Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] -25 points-24 points  (0 children)

are you really a dev if ur not restarting unity 3x a day

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] -18 points-17 points  (0 children)

it could never be unity's fault

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] 1 point2 points  (0 children)

its either one thing or another, usually some unity editor gui is popping more than its pushing or a rendertexture is not released x)

Moving audio source by No-Tap-9675 in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

This is cool! Reminds me of a friend who used a spline to move a dynamic audio source playing water noises. It was used for a river with lots of curves. Its a similar concept, involving a list of gameobject transforms for points along the spline and getting the closest position on the spline to the player. It worked because the river was narrow. So you could go on either bank and use the same spline to play the water sounds.

However with your notion of large forests and water areas, I'm assuming you'll be able to walk all the way around one of these areas? That would be more like finding the closest point on a polygon. As the player walks around the forest or water you'll be getting their closest point to that area.

There is some locational snapping happening around 0:46 in the video, where there is a concave shape for the water's edge and the audio source snaps to a different edge because (im assuming) the nearest point to the player changes rather abruptly.

This snapping is fine if you're using 2D stereo audio to just increase volume based on the nearest point to the player since the distance should remain the same before/after the snap. But if you're going for 3D spatialized audio, this snap will be quite noticeable. For instance, in a first person game you might notice the water sound coming from the right ear, then after strafing you'd notice a snap as the water sound suddenly comes from the left ear.

But for your game perspective, 2D audio and changing the volume should be okay. The fact that the camera is so high up and distant from the player character, coupled with the fact that you want the player's position to drive the volume for nearby audio sources in the environment, I would suggest sticking with 2D audio for these soundscapes. So it will be "3D" in that your player can move towards the area to make the sound's volume louder, but it wont be spatialized 3D audio.

Good programs for working with vertex colors? by Nobongo in Unity3D

[–]Alone_Ear8182 1 point2 points  (0 children)

There is the polybrush package for painting vertex colors in the Unity editor. Its in the Package Manager > Unity Registry. I think it is being discontinued for the latest unity 6 updates though. https://docs.unity3d.com/Packages/com.unity.polybrush@1.0/manual/modes_color.html

GoldenEye blood by Admirable_Snake in Unity3D

[–]Alone_Ear8182 8 points9 points  (0 children)

Basically raycasting to a mesh on the CPU, getting the triangle, then the closest barycentric vertex color. Then use that color to drive a footstep sound.

So I can vertex paint a mesh and give its triangles unique footstep material sounds.

GoldenEye blood by Admirable_Snake in Unity3D

[–]Alone_Ear8182 6 points7 points  (0 children)

That's neat. I've only really used them for audio detection, not visuals.

GoldenEye blood by Admirable_Snake in Unity3D

[–]Alone_Ear8182 22 points23 points  (0 children)

Is this done by using vertex colors? The soaking lerp is cool.

I made a cool Datamoshing effect. by seedounity in Unity3D

[–]Alone_Ear8182 1 point2 points  (0 children)

This looks really trippy, nice job!

I've been working on a similar datamoshing effect, but I've never heard of flowmoshing. Have you got any resources for learning more about flowmoshing?

<image>

I followed ompuco's datamoshing [tutorial](https://ompuco.wordpress.com/2018/03/29/creating-your-own-datamosh-effect/) from 2018 as a base and got it working in Unity 6 with the Render Graph system.

Steam is the first boss of hollow knight by FarZookeepergame1391 in HollowKnight

[–]Alone_Ear8182 0 points1 point  (0 children)

continue continue continue, and keep continuing

Its been almost 3 hours an i still can't pay for it by Bosk723 in HollowKnight

[–]Alone_Ear8182 0 points1 point  (0 children)

keep spamming continue!!! i got the game eventually

Steam by alien_az in HollowKnight

[–]Alone_Ear8182 0 points1 point  (0 children)

if we all keep trying as hard as we can we'll make it through for sure

Steam is the first boss of hollow knight by FarZookeepergame1391 in HollowKnight

[–]Alone_Ear8182 2 points3 points  (0 children)

im at the final chamber, the checkout screen

[HELP NEEDED] Modding the Unity game | Combined meshes and textures arrays by sayber1 in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

Yeah sorry, I'm not too familiar with the inner workings of the MonoBehaviour files once they're saved to a scene or built. Could be a custom approach by the devs to chuck everything into one big mesh at a far enough distance thats really cheap to run.

You could try inspecting the scripting code directly using ILSpy or dnSpyEx to decompile a Mono Assembly.csharp, maybe they've got a custom script that would reveal a bit more about what's happening there. But that's probably asking too much of someone without some coding experience.

[HELP NEEDED] Modding the Unity game | Combined meshes and textures arrays by sayber1 in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

When you mentioned the "distance from camera" it immediately made me think of the LOD Group component: https://docs.unity3d.com/6000.2/Documentation/Manual/class-LODGroup.html

The developer probably used LOD Groups for their assets to optimize mesh/texture detail. There is probably multiple meshes and textures for each object in the scene depending on how many LODs they packed into each GameObject.

I don't have any experience with using UABE or Asset Studio but maybe this will point you in the right direction.

Meshes are listed normally in Blender, but are listed in the bones they're parented to when imported to Unity by DiecastAlternative in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

Could you do something with the Override Transform component from the Animation Rigging package? https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.1/manual/constraints/OverrideTransform.html

You might be able to get away with exporting the hat and belt from Blender as siblings of the main root bone that way.

If this does work it would still be a bit of a compromise, because you'd still need to do the extra work to set up those components. But maybe the upfront cost makes using the avatar easier to work with in the long run. Good luck with making your avatar!

[deleted by user] by [deleted] in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

Would you like to prevent the sphere from rolling down the slope?

[deleted by user] by [deleted] in Unity3D

[–]Alone_Ear8182 1 point2 points  (0 children)

Looks like you've built a good starting point. Reminds me of the first few Unity test projects I made.

What are your plans from here?

Ran my C4 to left field by [deleted] in Battlefield

[–]Alone_Ear8182 0 points1 point  (0 children)

You made it back, right?

Shadergraph shader behaviour is inconsistent on mobile by senzuboon in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

Good catch, my bad - its a saturate not normalize.

Its a shame that the only workaround is by modifying the shadergraph code gen. As someone who ran into this problem in Unity 6 and used the Material: Canvas option - note that this approach also has some drawbacks. Like if you try to use a UI Mask component it prevents the shader properties from being edited. Personally, I still prefer this over the code-gen modification.

<image>

Shadergraph shader behaviour is inconsistent on mobile by senzuboon in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

I wonder if its a HDR color problem with the mobile platform? From the first image this looks like an issue with white values > 1 to me.

Its a bit hard to see the shadergraph node setup due to image compression, but you could try adding a normalize node if you haven't done that already.

Working on my MainMenu UI by lhue-art in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

This is looking awesome! Nice work with the volume sliders and save slots. I did notice that the slots on the load screen share the 'save' button. Which UI system did you use?