
DNX Gaming is my personal game development brand. My name is Daniel Rosales, I'm here to build a portfolio as a Unity developer focused on AI. Making games has always been my goal. After a few years of familiarizing myself with Unity and the backend of game design, I'm ready to start.

My first release in quite a while is LeafTown. That was a 20-day project for the Great Autumn Game Jam 2021. I hope you appreciate the NPCs.
One of my favorite snippets of code for LeafTown was the flexible object. Unity "Cloth" component is a very simple way to make a mesh flexible on runtime. This was particularly important for LeafTown since the leaves play such a core role. The issue is that the cloth component doesn't behave the same way as a regular RigidBody. So, instead of working out a way to handle the cloth, I added it and a separate RigidBody (with a regular collider) and synced the cloth to it through a custom script.
//The flexible object displays it mesh as a cloth but has a...
//regular RigidBody and collider on the same game object to...
//work as skeleton and allow wide range collisions
//If the object is moving, as in it recived any force
if(m_Rigidbody.velocity.magnitude > 0.05)
{
//Take the base constraints from the cloth component
constraints = m_Cloth.coefficients;
for(int i = 0; i <= constraints.Length - 1; i++)
{
// setting a constraint to 0 in the inspector means it...
//should always be locked, at least one contraint should..
//be always locked
if(constraints[i].maxDistance > 0)
{
//Each constraint is loosen based on the speed of...
//the body, the initial value for extra...
//customization of movement, and a flexibility...
//multiplier to control the speed at which the..
//constraint lossens
constraints[i].maxDistance =
constraints[i].maxDistance *
m_Rigidbody.velocity.magnitude *
flexibilityMultiplier;
//Adjust the maximun flexibilty we want
if (constraints[i].maxDistance > maxFlexibility)
constraints[i].maxDistance = maxFlexibility;
}
}
//Apply the new constraints to the cloth
m_Cloth.coefficients = constraints;
}
else
{
//Reset constraints when not in motion
m_Cloth.coefficients = initialConstraint;
}
}
I'm working on a multiplayer card game to learn more about Photon. While the first expansion is likely going to have only a few cards, I have a few twists on the classic collectible card game in mind.
I'm not sure I will be able to make my full collab projects public as I did for the children of preservation. However, I'll publish the code after a little cleaning so you can check it out here.