The Dragon Crashers - 2D Sample Project is now available on the Asset Store. Dragon Crashers is a vertical slice of an idle RPG game built with Unity’s native 2D tools.
This demo is currently made in Unity 2020.2/2020 LTS and uses the 2D Renderer/Universal Render Pipeline (URP). To play the demo select “Dragon Crashers” from the top bar, followed by “Load Game Menu.”
Please try it out and share your thoughts! Do let us know what works as expected, as well as what’s missing, confusing or broken. As always if you run into any issues tell us all about it below!
Important:
It is strongly recommended that you remove older versions of The Lost Crypt from your Asset Store cache. Different versions of the project are uploaded for different versions of the editor, and these are often incompatible between versions, especially when downgrading.
To remove older versions from your Asset Store cache navigate to one of the paths below based on your OS and delete it there.
Windows 7, 8 or newer: C:\Users\UserName\AppData\Roaming\Unity\Asset Store Windows XP: C:\Documents and Settings\UserName\Application Data\Unity\Asset Store OSX: ~/Library/Unity/Asset\ Store/
Known Issues:
Opening this project in 2021.1 will require the additional step of toggling all the Volumetric checkboxes for 2D lights that are using it. This will be resolved in an upcoming release of Universal RP 11.
We have a big blog post that will be an overview on the project scheduled for this Friday and a webinar scheduled for April which will be also a live hands-on the project. There will be also more content about the demo in the coming months.
Hello, I noticed a small bug in the BattleGameplayManager.cs RemoveUnitFromEnemyTeamTargets
In the for loop condition you use enemyTeamUnits.Count but inside the loop you access the aliveEnemyUnits, so the for loop condition should also use the aliveEnemyUnits.Count (similar to aliveHeroUnits.Count in the RemoveUnitFromHeroTeamTargets).
Otherwise you get at index out of range exception if this method is called after the enemy is already dead (and removed from the aliveEnemyUnits), I noticed this during the end of the dragon boss fight
It’s hard to spot, because it will only happen if a hero dies after the enemy is already dead, which doesn’t happen often in the demo battles.
Great looking art and stuff!
But i’m a nooby mobile game-creator and i have important question.
Is this project viable for phones? On my Xiaomi Redminote 8 pro, this build shows 13-15 fps in game scene and main menu shows around 45-50 frames.
Maybe im doing something wrong when building the project? In build settings i switched to ETC, and click to “Build”. That’s all. I want to be better in 2d skeletal and in 2D lightning system, and example project good start is, but fps on mobile makes me cry
I was wondering why the heat distortion showcased in the video is not visible for me?
Did I encounter a bug here or is it currently supposed to be this way without distortion?
I am very much looking forward to working with this new render texture for shader graph that you mentioned!
I’d like to try this project, but Unity failed hard when I tried to do so. I created a project, then updated to the latest version of Unity and converted the project to that. I downloaded this package and imported it. I got errors saying that it couldn’t compile (see screenshot) and then it couldn’t run. Even after I deleted literally everything from the Assets directory and made a blank scene, just to start over, I still couldn’t run that because I was getting the same compiler errors. Maybe it had to do with the auto-loading packages (which I can’t delete) being outdated yet not properly updating when I converted to a new project?
Edit: No, it’s not just the version. I created an all-new project in the latest Unity version, and imported the whole Dragon Crashers package. Painfully slowly. I get:
An error occurred while resolving packages:
One or more packages could not be added to the local file system:
com.unity.render-pipelines.universal: Built-in package [com.unity.render-pipelines.universal@10.3.1] cannot be found
Library\PackageCache\com.unity.device-simulator@2.2.4-preview\Editor\SimulatorApplicationSettings.cs(33,87): error CS1061: 'ApplicationSimulation' does not contain a definition for 'OnLowMemory' ...
Import parameters got modified during import
Hi, Maybe you are referring to the video that we made for our GDC 21 keynote? In that clip we show the 2021.1 feature CameraSortingLayertexture being used in the smoke shader to create the distortion. You can find more info about it in this [discussion]( https://discussions.unity.com/t/776938 page-4)
I would recommend to follow the steps from the blog post, basically make sure to use Unity 2020.2 or 2020 LTS (not the latest version yet), create a new 2D project and then import the asset
I was wondering about this as well! I did register for the webinar, but if for some reason I am not able to attend, I hope the webinar is recorded and uploaded to some platform such as YouTube.
Hi, 2020.2 is not available in the Hub, it can be installed only from the archive page, as for 2020 lts (not the latest version), only the latest version (2020.3) is available in the Hub… So which one would be best? The asset store mentions “2020.2.7 or higher”.
I loaded the project in the latest LTS (2020.3.3f1) and played it, no problem at all and the fps is better.
Hi. Many of those are usually hidden since they are just dependencies (for example 2D path), apart from the 2D features (except Pixel perfect which was not used in this project), Burst was used to boost performance of 2D animation, Cinemachine, Text mesh Pro, Timeline, Universal RP, Shader Graph, Unity UI, Post Processing were used to create the demo visuals, shaders, cameras, animation sequences, etc.