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CodeStew

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A member registered Jan 28, 2020 · View creator page →

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(1 edit)

The presentation is nice and gameplay is straight forward but I'm not really seeing how this relates to the theme. In game events loosely relates it to the theme I suppose?

Neat little jump scares when you touch hazards. 

Otherwise, the game is short and sweet. Good Effort!

Charming little puzzle game. 

Took me a moment to figure out what some levels required but straight forward once the solution clicks.

Pixel Art is nicely done, level design is fun and decently fun. Solid work!

In my project, I use camera stacking with different URP Render Assets in my project (Primary Renderer and Weapons Renderer) and the Post-Processing object is displaying a error message about adding the CRT effect to the primary renderer when  it has been applied to the second camera renderer.  

If I were to apply the CRT filter to the main URP asset, the CRT effect won't apply to the Weapons and there doesn't seem to be any problems outside of the message so can I ignore the message?


Perfect, no issues on my end so far. Thanks for fixing the issue!

(1 edit)

Upon further inspection (And realising that Bloom is in one of the test scenes), you're right. Bloom does work, it's just the glow (Material Emissions) that disappears.  My bad.

So I guess to rephrase my original question, is there a way to bring back the Emission Glow?

CRT Filter Off:

CRT Filter On:
Edit: The particles themselves are shuriken particles, the material is just the standard URP particle material.

(2 edits)

Hey, just purchased your shader pack and I'm happy with what it offers.
Currently, I'm incorperating it into  my project and I've noticed that the post processing effects removes Bloom that I use to create a glow around particle effects. Should bloom render like everything else ideally but doesn't work or am I going to have to pick one or the other?
Edit: For context, I'm using the Unity 2022.3.56f1 and URP Forward Renderer.