and when the player triggers the box collider, the box collider will deactivate and spawn a new section, but after it spawns a section, the new section it spawned doesn't work anymore, in which the box collider in the new section isn't activated, this is because the prefab is using itself and changes itself, but i don't want that to happen and i don't know how to fix it.
Can we get a possible update/re-go over of this? a bit slower, more in depth/detailed? with better steps some feel like they were skipped over. I tried this and the script just seemed to not work at all for me.
@@Mo-zm7eo This was a long time ago so im not sure but I think it was because the character controller and rigid body both have a collision capsule on them so it triggers it twice.
Train of thought How to apply this to rimworld, A planet like venus with a long day, Wait what about that planet in riddick that was a blazing inferno and you had to keep moving to avoid death So like procedurally generated surface on extremely slow rotation planet but the topography does repeat eventually.
I would rather use object pooling, creating and destroying paths would not be ideal if you would want to speed up the game later on. It would cause a lot of GC allocation and might cause lag spikes
I hope you’re okay. I’m kinda worried about you because I’ve been trying to find an alternative to Patreon to pay you for your lessons. By sheer chance I was able to cancel my Patreon subscription but I meant it when I told you I was grateful to you and I want to contribute. Do you have a PayPal or Venmo account? Please let me know so that I can keep my promise to you. Simon
I promised you I’d be a loyal Patreon follower but I canceled for two reasons. First, I was having so much trouble with Unity itself I gave up on it as my game engine of choice. (I accidentally discovered Unity works much better on a Mac through Google Chrome.) The second reason is because I’ve had nothing but trouble via Patreon. What I was hoping for was for me to be able to pay you the money I promised without Patreon. Can I send you money through PayPal? Please let me know. Simon