Search Unity

That Hurt! Damage floaties system

Discussion in 'Assets and Asset Store' started by LaneFox, May 11, 2020.

  1. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,519
    Screenshot.png

    >>> Asset Store Link
    >>> Asset Documentation

    That Hurt! Damage floaties system is a very straightforward and highly efficient damage floatie system. Startup pools the content and converts numbers to strings for you early so that there is effectively zero allocations at runtime.

    All you have to do to make them appear in-game after making a UI prefab for the floatie is to run some code.
    Code (csharp):
    1. ThatHurt.Pop(worldPosition, damage);
    ... and voila! Floaties everywhere! (well, everywhere you specify, anyway)

     
    Last edited: Jun 17, 2020
    TonyLi likes this.
  2. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,519
    Finished the demo scenes, online documentation and some final touches. Pending approval on the store.
     
  3. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,519
  4. somosky

    somosky

    Joined:
    Feb 15, 2014
    Posts:
    138
    Pretty cool system. Does it work with regular text or are you able to use TextMeshPro as well?
     
  5. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,519
    TMP isn't built-in, although you only need to change the field definition from a
    Text
    to a
    TMP_Text
    and it works the same.
     
  6. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,519
  7. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,519
  8. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,519
    If you liked the character used in the store icon of That Hurt, he's now available on the store with animations! Launch discount of 10% off!