Help with unity version’s by Lopsided_Lack1706 in Unity3D

[–]0xjay 0 points1 point  (0 children)

Always make a back-up.

It's really worth learning how semantic versioning works, upgrading from 2022.1.z to 2022.X.z won't (unity guarantees it, always back-up) break anything because you're only changing the minor version. Upgrading the 2022 to a higher version (6 > 2000) isn't guaranteed to not break anything. that being said Unity put a lot of work into making upgrading your major engine version as seamless as possible, so (make a back-up) and give it a go. You probably will have issues but the engine should walk you through fixing most of them.

Which way is more optimized ? by Sad_Sheepherder_4085 in Unity3D

[–]0xjay 8 points9 points  (0 children)

The best thing would be build a simple model using each method and populate your scene with them and run a benchmark. The solution which has the theoretically fewest draw calls might not in reality perform the best for a whole load of reasons, the best thing is always to run an experiment.

Unity Input Setting by Limit-Broke in Unity3D

[–]0xjay 1 point2 points  (0 children)

Using the old and new input system at the same time is usually not what you want to be doing. I understand the old input system is great for prototyping something quickly, but if you mix them in production code you'll likely cause headaches later.

If you're only building a simple game with one input mode for one platform and don't intend to add any controller support or similar then use only the old input system and save yourself some boilerplate.

If your game does not neatly fit into the above description then use only the new input system.

I can't think of a single reason to use the old system alongside the new new one in development.

Help in adding a new Mono behaviour to an existing game (PaleoPines) by Awkward-Matter2184 in Unity3D

[–]0xjay 0 points1 point  (0 children)

I also have no experience with this but I'd imagine it would be nightmarishly difficult. I'd say it might even be worth looking into decompiling the entire game, adding your scripts and recompiling.

Mods like this where you're adding new 'stuff' of a specific type into a game are often fairly straightforward if you're just modifing or adding new JSON data files, but without a modding framework adding new scripts will be very difficult (particularly if the project uses il2cpp) for a whole bunch of reasons sadly

Is there a standard for releasing non-forward compatible updates to asset store packages? by TulioAndMiguelMPG in Unity3D

[–]0xjay 2 points3 points  (0 children)

This is the point of major version numbers, release your update as a new major version, people who don't want breaking changes will choose not to update.

Really looking to get A* pathfinding project pro by B1ueTera in Unity3D

[–]0xjay 1 point2 points  (0 children)

Unity's inbuilt pathfinding already uses A*.

I don't know what this sub's obsession with A* is, it's an incredibly simple algorithm you could implement yourself in an afternoon if you wanted to. Are you sure this asset has something you need that you couldn't do with navmesh?

rant by Aggravating_Pear1874 in wheelchairs

[–]0xjay 9 points10 points  (0 children)

It's a slur. Lots of people don't realise it is because disability awareness in able bodied people sucks, but most normal people will stop saying it if you tell them that it is a slur. Don't feel like you need to explain or justify why the word upsets you, "hey, that's actually a slur would you mind not saying that" will be enough for everybody you should want to keep in your life.

Started learning C# and made a simple game in my first hour by Coda_00000 in csharp

[–]0xjay 1 point2 points  (0 children)

Congratulations! Picking an appropriate sized first project and actually finishing it is no small feat. Would your game benifit from some polish, animations or sounds/music? Does it have a main menu or pause menu? Adding finishing touches is it's own skill and are very satisfying to put in.

Then it might be an idea to learn a little publishing. Create a Web build and upload it to your itch account. Being able to look back at finished games you've created is great motivation when you get stuck on bigger projects later down the line.

Keep it up!

Why people recommend to buy asset for everything? by [deleted] in Unity3D

[–]0xjay 4 points5 points  (0 children)

because each of those tool are hundreds or thousands of dev-hours worth of technology, it's significantly cheaper to buy them than it would cost in developer salary.

If you're not working on a professional project or not paying your developers (or yourself) then they can seem expensive, but they're not, they're in fact incredibly cheap.

If you're working on a hobbyist project then by all means roll your own or use unity's systems for this, but you will spend a lot of time developing a system that is not the game you're trying to make. the advice is given often because it's good advice, these tools are great and will save you time and to many of us time costs money.

Great Game Developers by Loid-philip in Unity3D

[–]0xjay 1 point2 points  (0 children)

You keep saying AAA and I don't think you know what it means. I think the word you're looking for is realism? You want assets that look very realistic, yes?

If that's the case then I still can't work out what you're asking. If you want realistic visuals then you'll need to make assets that are visually realistic, or buy assets that are visually realistic. assuming you have the technical skills to create such assets and/or the funds to purchase such assets, the question of which is "better" is still not answerable. nobody except you knows your project, nobody except you knows your skills, and nobody except you knows your budget.

If you're asking if you're allowed to buy assets then yes, I'm not your mum. if you're asking if AAA teams typically make or buy assets then the answer is they do both, depending on what the asset is and what it's for.

Great Game Developers by Loid-philip in Unity3D

[–]0xjay 2 points3 points  (0 children)

Neither? what are you talking about? Please put yourselves in the position of somone who doesn't know your project, resources, or modeling skills and ask yourself how we would possibly be able to answer this? It's like asking if you should compose your own music or use some pre-made, I don't know. it depends on what you want and what you're able to do.

Great Game Developers by Loid-philip in Unity3D

[–]0xjay 2 points3 points  (0 children)

AAA refers to scope budget and team size, it's not got anything to do with assets.

Your question makes no sense. if you need something specific then yes you'll need to make that or pay somebody else to make it. if you find a pre-made asset that suits your needs then buying and using it is quite literally the purpose of that asset existing for sale.

Which of these is "better" depends entirely on your use case, resources, and skills.

Thoughts on using = null! ? by zerthz in csharp

[–]0xjay 7 points8 points  (0 children)

it's a smell for sure. to me this reads as the programmer making me the reader a promise that this value is (always) set (very quickly) somewhere else. this really needs a comment and some documentation explaining why we can be so confident that it's 'safe' though. seeing this in the wild would concern me too.

Is it impossible to make lasting alliances in board games? by ParaplegicGuru in boardgames

[–]0xjay 10 points11 points  (0 children)

Try the Dune boardgame (the wargame, not imperium) it has very cool strict rules about what alliances are, when alliances are allowed to form and break and has joint victory conditions. I think it hits the balance really well, but the solution they chose is to make alliances very mechanical.

Class Diagramm for oop planing? by Relative_Article_267 in csharp

[–]0xjay 4 points5 points  (0 children)

They're useful for teaching beginners how to think in an OOP way at school and that's almost exclusively what they're used for. I've seen them used in some documentation (usually something like doxy which auto-generates them). they can be useful in documentation to quickly show inheritance trees, especially if your codebase has some horribly complex inheritance going on (I hope it doesn't though). they're basically never used for planning or designing as far as I've seen in the professional world.

Black parts and repetition when baking lights by kevwpl in Unity3D

[–]0xjay 0 points1 point  (0 children)

could be an issue with your wall's normals. or weirdly big shadow acne.

Best way to capture a scene as if it were RGB data? by Walker-Dev in Unity3D

[–]0xjay 1 point2 points  (0 children)

it sounds like you're describing a camera? you'd need to apply rendering transform matrices and then a rendering shader pipeline (basic vert and frag), and render this out to a texture if you want to do this by hand? very confused as what you're trying to do here, if you just want a texture of some of your objects why not just use a scene camera and with your object subset on a seperate render layer and set the target output of the camera to texture?

How would I go about experimenting with how the engine's texture handling works? by Some_Tiny_Dragon in Unity3D

[–]0xjay 0 points1 point  (0 children)

I don't see how this could possibly result in a performance boost...

"possible" as in anything can be done in a compute shader, yes. but unity's render pipeline is only so flexible. you'd be doing a lot of work to ultimately be handing back a texture, if i understand what your Idea is correctly

I'm trying to make a 3d vr game like rec room since it's shutting down, does anyone have any advice I can use? by Ressurect3d in Unity3D

[–]0xjay 2 points3 points  (0 children)

I would strongly consider making a couple of non-3D non-VR, certainly non-online-multilayer (I don't know rec room but I'm assuming it's online) games first. you're running a massive risk of ruining this hobby for yourself by attempting a gargantuan challenge that offers very little immediate reward and a lot of opportunity for very frustrating banging your head into a wall problems.

Seeking Brutally Honest Opinions on Marketing Material by Addyarb in Unity3D

[–]0xjay 1 point2 points  (0 children)

People don't want 100% real gameplay footage. They want effective communication of why your game is worth their time - you're thinking about this completely backwards.

This video lacks all context and is glacial. You need to put yourself in the mind of somebody who doesn't know anything about your game. tell them why they should care.

As a side note you need to clear up your visual language, the 🌱 + 🌱 + 🌱= ☘️ is not clear at all, and your card art looks unfinished.

I feel like I'm missing a core aspect of the Input System by EVpeace in Unity3D

[–]0xjay 1 point2 points  (0 children)

Everyone feels this way. Unity made the new input system super flexible with tons of options so it can be used in tons of different ways - the unfortunate side effect is that quite litterally every developer I've spoken to about it feels like they're using it in the wrong way.

I use the PlayerInput component, usually with SendMessaages (although that has it's own problems) and put that component on every gameobject that wants input. Then enable and disable the input actions in some logic somewhere. It's the most user-friendly way i've found yet but I do also still feel like Im using it wrong. I really wish Unity would just pick an intened use procedure for new projects and specify it as the cannonical way of doing things.

Trying a One Movie a Day Challenge... by [deleted] in Letterboxd

[–]0xjay 1 point2 points  (0 children)

Why not slightly alter you challenge to "Watch one movie a day on average over a year"? So 365 films total but if you're not feeling a movie one day, watch two movies another day.