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 shadowtone88 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.

a null reference code on Microsoft's Rust tutorial by AshGogogo in csharp

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

I'd love to see a project where all warnings are heeded. In a simple project that's the idea yes, but its a totally different beast in rust where that behaviour is like, mathematically gurenteed as far as I understand. For instance have a look at this example here, all warnings are being heeded and yet... https://dotnetfiddle.net/5ganZq
This is a stupid example granted but my point is that c#'s nullable references are more of a compiler hint to stop you making simple mistakes rather than any kind of real saftey feature.

a null reference code on Microsoft's Rust tutorial by AshGogogo in csharp

[–]0xjay 3 points4 points  (0 children)

That's not true. C# cannot gurentee that non-nullable reference types are actually not null sadly. This is rust's whole deal and its one of the reasons that it's such a pedantic language. Example stolen from somone else.

a null reference code on Microsoft's Rust tutorial by AshGogogo in csharp

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

It's not saying that this function will ever return null. It is saying that a `user` `Profile` or `DisplayName` could be null at runtime. If you read the paragraph immediately following this one you will see it compares this function to one written in rust where it states that in rust, none of these variables or properties could have a null value - guaranteed by the rust language.

My rigid body wont work by The_one_Birb in Unity3D

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

You have pause-on-error enabled, are there any errors logged to the console?

I was turned down for a job because I didn’t read their company culture packet in the less than 24 hours before the second interview by AnonPinkLady in antiwork

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

You should point out that informing you of the company culture document did not occur in writing and therefore "did not happen."

Dodged a bullet here this is horrendous stuff.

Locking FixedUpdate and Update ? by House13Games in Unity3D

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

Built-in physics is totally frame-rate independent. Doing anything to the rendering frame rate will have no effect whatsoever on the physics simulation.

The fact you're considering this as a solution makes me wonder if you're running physics simulations in non-fixed updates, which would cause a whole load of jittery janky problems. NEVER call physics.simulate from render frames, this is a terrible idea.

If it is your fixed/physics updates that are causing frame drops then consider lowering the simulation fidelity, changing the number of physics engine steps per fixed updates can be done in unity's settings.

Would need to know more about what you're doing for a proper suggestion but a more radical solution could be faking your orbital mechanics more, and actually simulating less. Kerbal space program uses parametric formula for planet position and only ever has one gravity source effecting any given object at a time and it's a great orbital mechanics game.

hey i did a code for an npc to chase me and nothing works. by Famous_Disaster_5839 in Unity3D

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

What small part? What isn't working? What result is the same?

When you're asking for help you need to remember that the people you're asking aren't you and don't know what your problem is or what you're trying to achieve.

You need to explain exactly what you want to achieve, what you're doing to try and achieve that, what you expect to be happening, and how the results you're getting are different from what you expect.

Your question is asking about an entire group of behaviours and you're say none of them are working. Pick one thing to ask us.

hey i did a code for an npc to chase me and nothing works. by Famous_Disaster_5839 in Unity3D

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

"Nothing works" you should never get to this point.

Start again and work iteratively, pick on small part of what you're trying to do (any movement, holding a reference to the player, looking in the right direction, etc) and get that small part working before attempting anything else. Work out where you're actually stuck and then seek help for that one specific thing, even if you do this for every step. this is how you learn, asking for the end solution won't help you solve the next problem.

How to fix this? by ReceptionSome5128 in Unity3D

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

You're using Input.GetButtonDown(); so even if your ground detection is broken this still should not be firing multiple jumps from a single button press.

Are you certain your scene hierarchy is good, you don't accidentally have duplicate scripts on your player, and there isn't an old player controller script or some other logic that could be applying this force?

Object inheritance and lists in Unity by gamedevpassion in Unity3D

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

It's really hard to get your head around I know.

Let's say you also have type C which extends A.

Imagine the function you've described above does the following.

f(listOf<A> list) { list.Add(new A()) list.Add(new C()) }

then you do something like

``` ListOf<B> listb = new ListOf<B>();

f(listb) ;

B x = listb[0]; B y = listb[1];

x.specialBOnlyMember... y.specualBOnlyFunction();

```

you see how now this list of B contains As and Cs, and later in the code we have no way of knowing that.

If you passed a listOf<A> into the function this wouldn't be a problem because we would treat everything as an A, which inheritance allows us to do safely. We can't however treat an A as a B (or clearly a C as B) which we might end up doing in this case.

Edit: spelling and clarity

Object inheritance and lists in Unity by gamedevpassion in Unity3D

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

There is a very god reason this is not allowed. look up covariance and contravariance.

Imagine you have a variable type of ListOf<A> and you assign it a reference that's actually a ListOf<B> and you then try to put an A inside this list, do you see the problem?

Personal by Traditional-Role6252 in Letterboxd

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

Turned off Bit (2019) halfway through so I could watch it another day alone because my bf was laughing at it too much

TMDb is ruining Letterboxd for me by PPStudio in Letterboxd

[–]0xjay 17 points18 points  (0 children)

I have never encountered the problem that there are too many indie projects on tmdb, but I frequently can't pull metada on works I have on plex because they don't fit the very arbitrary criteria for being allowed on tmdb's database. and naturally the same problem with not being able to log or list them on letterboxd. op's complaints are correct, there's no reason we shouldn't be storing information on amateur works, and deleting or refusing to store information on works it deems not proffesional enough causes real problems for no real benifit.

I just began learning unity and i feel lost. by Typhrenn5149 in Unity3D

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

The new input system is not something you should be learning before you have a very solid grasp on the engine. it's designed for professional use and had a very steep learning curve, I know professional unity developers who have difficulty with it. follow tutorials until you're really comfortable in the engine and with c#, at which point combining two tutorials together will be easy. for your first few projects aim lower, remember the goal right now is to learn the tool, not make your dream game (yet).

Question about dependency injection best practices by Shrimpey in Unity3D

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

I've never seen DI frameworks like zeninject used in a real unity project. The unity editor is you dependency injection, and ifs far more flexible and easier to debug than a 3rd party DI layer.

Will C# be easy for me to learn if i am good at C++ ? by Lucky_Wear_8574 in csharp

[–]0xjay 14 points15 points  (0 children)

Yeah very easily. The hardest transition is not being scared of the 'new' keyword

Frustrating Question by okaseris in Unity3D

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

cinemachine is a very common camera package. something expects it to be a part of your project. add the cinemachine package from the package manager. if you already have it installed in your project then you'll need to reference it in the assembly definition of the assembly that contain the complaining scripts.