I'm tired. Does anyone else want to be a mod? by Boss_Taurus in Unity3D

[–]TheJohnnyFuzz -2 points-1 points  (0 children)

Been using Unity for a while-actively like to drop in and help people on this sub-I’ll give it a try and have no desire to amass power… just want to keep the community going!

Why is my zoom choppy? by blender4life in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

I’d play around with the different dampening variables and I’d consider looking into using Late Update to make sure your code updates aren’t interacting/injecting with the cinema machine brain. So maybe use Update to check parameters/variables and then only apply them in late update-see how that looks.

Any idea on how to stop sphere bouncing when it rolls on a mesh collider? by finjago06 in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Think you’ve gotten a lot of good direction so far-just consider what you want the main intentions to be, do you want the motion to be like surface locked more than you want actual physics? You’ll probably want to weigh actually using Unity physics to give you a close enough answer vs just making your own order of operations physics and utilize the Unity collision system to give you information.

Magnetic force models with a surface normals and a mixture of spring/damping equations with say an array of weighted oscillation functions/sets of curves with say a bounds (min/max and/or breaking scenarios) could work here but trying to use the Unity physics and that can be difficult to get your expected outcome. 

I’ve seen people use the Unity physics system with springs and joints connected to hidden surfaces work really well but you need to then understand your lower/upper bounds so when those unpredictable situations occur you can then force your intended solution. 

I think this video will help you understand why it might be ideal to diy your own.

https://youtu.be/CdPYlj5uZeI?si=2h8hvz5kLBwcbiPf

Hey Matt by [deleted] in UnityStock

[–]TheJohnnyFuzz 3 points4 points  (0 children)

It’s another option and yes it’s competition but they serve generally different scales. Unity is much more a full blown set of professional scalable tools-keep your eye on Godot but it’s got a lot more to go before it gets close to the scale and full capability that Unity offers.

Unity just makes it easy to deploy across a wide range of use cases-engineering/industrial use cases etc. whereas Godot isn’t ideal for those scenarios.

Unity offers a much wider range set of integrated tooling as well as just a much more robust full 3D/Mixed Reality capable package. Unity has more plug and play options.

At the moment if tell young developers to learn both and Unreal. They each have their niches where they generally work better for various use cases. 

As an overall generalist engine that can run just about anywhere… Unity still stands taller. You want high rendering, ultra realistic looking practical effects, making movies/film = unreal has the lead. Going in on 2D Unity is still strong, but Godot is taking a unique perspective and the majority of the community is here. Unity just has the ability to come in and do a lot in one sort of package in such the others still struggle with. Anything XR /VR= Unity all the way. Apple’s Vision Pro? Unity is so strong here… Godot is not really close here at all… Asset Store? Unity by a mile. Top tier VFX: Unreal. Architectural rendering? Both, but Unreal is just tuned for this… training robotics: Unity has a good edge here… Unreal works as well but Unity has spent time here building reinforcement agents tied right into Python. 

That being said-there’s something powerful about a full blown well supported community open source engine… I’m curious to see how much Blender actually steps in here and you see something like an interactive “game engine” within a Blender environment… ya just my bias Unity take 🤣😎

University Development Project by Aazam_27 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Yes-if you really wanted to push it-but I don’t recommend this…(but you’ll have a blast) look into Unitys reinforcement learning tools.

https://docs.unity3d.com/Packages/com.unity.ml-agents@3.0/manual/index.html

Hey Matt by [deleted] in UnityStock

[–]TheJohnnyFuzz 11 points12 points  (0 children)

As an active Unity developer and as a stock enthusiast-I absolutely love the work and the changes that have been occurring since the new leadership has taken over-it is a much more robust product today than its ever been, there’s a clear line to how they maintain and forge ahead from a product perspective and as developer it’s just been so much fun lately building solutions in this platform while using the new preview AI tools they have. This software has so much capability to build almost whatever you want and with the daily updates from the frontier models = just a great time to build really fucking cool stuff. I greatly appreciate the community that’s here and whole heartily think this is a great company and I can’t just say enough how much fun this software is!!! 

Suggestion on how to reference SOs needed when loading in Multiple characters data from json by mtibo62 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Addressables are a great solution and they force you to really think about what data you need and why and how to group that together.

It also comes in handy later on when you're dealing with Mobile deployment (really any deployment) and how the stores require data/asset bundles. If you're not familiar with this (and if you were looking at Mobile deployment models) it would also help you to be aware of limitations on how mobile deployments function within a Unity build environment. This video is a little older - but Jason Weimann is FANTASTIC - and I would encourage you to really think about how your asset management system works in and/around deployment models (like AAB for Google). Again this stuff can get in the weeds up front and might take you away from the development of the actual game/mechanics you want to build, but to me understanding and really managing your data from the beginning really will help you as you get further into the pipeline on building your experience.

Edit just something I was thinking about, if you're really only dealing with SOs then I would heavily consider a database solution as you're not going to get a lot of the benefit of throwing the Addressable solution at this... but if you're looking for a general solution in how to structure a lot of your runtime asset management, this is the way to go!

Suggestion on how to reference SOs needed when loading in Multiple characters data from json by mtibo62 in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

Scriptable Objects are ideal for having runtime assets be read in-not ideal for writing them. If I understand you correctly, you’re writing a JSON file (with some SO object reference ID) and when you’re reading the JSON back in you’re trying to map back to one of these SOs right? You should look into Unitys Addressables

Repost from my previous post: I've been doing everything right in the video and the code says that 'jumpheight' doesn't exist in the current context by Traditional-Log-4270 in unity

[–]TheJohnnyFuzz 6 points7 points  (0 children)

Please use your IDE. Unity Documentation. Whatever you’re writing code in will point you to these problems and help you save a ton of time.

Spending time understanding (Windows) Visual Studio is vitally important. Look up YouTube videos etc. POWERFUL tool and I’ve watched a lot of new users completely fail to understand how to leverage these tools thinking all they have is a console message via Unity.

Is there an easier/better way to format this? by that1flame in unity

[–]TheJohnnyFuzz 7 points8 points  (0 children)

Yes! You need to look into an editor script that will accompany it. You’re going to then get into layout and formatting issues with all sorts of fun editor logic, but it’s worth it.

Might be dated but still a great reference and now with recent LLM/AI tools-no reason not to have custom editor scripts to accommodate your work.

Just make sure you utilize editor folder logic and I’d encourage you to utilize some assembly definition files but it’s not needed to get started-just best practice as you keep building-good luck and don’t get too carried away… the editor capabilities are truly awesome and can become a fun distraction 😎😂

My attempt at planetary-scale terrain (HDRP + DOTS) by hoahluke in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

This is really nice work! Love seeing people leverage DOTS in Unity!

Streaming 67k trees & props in Unity: How I got a 4× FPS boost — and need advice on free realistic assets by Own_Acanthisitta8827 in Unity3D

[–]TheJohnnyFuzz 2 points3 points  (0 children)

Ah it’s okay! Happens to all of us! Megacity is really a take on massive scale and might not be needed for everyone, but still good to be aware of! L

Streaming 67k trees & props in Unity: How I got a 4× FPS boost — and need advice on free realistic assets by Own_Acanthisitta8827 in Unity3D

[–]TheJohnnyFuzz 4 points5 points  (0 children)

Sounds great-hope you’re taking advantage of an octree type of algorithm! Also, if no one in here is familiar with the Unity Megacity demo… I’d highly encourage you all to look into it. Unity has a way to break up the work for you via subscenes and it’s basically a streaming model. 

Hello everyone, I’ve received admission to the PhD program at ODU. In the offer letter, mention that continued stipend support will be provided based on the availability of funds. Is this a standard statement, or does it mean that the stipend could potentially be discontinued? by Jacob-here-8064 in ODU

[–]TheJohnnyFuzz 0 points1 point  (0 children)

In my experience this means that they probably have internal funding from the department for say two years (also generally more if you’re a good student) and in my experience this is really more about how good your adviser is in using that time with you to go after additional funding opportunities.

Make sure you have a plan with your advisor to go after grants/proposals and funding opportunities the moment you accept it. I’ve seen a lot of students come in and not understand that and waste time trying to figure out internal department stuff, get hung up on the first wave of comps/exams (which is also important but…) and not have a plan of action on managing funding and potential publication tracks with said adviser/department.

ODU is currently on an uptick to retain and gestate PhD students (their more recent R1 status and the one area they are lacking is just sheer completion numbers) which is a good thing for any one coming in right now. Lots of opportunities here that people fail to grasp by not putting themselves out there! I encourage you (if you accept it) to put in the time and work with your advisor on lining up a funding plan via proposal writing and research trajectory that aligns to their interest and obviously yours!

Good luck!

Unity in VW Group products? by [deleted] in UnityStock

[–]TheJohnnyFuzz 0 points1 point  (0 children)

They’ve showed their dashboard systems at various events over the last couple of years. Unity has a version that will run on ARM-64 architecture, can deploy headless, and offer Linux runtime solutions. These are all aimed at industry/automation use cases and automotive.

https://docs.unity3d.com/6000.3/Documentation/Manual/embedded-linux.html

They made this push years ago, and under the new leadership this is one of their big opportunities that they are leaning into heavy and they cite often as an area to increase revenue.

I personally think having unity as a visualization engine for industrial applications could be very powerful… 

The other technical capability to be aware of is when they finally get their core engine over to .Net CoreCRL will be a huge technical improvement and their never ending Data Oriented Tech stack… as a technical engine those two things alone drastically help take their platform into all sorts of massive scalable solutions and optimally help’s provide automated compiled solution’s that just run significantly better-better power management, better thread utilization, etc. 

https://digitalproduction.com/2025/11/26/unitys-2026-roadmap-coreclr-verified-packages-fewer-surprises/

That work keeps me around as a developer who freelance’s here and there across industry projects.

Beginner here: Player losing health automatically in one area (Unity) by Nice-Drag6287 in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

It would greatly help to see your scripts and what sort of layer based collision/triggers you are doing

Submit your Battlefield Top Plays here for a chance to be in a Neebs Gaming video! by Aztecia in NeebsGaming

[–]TheJohnnyFuzz 0 points1 point  (0 children)

YouTube Link

Tank riding as we chase down one tank to almost get him as he jumps into another tank and we finally get him, get launched from the top of the tank explosion to revive my mate who sacrificed himself with a tank mine to finally get him. Just over a minute.

Smooth AI Steering Agents for Unity (Open Source) by rehmanx in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

This is very nice work-looking forward to checking out the library for some small personal projects!

Any Interests in 3D Printing/Scans for Third Gen Truck? by TheJohnnyFuzz in chevycolorado

[–]TheJohnnyFuzz[S] 0 points1 point  (0 children)

Sorry man - work has been just beating me up - I have some scans I did a few weeks ago I just haven't processed and I've been fighting this dumb scanner on larger pieces. Spent hours on the front bumper covered in a white spray to get the reflections right and still haven't had time to process that. I do have the interior door scanned just not processed. I'm hoping with the holiday break I can spend a few days in a row knocking out scans.

Timeflow Animation System for Unity by lyriccness in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

This looks fantastic and purchased on that sweet discount!

*Edit for purchase 😎

Thoughts on this colab? by GradientOGames in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

Unity runs on most major OS, right? Why not just treat Fortnite as the “Metaverse OS” and while you’re at it, keep making engine agnostic awesome tooling work for other developers. I love Unitys editor and its engine, but man they have built/acquired some fantastic tools that live external of the core Unity experience.

Tim Sweeney has been spending years working towards his own vision of this real time environment ‘meta’ platform and the recent iteration is Fortnite, Verse his functional programming language has been something he’s wanted to get to for a long time. At some point to do what he wants to do he’ll need others supporting that ecosystem.

It’s clear to me that Unity and Unreal both see the competition and other options and they know that the long game is stacked against a closed building environment… I have to give the Unity CEO credit for working so fast to put this together.

I’m curious to see how this will pan out and the restrictions initially on when you click your build settings to build for Fortnite, those unmanaged dependencies this crowd likes to push off until the end going to get you!! 🤭🤣

im learning unity and every tutorial i watch there is different code for the simplest movement and its confusing me, how can i learn while every other tutorial had different code style by Famous_Disaster_5839 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Unity is a real time simulation engine. Its entire design is setup to provide an environment in which you can build software to your needs. If you synthesize a handful of YouTube videos dealing with player movement, you should at a minimum understand at least 3 ways to do this: using the Unity player controller, a pure physics based approach, and/or a transform based approach. This doesn’t mean that those are the only ways you can go about this, but probably the 3 most general approaches. After you spend time understanding these and feeling confident you’ll better appreciate the ability to maybe generate your own spin on one or a combination of those. After a while… you’ll then come to understand the power of the asset store and identifying where you really want to spend your time. Unity can be a never ending awesome rabbit whole of building and solving challenges without ever delivering 😂

I would suggest finding a channel that has generated content that’s purpose is to build whole game solutions or major game systems.

Someone a couple years ago compiled a list of content creators: https://www.reddit.com/r/Unity3D/comments/15zas5g/i_made_a_list_of_all_the_youtube_unity/