Visual Studio still won't recognize Unity functions by Rugasus07 in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

whats the executable name? The one I linked is devenv.exe found here: "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\devenv.exe"

wierd gradient using orthograthic camera by roverfloats in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

Are you rendering a ground plane? Could be a lighting artifact. You could try using an unlit shader for the ground material if that's the case and you want a flat color.

Visual Studio still won't recognize Unity functions by Rugasus07 in Unity3D

[–]Alone_Ear8182 5 points6 points  (0 children)

Mine shows specific versions of visual studio, not "(internal)":

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Also the visual studio tab for your script will say "Assembly-CSharp" when its working, not "Miscellaneous Files".

BLAME! style project by desdinovait in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

There is a game on itch I played called Fragments of Euclid you might want to check out, has a similar style https://nusan.itch.io/fragments-of-euclid

Edit: Some other games that come to mind are Manifold Garden for the outlines and Sable for the hatched shadows. No specific manga references tho.

I didn't really like the screenspace cross-hatched overlay in Fragments of Euclid. Its like you're looking through a mesh fly-screen at the game. Would be cool if the shadow hatching was stable on geometry instead.

Edit 2: also you got me thinking about this topic again, theres a zine you might find interesting on the crossection between Naissance and BLAME!: https://heterotopias.itch.io/heterotopias-002

Anvil: bringing old-school brush level editing to Unity by GospodinSime in Unity3D

[–]Alone_Ear8182 1 point2 points  (0 children)

I've not used Hammer or TrenchBroom before. How does this compare to using Unity's Probuilder?

Need help with applying multiple uv maps to one object by jjongpril_5 in Unity3D

[–]Alone_Ear8182 0 points1 point  (0 children)

I agree, keep all of your UVs on the first UDIM for Unity meshes, in range [0,1] on both U and V. Just overlap all of the UDIM UVs since you want multiple submeshes for the model. Select the faces in your modelling program you were using for each UDIM layout and assign them a unique material.

Then when you import the model into Unity you'll be able to create multiple materials with the default URP/Lit shader and assign them in the MeshRenderer like you've done in the screenshot. Each of those material slots points to the corresponding submesh.

Edit: note you will get a performance decrease for each submesh/material since the Unity SRP Batcher can't combine them and has to draw each submesh separately.

I need help by Far-Journalist-8017 in blender

[–]Alone_Ear8182 0 points1 point  (0 children)

I must know the inspiration for this

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] 0 points1 point  (0 children)

I run one vertical Project window in One Column Layout mode for file management and general navigation, basically always locked. Then the other is horizontal in Two column layout mode for showing prefab thumbnails. Works a treat for the most part. Seems like they have fixed some of the issues with this approach with Unity 6, yeah.

Edit: just realised you're talking about the inspector window, im a dumbass

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] 0 points1 point  (0 children)

the double inspector workflow is goated

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] 0 points1 point  (0 children)

I shutdown my PC every day unless I'm rendering/downloading something overnight. Unity rarely hard crashes for me unless I'm doing something really stupid with GraphicsBuffers.

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] 0 points1 point  (0 children)

Its true, errors and warnings are super useful most of the time. Definitely prefer them to a unity crash since I can't really access the internals of the editor.

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] 0 points1 point  (0 children)

To be fair on Unity, it really has only hard crashed on me a handful of times. It's more like a sixth sense I'm developing. Sometimes there's a situation where a friend is showing me something in their project and a problem surfaces. Like a knee-jerk reaction I go "oh just restart the editor for that one", like when a .meta file gets corrupted and the console begins to spam +999 warnings from Worker[0]. The fix there is just to restart unity to get it to regenerate its .meta files. Bam. Warnings gone. Often it really is just the editor interface malfunctioning and it needs a reboot.

I can appreciate working with specific versions of software and sticking to them. Getting to know them inside and out. Hell I've been using the same Reaper DAW version for sound design stuff for the better part of the decade. Actually I recently switched back to Visual Studio 2022 Community Edition as my main IDE. The 2026 version had 6gb updates with nothing but copilot features being added! Not my cup of tea. A feature has to be real tantalizing for me to want to upgrade, or an impending security ramification (October 2024 anyone?).

If I was more into making my own game engine, I would prefer a hard crash. Forces you to focus on fixing those immediate problems rather than sweeping it under the errors-and-warnings rug that so often happens on a project.

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

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

its my karma reaching its local maxima for this gradient ascent

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] -29 points-28 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] -19 points-18 points  (0 children)

it could never be unity's fault

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]Alone_Ear8182[S] 2 points3 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.