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2:53 AM
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Q: Make Niagara System effect visible only on specific Render Target

user3272018I’m new to UE and don’t really know how to approach my problem, perhaps that’s why I couldn’t google a solution for it. So here’s what I want to achieve: I need a Niagara System effect to be only visible on the video camera. In other words, players cannot see the effect by looking at it directly,...

 
 
15 hours later…
5:38 PM
Some other assorted AI detection tools (have not vetted these, just wanted to share in case it's of interest): outlookindia.com/outlook-spotlight/…
 
6:21 PM
anyone know if there is a secret way to get unity navigation to work with 2d tilemaps?
 
By navigation you mean like NavMesh / NavMeshAgent?
 
yes
i found this which looks promising, but im always hesitant to bring in third party dependencies
 
Hm! That looks like a good option at a cursory glance, but I sympathize with the reluctance to rely on 3rd party stuff.
I don't think there's a hidden way to do it with only the built-in components though, without writing your own add-on of some kind.
 
6:47 PM
doesnt seem like that supports maptiles :(
i wonder if i should build one from scratch that is specifically made for tilemaps
or if i can extend the native one
problem is the native one requires either a mesh renderer or a terrain to bake the navmesh
perhaps i could generate a meshrenderer at runtime, based on my tilemap renderer, and just have duplicates and keep them in sync. sounds expensive
 
Does it not? I see it referencing tilemaps in the code... github.com/h8man/NavMeshPlus/search?q=tilemap
 
oh i mustve missed something
im trying to follow the instructions, but it keeps saying to add components that dont exist :-p
i mustve imported it wrong or something
im rather confused
NavMeshModifier, for example, is in the packages. But if i try and add the component, its not foundf
 
7:06 PM
Huh. That is strange.
 
oh this monster!
[AddComponentMenu("Navigation/Navigation Modifier", 32)]
ill never forgive the developer for that
[AddComponentMenu("Navigation/Navigation Modifier", 32)]
[HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")]
public class NavMeshModifier : MonoBehaviour
:-p
gotta play the guessing game on names (or look at source code)
 
Ohhh, I didn't even know about that attribute!
 
it does work in tilemaps. I gotta split up my tilemaps based on collisions tho. I wonder if i can automate that
 
7:25 PM
I'd bet you could. I also saw a thread about using rule tiles of certain types to designate walkable areas, so maybe you could modify the package's code to only count tiles of a certain rule?
 
good idea
my sprites are 256 pixels wide. But tilemap seems to be in a 100 pixel per unit space, and i dont see any way to change it. I tried various things, but if i change the scale, my colliders get scaled down too
any ideas? The only thing i can think of is to downscale my sprites to 100 pixels wide
 
I think that setting is in the sprites that you use for each tile.
 
ohhh
 
Thanks for showing me AddComponentMenu - it helped me improve an answer I wrote a while back.
 
im really out of practice with unity
which isnt good, since i develop unity assets for a living. I need to practice
im turning into one of those unity developers who dont actually use unity 😬
 
7:40 PM
Yeah, I've been away from it for too long, apart from little 5-30 minute tests to see if an answer I'm writing is correct / snapping screenshots to paste.
Need to get back into it soon though. The application I built last year for my master's research is all Unity atm, and I'll need to significantly upgrade it to do the next chunk of work.
 
do you have a link to that thread about tilemap navigation rules, by any chance?
 
Disclaimer: I only briefly skimmed this while searching for leads about 2D pathfinding, so I can't vouch for whether it's good, or even whether I accurately summarized it. 😅 forum.unity.com/threads/…
 
ty!
its been a couple years since ive actually done game development. Ive pretty much forgotten all the basics
ive just been developing game dev tools
 
I've just been teaching other people how to do it. 😅
 
hmmm...new problem
i set my sprites to 256 ppu, and that almost fixed it. But my grid is actually 0.8659766x1.0. If i change it to 1x1, my sprites fit, but the collider remains too small on width
 
7:56 PM
Hrm.... I remember dealing with that sometime in the past but I have no recollection of how I solved it. I'm a bit tied up in lesson prep to investigate just now unfortunately.
 
all good! thank you for rubber ducking me
 
8:38 PM
got it! by using a custom orientation on my tilemap and downscaling to the size of my grid, everything lines up. (256 ppu on sprites)
 
Nice work!
(You might want to post a Q&A thread or two about this when you're done - that'll save the next person following in your footsteps a good day or more of grief)
 
8:55 PM
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Q: How should we deal with edits that 'evolved' a question?

PikalekI just ran into a proposed edit to this question in the review queue. The edit seemed reasonable on the surface - there was some dead text from an image link that had been partially removed on a previous edit. But when I dug into it, I was really uncertain about the whole thing. The question 'evo...

 
9:42 PM
still trying to work out the kinks. My solution above breaks navigation
 
Dangit! Probably some hidden assumptions about tile stride/orientation somewhere in that package.
 
the problem is navmesh wants z to be up, but tilemap wants y to be up
my navigation is working, but it flips the player (2d) so that im looking at it from the side (cant see it)
and constraints arent overriding it
 
10:02 PM
Hmmmmm... can you nest two transforms, an outer one with the navmesh agent, and an inner one with the visual, rotated so you can see it? Or is it also moving on the wrong plane?
 
10:18 PM
good idea. lemme try
eh, the outer one rotations, which makes the child rotate as well
i think ill just write my own A*. Its a hexagonal game anyways, so i dont need all the fancy stuff
 
Fair. The next thing I was going to suggest is make the agent itself empty, and have the visual a separate object that snaps to the agent's position each frame. But that's convoluted.
 

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