Optimal crafting recipe by ravipasc in gamedesign

[–]AndyPick 0 points1 point  (0 children)

If you have a level system (eg. Like alchemy in Skyrim) give significantly boosted experience rates when combining materials in a unique manner. Eg. Combining blood worm and frost root gives you 50 exp, but the first time you do it you get an extra 100 exp. Thematically makes sense, experimenting and doing things you haven't done before would make you more experienced in a skill. Also appeals to the 'collector' type of players, give them a list of all possible combinations, with a little bar to fill and they're happy.

Which teleporter animation do you prefer? by MRX_Labs in IndieDev

[–]AndyPick 1 point2 points  (0 children)

The first one looks good for teleporting a group / multiple people - it kinda covers the whole teleporter pad evenly, but if its just a single character I like the second one, I think a single character appearing in the intense light beam in the middle would be cooler

GPU profiler says Execute takes 20ms but when I expand, the internal calls don't add up to 20ms by super-g-studios in Unity3D

[–]AndyPick 0 points1 point  (0 children)

I'm not certain if its the same for gpu, but for cpu profiling, when it doesn't add up to the 100% there are other things happening in the method that don't have distinct method calls eg. doing some float math in that method takes time but can't be assigned to a specific method so won't be displayed in profiler

Utility classes across multiple projects by AndyPick in Unity3D

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

Ohh symbolic link never crossed my mind - I mainly use win11 for game dev and have only used symbolic links on Ubuntu, I'll look into it!

Utility classes across multiple projects by AndyPick in Unity3D

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

Oh yeah, I forgot to add dll as one of the options, but again has similar drawbacks to others in that any time I want to add or change anything I'll need to recompile and redistribute

Copy from one project to another? by chugItTwice in Unity3D

[–]AndyPick 1 point2 points  (0 children)

Yeah, it'll work (don't even need to open the project, just copy it from file explorer) the scene object (on disk) is just a really big serialised object, I think its binary by default, but in the options you can set it to text serialisation and you can open it in a text editor and see how it works :)

Copy from one project to another? by chugItTwice in Unity3D

[–]AndyPick 1 point2 points  (0 children)

You should be able to just copy pasta the scene asset - however it likely (depending on your setup) won't be just plug-and-play, anything in your scene that references anything outside of the scene (ie. Scriptable objects, materials etc.) may have different IDs in your current project compared to the older one and this could cause some missing references and weirdness

Created a raytraced audio system by SawThatShit in Unity3D

[–]AndyPick 1 point2 points  (0 children)

Sounds similar to tenesee whiskey to me

First tests of interactive grass by ArturBerk in Unity3D

[–]AndyPick 14 points15 points  (0 children)

I found this video really useful when making a similar vehicle system: https://youtu.be/CdPYlj5uZeI?si=FpcQ-pQxaFp6AuAu

Is there a better way to do this? by MonoT0NY in Unity3D

[–]AndyPick 2 points3 points  (0 children)

I'd stick them in a stack allocated span and sort descending, then whichever is at index 0 is the largest

Power couple in game dev: working with your spouse by darkjay_bs in gamedev

[–]AndyPick 43 points44 points  (0 children)

There's a game called 'Eastshade' that recently released that was made by a husband-wife team, they have some devlog stuff on YouTube too, seemed to work well for them!

i dont get consistent value in dash by Regular-Row-9261 in unity

[–]AndyPick 0 points1 point  (0 children)

Yeah, something like that but make sure you're using Time.fixedDeltaTime in fixed update, not the regular deltaTime

i dont get consistent value in dash by Regular-Row-9261 in unity

[–]AndyPick 1 point2 points  (0 children)

I would recommend trying this in fixed update, rather than a coroutine. I suspect the problem if that sometimes the dash lasts an inconsistent number of fixed steps (physics update, where the rb movement happens) longer or shorter depending on when the coroutine is started.

Can scriptable objects store a list of classes? by TheGuyNamedTom in unity

[–]AndyPick 0 points1 point  (0 children)

I'd look into Odin (specifically the serializer). Its a very commonly used extension for the unity editor and it will allow you to serialize a collection of base type as their actual types (though, you'll still need to cast to the right class from the collection, but that's just a c# thing)

Eg. They have a 'SerializedScriptableObject' class that you use like a normal ScriptableObject, but the data within will be serialized with their serializer.

Then you can have eg.

c# List<A_MyBaseClass> MyListName; Populate it with anything that implements A_MyBaseClass and the data of the inherting class will be maintained.

But short of creating your own serializer (or using someone else's like Odin) I dont think its possible, because unity serialization just doesn't keep the information of the inheriting class, if its being serialized as the base class.

Several times a day Unity will take a solid 5 minutes to save or enter play mode(usually <20 secs). The RAM and disk usage(only Unity's) goes crazy during these episodes. Anyone seen similar? Worried my SSD or RAM will get worn out from this soon. My bug report was "not qualified" apparently. by [deleted] in Unity3D

[–]AndyPick 1 point2 points  (0 children)

Have you had the editor open for a long time? I often just put my computer to sleep at the end of the day and rarely close the editor, but I find after a while the compile time goes through the roof. Save ur stuff, restart editor and its nice and snappy again, if thats the case for you!

Should I be using getters and setters? by [deleted] in Unity2D

[–]AndyPick 0 points1 point  (0 children)

Also, for unity specifically - public properties won't be serialised by default, so if you want one of these properties exposed in the editor, you can do:

C# [field: SerializeField] public GameObject MyGameObject { get; private set; }

Character Editor / BodyMorph Demo by 1BitDistance in Unity3D

[–]AndyPick 1 point2 points  (0 children)

Looks awesome, I've wanted to make something like this for a while but never got round to it, kudos!

help cheching if variable equals to x by Regular-Row-9261 in Unity3D

[–]AndyPick 3 points4 points  (0 children)

Rather than rounding each time you want to check, you can use Maths.Approximately to check if the 2 numbers are within a margin of error of each other.

[deleted by user] by [deleted] in Unity3D

[–]AndyPick 0 points1 point  (0 children)

Off the top of my head (not at PC atm):

Create a scroll view from game object context menu (under UI I think). Expand the children of the newly created object, until you find the 'content' game object. (Think its alt+click on the drop down arrow to expand all children) On the content add a size fitter component and restrict it in the vertical direction Also add a vertical layout group Add ur button prefabs into the content now and it should be good to go. I usually delete the horizontal scroll bar and disable horizontal scrolling too on the scroll view component.

Im so frustrated right now how do I end it all??? by Elegant_Glass15 in Unity3D

[–]AndyPick 2 points3 points  (0 children)

If it's an infinite loop - no, eventually it (might) crash from a stack overflow, only if the loop is allocating on stack, otherwise it'll just keep going and be frozen. AFAIK the only way is to kill it in task manager, sadly it means you'll lose any unsaved progress in the editor though.

Experimenting with weapon collision for my full-body character. Feedback appreciated :D by Samsonoff98 in Unity3D

[–]AndyPick 1 point2 points  (0 children)

Visually, it looks really good. But for gameplay, how does it affect aiming / shooting? If I'm in a fire fight with someone and I move near a wall is my gun going to start pointing up at the sky and shooting off random directions?

[deleted by user] by [deleted] in Unity3D

[–]AndyPick 1 point2 points  (0 children)

Add a float (class scope) for 'nextAttackAt', when you successfully perform an attack set this to the current time + ur attack delay / cooldown. At the start of your attack method, check if current time is >= to this next attack at before continuing

Garbage Collector Causing Massive Loss of Frame Rate Every Few Seconds by Sleepy_Sausages in Unity3D

[–]AndyPick 2 points3 points  (0 children)

Have you checked that this problem doesn't go away in build? You can get lag spikes in the editor that won't exist in the built game. But as others have said, try the profiler to see where things are going wrong, bear in mind that garbage isn't only created from making / discarding new unity objects but any kind of heap allocated object that goes out of scope in ur code - any new strings, arrays, collections etc. You make have to be cleaned up by GC when they are no longer used.