To resolve persistent crashes and infinite loops that occurred in Unity 2020 LTS, the project was updated to Unity 2022 LTS , which effectively eliminated these "ghost" bugs.
: The "Day 3.1" patch is the most stable version of this phase.
Open Unity Hub, create a new 2D Core project, and name it "MalevolentPlanet".
Add a component to the Platforms_Base GameObject.
Set pixel per unit (PPU) to 16 or 32, ensuring Filter Mode is set to Point (no filter) for crisp pixel art. Components: Add Rigidbody2D (set constraints to freeze rotation) and BoxCollider2D . malevolent planet unity2d day1 to day3 public fixed
Players get stuck on tile seams or slide through solid environmental walls when moving fast. The Fix: Add a Tilemap Collider 2D to your hazardous/solid tilemap. Add a Composite Collider 2D to the same GameObject. Check the Used By Composite box on the Tilemap Collider 2D .
Day 3 was about tying the mechanics together into a playable vertical slice. This is where the atmosphere shifted from "tech demo" to "game."
The "Public Fixed" versions are released to address critical issues found in earlier builds. If you are starting from and progressing to Day 3 , follow this roadmap: Day 1: Arrival & Initial Exploration
Right-click > 2D Object > Sprites > Capsule (or Square) and name it Player . To resolve persistent crashes and infinite loops that
public void TransitionToNextDay()
This article provides a comprehensive overview of a "Malevolent Planet" Unity2D development walkthrough, focusing on the essential setup, core mechanics, and public fixes achieved between Day 1 and Day 3 of development.
Testers noted that moving diagonally allowed them to outrun every hazard easily.
Before taking your Day 1 to Day 3 prototype public, check off these system benchmarks to ensure stability: Feature System Verification Action Expected Outcome Pixel-Perfect Viewport Move camera smoothly along axes. No sub-pixel tearing or sprite distortion. Day 1 Optimized Colliders View scene in Overdraw Mode. Combined static boundaries, low collider count. Day 2 Variable Jump Height Tap jump key vs. hold jump key. Shorter jump arch on tap, high jump arch on hold. Day 2 Sloped Movement Walk over varying angled terrain surfaces. No player bouncing, sliding, or physics stuttering. Day 3 Interface Abstraction Add a new hazard to the scene hierarchy. Hazard damages player instantly without code changes. Day 3 I-Frame State Lock Stand directly inside continuous toxic zone. Add a component to the Platforms_Base GameObject
In early development, it’s easy to lose sight of the "original goal"—repairing the ship and exploring the unknown. These three days were a commitment to traceable logic
🔴 Day 3 Public Fix: NullReferenceException on Scene Reload
As a Unity 2D project, the game balances deep narrative text with interactive elements. It includes a life-simulator system that removes linearity, giving players free rein to explore and make choices. To complement the exploration, the game has a combat system that players can engage with, serving as a foundation for both conflict and romantic encounters. Players can upgrade the ship, travel to maps, and engage in mini-games like Blackjack and Rock, Paper, Scissors. The UI features a navigation bar for character status, stats, and quest tracking, making it easier to manage progression.
Often, the player might get stuck in walls or not jump correctly. Tightening the Physics2D.OverlapCircle radius and adjusting collision layers fixes this.
Use the asset type (from the 2D Tilemap Extras package) to automate terrain borders, cliffs, and slopes seamlessly. 3. Physics Setup & The Public Collider Fix
: In current public demos, saving is often disabled or "fixed" to specific scenes to prevent technical bugs when loading across different versions. You can track further updates or play the demo through the Malevolent Planet 2D Patreon Steam Community Hub available during the Academy phase? Malevolent Planet Unity 2D Teaser Screenshots + Early GIF