The Cows Finally Look Like Cows
Replaced the placeholder emoji cows with hand-drawn Procreate animation today. 16 frames of breathing. Also learned that Unity's OnMouseDown has opinions about trigger colliders.
The Cows Finally Look Like Cows
Up until today, Flatulence had placeholder emoji cows. Just π, floating in the Texas desert, doing nothing. Functional, but not exactly atmospheric.
Today that changed. I imported 16 hand-drawn frames from Procreate into Unity β a simple breathing idle animation. Cow 1 now inhales and exhales on loop at 8 FPS. She's alive. She's waiting. She has no idea what's coming.

Getting the visual in was straightforward enough once I stopped forgetting to tick the Sprite Renderer enabled checkbox (classic). The fiddly part was getting the tap detection working again after the switch.
The issue: Colin (the alien) needs to walk through the cows, so the collider has to be a trigger. But Unity's OnMouseDown won't fire on trigger colliders β it only works on solid ones. The solution is two Box Collider 2Ds on the same object: one trigger for physics passthrough, one solid for click detection. Then you wire up the Layer Collision Matrix in Physics 2D settings to tell Unity that the Alien layer and Cow layer should never physically collide β so the solid collider doesn't stop Colin in his tracks.
A bit of faff. But she moos (well, farts) on tap again, so we're good.
Cows 2β5 still have the placeholder emoji. That's next session β the template is done, it'll be about five minutes each. Then the field will actually look like a field.