Persisting Player Prefs On Build in Android

Can I ask for help/guide where I can build 2d game on android device includes the players prefs that I defined already, for example I have an "int" PlayerPrefs (PlayerPrefs.Getint ("mysavenumber")),

the data "mysavenumber" has already a saved integer value in it. How ever upon building my game and installing it on my android device it seems does not hold any value.

How can I build my game with the Playerprefs data that I have defined upon building and installing it on an android device?

im trying to rotate the player in a certain way that makes it look like he is sliding

I’m trying to make my first game in unity a 3d platformer inspired by the classic crash bandicoot games, I’ve managed to make most of the movement however I don’t know how I can do a slide/crouch since what I want to do is basically a way to rotate and move the player down closer to the ground and give him some more speed that decreases over time until he reaches a normal waking state, I thought about making the player rotate on a specific axis but when he turns the axis don’t change so now I’m kind of lost in what to do.

this is basically the motion I want to do but, but in all the axis

Healing an unconscious player and the hitpoints they regain

I was told by a previous DM that if you heal a player who is unconscious and rolling for death saves each turn, that regardless off how much hit points the heal would heal them for, they are only brought back up to 1 hp (unless they’ve been stabilized by, say, spare the dying). Is this true or not and is anyone able to give a source for it?

How to deal with player who won’t roleplay, insists character-friction is bad, and doesn’t take the game seriously?

Edit- I’d browsed most of problem-players and still felt we needed more info, or more allegorical advice from experienced gamers but am now seeing stuff in gm-techniques I had missed that is somewhat relevant, if this question is redundant then I won’t begrudge it being moderated and locked or deleted, but I would still like to request some more specific advice.

I know this is a bit of an amalgamation of other similar questions on here, but this feels a little more of a specific case. The GM encouraged me to post this here to try and get some advice since we’re both kind of stumped.

I’m a player in a 3-person group (four including the gM) playing the modern Conan game. Three of us are close friends and the third party member is the girlfriend of the other party member, which is to say that this is a tight group and "booting someone from the game" is basically the nuclear option where me and the GM would potentially fracture off and form a new group with people we know, the least preferable option all things considered.

We’re continuously getting in to arguments about how the game should be played and how roleplaying and mechanics should work (specifically the more vague "non-dice roll" mechanics). The problem party member is consistently at arms with me when I insist that we should be in character more often, or that I’m not "acting in character", or that he doesn’t understand my character (which the GM understands very well, it’s just not a one-dimensional character like his is winding up to be), or that "it won’t be fun if your (my) character has a fleshed out backstory and the GM just turns it into an adventure about your guy."

The problem here is that the GM has pretty specifically stated that this is a "Roleplaying" game and the entire purpose of us playing this is to roleplay. When I (and the gm backs me up) suggest we should try and stay more in character, and use out of character chat more specifically, he basically said that it’s "cringe and I’m not going to go "OOC!!!!!" to talk about things." The problem here is that him and his girlfriend spent literally an hour and a half arguing over a plan in a very split second sort of hostage negotiation where I was set aside to ambush in case things go wrong. After everyone was clearly getting fed up with him trying to hatch some scheme where we come out on top with every reward and absolutely no bad things on our end I roleplay my guy coming up and basically ending the negotiation preemptively with a demand and ultimatum. I do this without consulting them, hoping to throw in some "surprise" to the entire thing. This goes over horribly and results in a huge fight over "we’re a team and we HAVE to always work together." The girlfriend has never played a tabletop and is sort of only here because he is, so she takes his side heavily and insists we have to always have perfect group cohesion or come to a mutual agreement before acting.

The problem with this is that the problem player in question constantly acts of his own accord without consideration for anyone else, but he’s almost never actually roleplaying. His character so far has consisted almost solely of acting like a toddler (playing "keep away" with an amulet an NPC is demanding back that he had stolen and acting confused that she isn’t "friends" with his character despite the fact that we basically murdered the entire group she was with before this). Of note is that he basically kidnapped this NPC for no in character reason just to "see what would happen."

During this amulet keep away, I once again try to have my character swoop in and grab the amulet away and toss it to the NPC and give him some light knock on the head and a quip about "If it’s baubles you want, I’ll treat you to some, let’s keep moving." I tried using advice I’d found in similar questions on here to encourage him to roleplay the situation, or do a pvp skill test to resolve the situation, but he got livid and insisted it was terrible and both him and his girlfriend compared it to "stealing from player characters at night with no consequences," a thing that both the GM and I rebuked were not remotely similar at all, as one was directly encouraging roleplay and in-group friction that isn’t necessarily conflicting. I even offered a friendly "out" for him to benefit by offering to buy him things at the market.

Because of him acting like this, and constantly challenging both me and the GM (for instance his character sheet was very wrong because he didn’t read anything in creation and just sped through in 15 minutes [it took me 4 hours and even took the GM like an hour to make a random gen character], but he got pouty about the fact that the GM said he had to rebalance it to be not broken), his girlfriend is basically staying silent and not roleplaying at all, despite having implied that she was interested in trying to get in to her backstory.

In addition, the GM has specifically requested us to give him a fleshed out backstory for incorporating story elements along the lines, to which he insists is "not fun and it’s more fun to make things up and develop our characters from a blank sheet as we go." Which is to say he basically wants to play a video game where nothing matters.

The biggest problem here is that he is the one who was the most insistent on wanting to play a tabletop RPG, but he both says he doesn’t want it to be "combat focused", but also consistently refuses to engage with roleplay in any meaningful way, and actively fights against it if anything happens that isn’t the literal perfect outcome for his character outside of dice rolls.

Sorry for the long post, but this feels like a pretty complex situation considering his girlfriend is constantly getting annoyed with him despite her always taking his side on things that the GM takes my side on, and it’s ruining the fun for everyone in different ways. The GM constantly has no idea how to handle the situation because his character is acting like a toddler, his girlfriend is bored out of her mind because he constantly overtakes any attempts of ours to have character agency, and I’m having no fun because I’m constantly being told to just not play my character and be a mindless video game companion character.

Is there any way for us to salvage this situation? Any last ditch efforts to try? Do we ultimately just have to have the GM message him and say "this is how I want to play the game, please take it more seriously or we will just have to stop"? The GM set up scenarios that will hopefully encourage him to roleplay, and I’ve been trying to stay in character (and the GM says he will force an in character resolution, instead of bending to his will that it’s not what he wants to happen, or at least a dice roll one, the next time there is friction between his and my character) in order to try and encourage him to roleplay.

Edit for clarity and as a TL;DR – The problem here is basically that the player refuses to actually get in to character, insists that "roleplaying is cringe" despite being the one who specifically wanted to play this game and said he didn’t want it to be a "combat exclusive" adventure (ie lots of roleplaying). He’s hostile towards anything not going his way or any "trolley car" situations he can’t BS his way into derailing the trolley car to save everyone and also find 5 gold on the ground. Any friction (that the GM says is good and interesting) between player characters is taken as a personal offense by him and leads to fighting between me and the GM and him and his girlfriend. He refuses to develop any sort of backstory for his character and is dragging down the entire party, but the group will stop existing without him since his gf would leave, so we’d like suggestions on how to push him in to actually roleplaying / taking things a bit more seriously and treating it less like he’s the protagonist of Oblivion or something.

The GM is linked to this question per his request, so any GM specific advice for him or player specific advice for me are both welcomed.

Should I allow a player to use wish to change a cantrips function?

Is it in any way gamebreaking, if I let a player use his wish to change a function of the green flame cantrip?

As a group of long year friends, we ruled that we always speak about the things the DM rules and talk about if it was right or acceptable for the players. I would never let the player speak his wish and then surprise him with an unforeseen bad consequence. We ruled that we talk about the wish and what would probably happen, if someone wishes that.

I just don’t know if it’s gamebreaking, if we allow it.

For example the green flame blade. The player wishes that the damage for the second target can also be dealt to the first target without the need of a second target in the first place. That means double damage output for a single target. But in the end the damage stays the same, except that it hits one instead of 2 targets.

He could word it like: I wish that all the power of my green blade spell directs only to a single target. But like I said I always talk with the player and listen to their view on this subject. So I don’t care about the wording. We allow it or we don’t.

How do I deal with a player who gets offended when other players get to loot first?

I’m directing a 5e campaign and I have a party of three: A Tiefling Warlock (eloquent, rational type), a tiefling monk (rash, impulsive and danger seeking) and a half-elf rogue (his personality is not that well defined). We’re all adults: I’m 26, the warlock and the rogue are 25, and the monk is 29.

I had this devil trapped inside a magic circle, and a puzzle involving a talking severed head and riddles. As a reward for freeing him, the devil drops three rings (one blue steel, one red iron and one orange copper) to the floor and says “Pick one”, before disappearing.

The three stare at the rings, and the monk (who solved the riddle) said: “I will take the blue one first, you can get the others if they are still there.”

The warlock was silent, staring at the rings and thinking.

The rogue asked the warlock to identify the rings before touching them (not possible).

When the monk heard that the warlock could not identify the rings he said “I reach for the blue one and I take it!” The other players did not react and I rushed to say, “The other two rings dissapeared!”

And then it all broke down. The player who plays the rogue wants to stop the monk from touching the rings. I make them do a dex throw and the rogue won. But I had already said the rings disappeared, so in order to keep the narrative going and not allow them to meta-game with the knowledge, I ruled that the rogue was able to stop the monk from taking the ring, but he touched it with a finger and the other two disappeared.

The rogue starts complaining, claiming its not fair, and gets mad (the player). He takes it personally and starts to put away his things, really angry. I told him I already said the rings disappeared, and I’m not getting them back, and that I already gave him the chance to fight for the remaining ring, even though he has been getting all the magic items lately, and the monk has nothing yet.

He says he wants me to pause before narrating the consequences of the players actions and ask everybody if they want to do something, so that everyone can react to everything. He starts making threats, saying he cant play with us if we can’t play like he wants.

And when I explain to him that he has to roleplay that anger in-character, against the monk, he says “from now on my character is going to do the opposite of what the monk does and wants. And if he does something like this again, I’m killing him, and it’s not my fault because I warned him”.

It took me a while to get him to calm down a little, but the session ended a bit on the cold side.

For the record, the other two players side with me, and agree that events should flow naturally, even when it’s not totally fair to the players.

What do you think? I don’t like this behavior, and being called unfair touches a sensitive string, because its been multiple times now that I’ve done things to keep this player happy, including talking to other players individually and telling them to tone down their arguments with him and giving him a good amount of the loot and letting him get away with some power-gamey stunts.

Why if the targetToFollow(Player) is rotating and facing the transform the player can get close to the transform even touch it?

using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using UnityStandardAssets.Characters.ThirdPerson;  public class Follow : MonoBehaviour {     public Transform targetToFollow;     public Transform missionTarget;     public GameObject naviParent;     public ThirdPersonCharacter thirdPersonCharacter;     public Text textDistance;     public Text textSpeed;     public float lookAtRotationSpeed;     public float moveSpeed;     public float followRadius = 1.5f;     public float fastRadius = 5f;     public float speedBoost = 0.5f;     public bool follow = false;     public bool reachTarget = false;      private bool isNaviChild = false;     private Vector3 lTargetDir;     private float originSpeed;     private float originFollowRadius;      void Start()     {         originSpeed = moveSpeed;         originFollowRadius = followRadius;          if (reachTarget)         {             moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;             followRadius = 0.1f;         }     }      // Update is called once per frame     void FixedUpdate()     {         if (follow)         {             if(reachTarget)             {                 moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;                 followRadius = 0.1f;             }             else             {                 moveSpeed = originSpeed;                 followRadius = originFollowRadius;             }              lTargetDir = targetToFollow.position - transform.position;             lTargetDir.y = 0.0f;              Turn();              float ms = moveSpeed;             var distance = Vector3.Distance(transform.position, targetToFollow.position);             // Compute a position no further than followRadius away from our target.             Vector3 fromTarget = Vector3.ClampMagnitude(                 -lTargetDir, followRadius);             Vector3 stopPoint = targetToFollow.position + fromTarget;              // Compute a speed that's faster when far away and slower when close.             float speedBlend = Mathf.Clamp01((distance - followRadius) / (fastRadius - followRadius));              ms = moveSpeed + speedBlend * speedBoost;              // Move as far as we can at our speed ms to reach the stopPoint, without overshooting.             transform.position = Vector3.MoveTowards(transform.position,                 stopPoint, Time.deltaTime * ms);              var dist = Vector3.Distance(transform.position, targetToFollow.position);             if (dist < 0.1f && isNaviChild == false && reachTarget)             {                 transform.parent = targetToFollow;                 transform.localPosition = new Vector3(0, 0, 0);                 transform.localRotation = Quaternion.identity;                 transform.localScale = new Vector3(0.001f, 0.001f, 0.001f);                  isNaviChild = true;             }         }     }      private void Turn()     {         transform.rotation = Quaternion.RotateTowards(transform.rotation,                 Quaternion.LookRotation(lTargetDir), Time.time * lookAtRotationSpeed);     }      private void Mission()     {      } } 

When the bool flag follow is true and the bool flag reachTarget is false the transform that this script is attached to is moving towards the targetToFollow and then when the targetTofollow(in this case the target is the player that move by the kleys WSAD) move the transform is following him with keeping distance to follow that’s the followRadius.

The problem is that if I rotate my place to face the transform and then moving the player forward he will be able to get too close to the transform even touching it.

But in my logic if the radius to follow is 1.5 so even if the player will face the transform and try to move forward to it the transform should always move to the back of the player or move back and keep the follow radius of 1.5 or if the follow radius is 66.3 then 66.3

The player should not be able to get so close to the transform.

How can I solve it ?

Preventing character skill from impeding player enjoyment

Let’s consider a player, whom we shall call Bob. Bob loves exciting gunfights and is a big John Woo fan. So he makes up “Shooty McShootenstein,” who is a master with a gun. One thing that Bob is not interested in is the cyberpunk hacking trope. So Shooty doesn’t really have any ability at that. From the player’s choices, it seems they want a game with lots of gunplay but no hacking. But here’s what happens in practice:

  • When Shooty gets into a gunfight, his high skill means he blows everyone away in a round or two, or a few minutes of table time. Bob’s real choices during this time are largely restricted to taking actions to stack additional bonuses that are mostly unnecessary or making tactical choices that are often rote. Bob is left unsatisfied.

  • When Shooty finds he needs to hack a computer, suddenly his choices open up! He can hire a hacker, threaten the owner, bluff about already having the information, etc. This will take considerably more table time. The problem is that it’s still indirectly all about hacking and is exactly what Bob didn’t want to play. He ends up bored because he doesn’t like this theme and his character is bad at it.

Many proposed suggestions don’t seem to help. Putting Shooty against better gunfighters is a good idea, except that in most systems, a gunfight between two characters with Firearms and Dodge skills at 20 have the same actions, probabilities, and modifier stacks as one between two sides with Firearms and Dodge at 2. Essentially, Bob might as well have played a much weaker character. Making the consequences for failing at the hacking-related stuff easier on the character might encourage Bob to experiment a bit, but fundamentally he’s still going to be bored because his share of spotlight time was spent in 2 minutes about him being awesome with a gun and 2 hours about him being a lousy hacker.

What techniques can be used to overcome this contradictory tendency in play, either as a game-master or as a player?

How can I play an animation as long as the player is on the pressure pad?

I’m making a 2D platformer with Unity. Recently, I implemented a pressure pad system. Basically, when the player triggers the pad, a door near there should be opened. The system works properly but the only problem is when the player stays on the pad, the OpenWhenOn animation (an idle animation for when the door is open) is not playing. I want to somehow make this keep playing as long as the player is on the pad and if it exits the trigger, the DoorClosing animation should be played. I thing there is a problem with the Animator Controller and the transitions. Thanks in advance.

enter image description here This is my Animator Controller. HasExitTime is disabled for all the transitions. The condition for the transition between DoorOpening and OpenWhenOn is set to true and for the transition between OpenWhenOn and DoorClosing is set to false.