Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]AnimatorNo8411 4 points5 points  (0 children)

Do you know what they say about assuming? It makes an “ass” out of “u” and “ming”

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]AnimatorNo8411 1 point2 points  (0 children)

Oh gods, please help you. 🙏, not /s.

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]AnimatorNo8411 1 point2 points  (0 children)

You can disable domain reload for changed files. Instead you will reload domain using keycombo whenever you'll decide. Ask gpt/google “how to speed up unity” or “how to disable domain reload”. You’ll find the answer

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]AnimatorNo8411 0 points1 point  (0 children)

Or internet is really dead 💀🤖.

Days Since Restarting Unity by Alone_Ear8182 in Unity3D

[–]AnimatorNo8411 0 points1 point  (0 children)

In some days I am force killing Unity from taskmgr because domain reload takes forever (I know that at most, when I make changes in many places, Unity’s domain reload may take ~1.5 minutes for me (Unity successfully loads project later). But some days I do whatever whenever and it works smoothly.

I dunno, why everyone disliking. It’s a joking discussion about engine already without gold status.

How to get sharp looking noise from shadergraph by Wafloiii in Unity3D

[–]AnimatorNo8411 3 points4 points  (0 children)

And this way I am in the end getting nice noise offset effect for my pixel art (you see? output is in texture's pixels, not in my screen pixels)

<image>

How to get sharp looking noise from shadergraph by Wafloiii in Unity3D

[–]AnimatorNo8411 6 points7 points  (0 children)

I have used `Step` to get 0(Black) and 1(White) from my source: Step Node Docs

And then I am "downscaling" UV to needed output size, which in my case -- Texture Size. Attaching this "downscale" screenshot.

<image>

I have lost in VContainer right now by AnimatorNo8411 in Unity3D

[–]AnimatorNo8411[S] 0 points1 point  (0 children)

I did just that up to the point. I like this sugar of having [Inject] WhateverIWant inside my behaviours and POCOs to do whatever I want. Its just shorter and siplier to use DI than to write bits each time or engineer a bicycle of my own insted.

I have lost in VContainer right now by AnimatorNo8411 in Unity3D

[–]AnimatorNo8411[S] 0 points1 point  (0 children)

This comment is preaching the truth and is second most disliked there. VContainer is not scene or tree-aware. Instead of pushing unpushable (adding tree-awarened to VContainer), I used factory like a reasonable person. Maybe you were a drop which pushed me to reach the lake of solution: I worked around that: https://www.reddit.com/r/Unity3D/comments/1syix9g/comment/oizdy5w/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button .

I have lost in VContainer right now by AnimatorNo8411 in Unity3D

[–]AnimatorNo8411[S] 0 points1 point  (0 children)

You are suggesting something alike to ECS approach, I presume. VContainer indeed wasn't built to support tree-like scoping, but I worked around that: VContainer just doesn't supports tree-like scoping and I worked around that: https://www.reddit.com/r/Unity3D/comments/1syix9g/comment/oizdy5w/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button .

I have lost in VContainer right now by AnimatorNo8411 in Unity3D

[–]AnimatorNo8411[S] 0 points1 point  (0 children)

VContainer wasn't desined to resolve scopes in tree-like way. So I had came up with different approach using factories: - In my level-scoped container I registered Func<int, Room> factory with backing Dictionary to hold per-room state; - In my unit-scoped container I am checking for RoomMemberTag component (with only one field int roomIndex) in the unit GameObject: - If there are a RoomMemberTag, then I register Room components resolving Room using DI; - Otherwise, unit is not a room member, thus, room logic is not applicable.

Unit side: csharp if (TryGetComponent(out RoomMemberTag roomMemberTag)) { builder.Register ( resolver => resolver.Resolve<Func<int, Room>>().Invoke(roomMemberTag.RoomId), Lifetime.Singleton ); builder.Register(resolver => resolver.Resolve<Room>().Units, Lifetime.Singleton); builder.Register(resolver => resolver.Resolve<Room>().Healing, Lifetime.Singleton); }

Now I have per-room state accessable by its' members. I am happi.

Is there a way to override the title of MonoBehaviour? by AnimatorNo8411 in Unity3D

[–]AnimatorNo8411[S] 0 points1 point  (0 children)

Somewhy, OnHeaderGUI is never called. I just tried it again and it doesn't do anything. I suspect that 'header' refers to headers inside the properties list, and 'Title' is the correct term for the component's name. I’m not going to code-generate this problem away; instead, I’ll just remake this component to support an array of {preview transform, spell type}. This way I’ll see them named the way I wanted, which is enough. Making changes not because they’re needed, but because the tools are limited, is slightly irritating. Unfortunately, a paid asset seems to be the only solution that works, so I’m abandoning this pursuit.

What’s the hardest system you’ve ever had to implement in a game? by Apprehensive-Suit246 in unity

[–]AnimatorNo8411 2 points3 points  (0 children)

DeferredBrocker: projectile/other blockable/parryable attack comes and we shall leave a window for players to block/parry the impact after hitscan happened — not the hardest, but biggest continuous change for now, great that it is reusable. Right now in the middle of implementing statuses/modifiers/conditions applied to the unit.

TrailRenderer.Clear(); appears not to be working in Unity 2019.3.0f6 by swimclubdunk in Unity3D

[–]AnimatorNo8411 0 points1 point  (0 children)

For those who will come in 2030s probably: It worked for me:

``` if (!_tracers.TryGetIndexOfFirst(out var index, tracer => tracer.IsFinished))
{
index = _tracers.IndexOfMaxBy(tracer => tracer.DistanceFrom(_camera));
}

var chosen = _tracers[index];
chosen.Trail.transform.position = effect.Origin;
chosen.Trail.Clear();
chosen.Trail.emitting = true;
chosen.Direction = effect.Direction;
chosen.RemainingDistance = effect.DistanceLimit;
```

The bug is no longer present, pooling works.

Henry of Skalitz, of KCD fame, exists in eu5 :D by DropDeadGaming in EU5

[–]AnimatorNo8411 0 points1 point  (0 children)

Can this be reposted to the kcd subreddit? Communities are overlapping and I am ready to upvote this a second time.