article thumbnail

D20 RPG – Backgrounds

The Liquid Fire

Start from a json document that holds all the information about Backgrounds, create a parser to turn that document into project assets (prefabs), and use Addressables to load the assets at runtime when we need them. We will take a pretty similar approach to the way that Ancestries were implemented.

Asset 52
article thumbnail

Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. Unity Technologies Assets. The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. Terrain Tools.

Asset 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

assetManager.parser.parse() doesn't work for Uint8Array in native

Cocos

x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts This way, you can create an imageAsset using Unit8Array data. github.com cocos/cocos-awesome-tech-solutions/blob/3.7.x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts

Sprite 52
article thumbnail

assetManager.parser.parse() doesn't work for Uint8Array in native

Cocos

docs.cocos.com Cocos Creator API Description github.com cocos/cocos-awesome-tech-solutions/blob/1bf8158108cdcc705bf24320b772a4c3e7e727ae/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts#L110C21-L110C34 You can try native.saveImageData. L110C21-L110C34 jsb.saveImageData(this._buffer, then(()=>{

Demo 40
article thumbnail

assetManager.parser.parse() doesn't work for Uint8Array in native

Cocos

github.com cocos/cocos-awesome-tech-solutions/blob/1bf8158108cdcc705bf24320b772a4c3e7e727ae/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts#L111 L111 } //@ts-ignore this.canvas2image.saveAsPNG(this._canvas,

Texture 52
article thumbnail

D20 RPG – Entry Flow

The Liquid Fire

We can create and display an Entry asset, but won’t be able to fully test our work without a a few more important steps. Overview The asset we are testing with right now was serialized into the scene, but that means it will always show only that Entry. In the Project pane, select Assets -> Sctipts -> Scripts.asmdef.

Asset 52
article thumbnail

D20 RPG – Encounter

The Liquid Fire

We have a lot of ground to cover including creating the encounter asset and scene, a flow to handle encounters, systems to load and configure encounters, a way to determine when an encounter has ended and what the result was, and a new entry option that leads to the encounter. It has everything we did in the previous lesson ready to go.

Asset 40