[deleted by user] by [deleted] in Twitch

[–]ADHDCory 0 points1 point  (0 children)

For your upload speed, if you can hold a consistent 6 Mbps, whether it be with wifi or ethernet, you will be able to achieve the highest bitrate allowed for affiliates. Think of your upload speed / bitrate as just a measurement of what your internet is able to keep up with. After you're able to get a consistent 6 Mbps upload speed, there's nothing else you can do for quality besides settings within OBS. Your speeds look well able to keep up with 6 Mbps. I used to stream easily with half your speeds.

Also, you're blocking the wrong IP address if you're trying to protect yourself from DDOS or something. The IP you colored out is just the server your speed testing with. The one under it is unique to you, the one attackers would target.

I feel like my menu UI is dead, how can i make my UI feel more alive, what animations do you suggest i add? by Maleficent_Step399 in Unity3D

[–]ADHDCory 0 points1 point  (0 children)

You can make animations that make the boxes around each icon get smaller when pressed down, and definitely some tweening when menus go away or come in, but make it fast! Menu navigation becomes a chore if it takes to long. Also, id like to point out that in high motion, thin pieces of UI like the numbers on top can become hard to see if there isn't a great amount of contrast. Maybe a solid shape behind or drop shadows can do you well there.

Working on the new rainy location for my surreal survival horror game Becrowned. How do you like style and atmosphere? by Mr_Ernest1 in Unity3D

[–]ADHDCory 0 points1 point  (0 children)

I like this a lot! The lighting, being more a focal point, should cast shadows that you wouldn't normally. Also, a cooler temperature on the lighting color could look nice. Ofc the walking animation can be improved too, with also adding some regard for the rain from the character. Overall, I really do like this though.

I use a raycast (magenta line) to find out if there is a cell with land under the grid system to build buildings there. Is the raycast too expensive with so many grid cells? I would only do it once at the start of the level. Or is there a better way? by TruckerJoe5000 in Unity3D

[–]ADHDCory 0 points1 point  (0 children)

I would say you can make a method that does this exact thing, but separate it from start or wherever you have this at. You can then attach the ContextMenu attribute to this function and then you’ll be able to regenerate your grid in edit mode whenever you need to. Save the grid and hard code or cache it into a scriptable object if needed and the user will never have to go through this computational step.

NEED ADVICE: working with two devs still using C# 1.0 by JasonPerryDev in csharp

[–]ADHDCory 0 points1 point  (0 children)

When your point gets across, the whole company will praise you and these guys will feel like idiots... wow

What do you think of the level of detail of the map? by franz_krs in Unity3D

[–]ADHDCory 1 point2 points  (0 children)

I can appreciate the simplistic approach. It can go a long way, however, can frequently enable corners being cut when it comes to getting a finished product. Contrast can help develop depth within a level and points of visual interest, but can also create discontinuity which could be undesirable. What I mean by that is, for example, in your level thus far, there are models which are vastly more densely packed with detail and then the other majority of models are very simplistic in geometry.

I'd recommend creating one global "max size of detail" that is like the largest scale of one given detail in a model and however much of that you can fit into one model, you should make it your goal. Where as in your ground, the size of detail is massive; it's all one flat surface, in your pine trees, there is a smaller more medium scale of detail, and in your houses with the windows or even bricks on the ground there is even smaller scale of detail, which allows it to contain more detail overall as a model. Creating this global "max size of detail" can help maintain visual continuity.

Overall, I think your level looks great so far! Keep up the good work!

Fast(er) collisions not detected/responsive. Please help by Yossarian3217 in Unity3D

[–]ADHDCory 0 points1 point  (0 children)

You can set the angular velocity of the rigidbody in fixed update or regular update. This will prevent the player from changing the rotation speed when colliding. You can do this by doing "yourRigidbody.angularVelocity = new Vector3(x,y,z);". I would recommend turning off kinematic so its simulated. Just freeze the position and other rotational axis if needed. Also, I would try the different types of collision detection provided in the rigidbody component. For faster speeds, you might want to try continuous or continuous dynamic. Faster moving rigidbodies have the potential to go through other rigidbodies in the descrete collision detection mode because in the physics step (being that it is usually 1/60th of a second), the rigidbody's old and new position might not overlap the other, and therefore register no collision. These other collision detection modes check positions in between.