It's just a really relaxing and immersive experience. I'm not quite sure why, but it feels calming and beautiful just taking my time walking through it time and time again.
I'm probably on my tenth playthrough by now.
Guild Wars 2 and Dear Esther
YouTube Video
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You can download it for free on the Unity Asset Store!
YouTube Video
Click to view this content.
You can download it for free on the Unity Asset Store!
YouTube Video
Click to view this content.
You can download it for free on the Unity Asset Store!
So... a serious book about the history of passenger rail in the USA?
Not that it's necessary a bad thing, but that font makes the C
look like a G
, and the r
look like a y
.
It took me a while to figure out why it had cars on a game about sexual orientation.
Thanks for the comment!
Yeah, I feel like for some reason Gaming treats UIs as some sort of unfortunate burden, and makes it a massive pain to implement. Unity's new USS system is a massive step forward, but it's still a bit complicated to get a handle on, and requires a LOT of work to make it fit in with other systems.
I was hesitant to make this free (it was quite a bit of work after all); but I think I'll leave it as is, unless I somehow start adding enough features to the point where I cannot justify the time for free. Though regardless, I plan on leaving the core version out there for free.
Use the InputLayers [Beta] from Eric Lowry on your next project. Find this GUI tool & more on the Unity Asset Store.
Cross-posted from: https://lemm.ee/post/39614495
> Hi all, > > I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. > > My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) > > So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others! > > It's free, so if anyone wants to give it a try, I'd love some feedback =)
Use the InputLayers [Alpha] from Eric Lowry on your next project. Find this GUI tool & more on the Unity Asset Store.
Cross-posted from: https://lemm.ee/post/39614495
> Hi all, > > I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. > > My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) > > So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others! > > It's free, so if anyone wants to give it a try, I'd love some feedback =)
Use the InputLayers [Beta] from Eric Lowry on your next project. Find this GUI tool & more on the Unity Asset Store.
Hi all,
I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling.
My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.)
So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others!
It's free, so if anyone wants to give it a try, I'd love some feedback =)