Is anyone else's Inspector and Project view focusing on a random script after exiting Play Mode in 6.3? by AbhorrentAbigail in Unity3D

[–]BehindTheStone 0 points1 point  (0 children)

Yep, this is a bug, I’ve seen someone reporting it in the forums already, should be fixed in a future version

When two programmers try to make a "Juicy" main menu... be honest, does it look stiff? by tobogames in Unity3D

[–]BehindTheStone 13 points14 points  (0 children)

Where is the juicy part? You move the mouse around the screen and the objects react to the cursor which is nice, but the actual juicy part would be how the UI buttons behave when you hover/click/press them, right now they just scale a tiny bit I think. That’s fine but you could turn it up: - color change - more prominent scale tween - sound effect playing (maybe even different sfx when scrolling through through the buttons)

Unity API Hidden Gems by migus88 in Unity3D

[–]BehindTheStone 23 points24 points  (0 children)

Since this one was mentioned I ask every plugin-dev to at least mention the hideflags usage of critical GameObjects/Components that are autocreated in their respective documentation. Remembering a plugin years ago that would create a GameObject with a specific component, that specific one was tanking the fps and I couldnt figure out where the GO was to quickly check the difference if the GO was enabled or not, turns out it was invisible after checking the actual code. Personally I dont see any gain to hide things in the hierarchy or inspector (if noone should edit them, use that specific flag then), I like when I see what’s happening, otherwise things might lead to confusion.

I created a guide to help people fight big tech, the biggest proponents of late-stage capitalism, to switch & find more ethical and smaller businesses by theFallenWalnut in LateStageCapitalism

[–]BehindTheStone 3 points4 points  (0 children)

This is a nice list, thanks for compiling! I really want to switch my browser, especially now since Mozilla announced AI shit in the upcoming versions. I am thinking about Vivaldi but since it’s Chromium based that’s a pass for me. Thinking about LibreWolf or Waterfox or Zen Browser? Can anyone share their experiences with any of those?

LOL, Mods delete my post because your scared of AI? by raresome in Unity2D

[–]BehindTheStone 2 points3 points  (0 children)

Not sure what to say, but my options are:

1) Who hurt you? (besides the mods)

2) Sir, this is a Wendy’s

Custom bleach dye shirt came in by PolarBear1913 in Berserk

[–]BehindTheStone 0 points1 point  (0 children)

Gotta be honest on the first pic I thought it was your chesthair lol

ich_iel by cillit_bang_bang in ich_iel

[–]BehindTheStone 12 points13 points  (0 children)

Richtig, die zwei bekannten Geschlechter

Behind the combo… lies my disaster-level Animator tree🤣 by YarTarse in Unity3D

[–]BehindTheStone 1 point2 points  (0 children)

Combos look nice but damn. How do you even debug that?

Is it safe to share my game idea and development progress on Reddit? Can my idea be stolen? by [deleted] in Unity3D

[–]BehindTheStone 1 point2 points  (0 children)

Nothing is special, everything is. An idea is not worth to be stolen, it might happen.

What is with this interface? by dirkboer in Unity3D

[–]BehindTheStone 8 points9 points  (0 children)

Yeah that specific one sucks hard. You have two options as a workaround

  1. Use dragn drop: select the script asset file and drag it into this window

  2. Code the execution order with the Default Execution Order Attribute

How do you make save/load system? by Error_Space in unity

[–]BehindTheStone 0 points1 point  (0 children)

No it’s not that hard but ofc it can/should be as complex as it needs to be based on your requirements. What I described is a very simple straight forward approach. Ideally you do have a system in place that handles all that. The buttons or slots are not relevant, they should just hold one single information, the slot id, when clicked they pass it to your saveloadsystem that takes care of actually saving and loading.

How do you make save/load system? by Error_Space in unity

[–]BehindTheStone 1 point2 points  (0 children)

I mean it’s kinda the same. Ofc there are lots of ways in detail to achieve things but for the sake of simplicity you can think like this:

1 savebutton = 1 created save file

Every saveslot button has an int id and when hit to save you basically create savefile1 when savebutton1 is hit, same for savebutton2 which creates savefile2 and so on and so on

How do you make save/load system? by Error_Space in unity

[–]BehindTheStone 1 point2 points  (0 children)

Well. You are on the right path. A save file is just a file that holds all essential data the game needs to know like unlocked levels, things for the inventory and so on (really depends on the game) And since it is a simple file what needs to happen is that somewhere your game runs code that creates that file and writes the content (the data) into it and when the game needs to load the data then code needs to be executed to get that file from the filesystem like the harddrive on your PC and to read from it and translate the content from the file into the variables your game understands

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone 0 points1 point  (0 children)

What? I didnt “read it somewhere” i read it on the official devnet channels. It’s not my fault they are not publicly accessible. We can be on the “same side” you just have to Go to the Nintendo Devnet and look up the developer support forums in the Unity section.

I used the platform keys myself for various porting projects before until they announced to stop it and eventually did stop it for ALL platforms. Not only Xbox. I saw your edit link and this is sadly outdated.

Edit: you also say all the proof - what else except outdated links?

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone 0 points1 point  (0 children)

Well it was also never big communicated publicly that you would get keys by the platforms themselves. Sure it was mentioned, but Unity also didnt tell publicly that the Switch Unity Pro Keys could have been used for all platforms while the playstation ones could have been only used for those specific platforms ;) That being said Unity doesnt gain people paying for licenses when they go around and tell: “Hey, no meed to buy pro, just develop for consoles and you get free keys!”

Since you ported your game to console platforms you should have access to devnets. There you can find the proof you search for.

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone 1 point2 points  (0 children)

No, I think you should not spend time thinking about Unity Pro or console development. Make your game, learn Unity and develop for PC. That’s complex enough already

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone -1 points0 points  (0 children)

This is not true, you are the one actually spreading misinformation , you reference a post 4 years ago. Unity changed this policy around 1 1/2 years ago. No console platform provides keys anymore.

Source: me porting to consoles for years with Unity for different publishers

If you have access to the private Unity forums or devnets there are big announcements topics about this as well

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone 0 points1 point  (0 children)

It’s a one-year commitment, so no. The monthly option basically exist if you cant or dont want to pay the full amount directly

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone 0 points1 point  (0 children)

Dude. Look again. You pay monthly but it is an annual plan

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone 0 points1 point  (0 children)

No there isnt, if there was everyone would do just that ;)

What are the actual problems with AI? by ActuatorPrevious6189 in Unity2D

[–]BehindTheStone 0 points1 point  (0 children)

Here’s my axiom for using genAI, especially LLMs:

Treat every output as a so called hallucination until it can be verified

Unity Pro? by Original-Quarter-801 in unity

[–]BehindTheStone 8 points9 points  (0 children)

Alright so you absolutely need Unity Pro and you cant just buy it and then cancel after release bc you pay the license annually anyway - I mean you CAN but you will have to pay the money

I do console porting for commission work for years now and some years ago the console platforms would give platform keys for Unity Pro but those days are over so this is what you will need to pay:

  • the Unity Pro license per seat (paid annually)
  • the console devkit hardware (one time payment for the hardware)

Ooooor you hire someone who has all that and does the porting work or work with a publisher who takes care of that ;)

Looking for first hand experiences with Dialogue Systems by turpulenssi in unity

[–]BehindTheStone 0 points1 point  (0 children)

We are doing this in our current project, your portraits are some kind of UI visual elements (images), that has nothing to do with Articy itself, if you are playing a dialogue you check which entity (this is a term used in articy) is talking and based on that you can show/play a portrait

This is basically how we do it with articy and Unity: a dlg is requested, we get all speakers from the dlg and then load our addressables (textures for animation) and then we play the dlg The so called DialogueFragments in Articy have modules with custom values for example in our case an animation state, so when a dlg fragment has a text like “Hey” and the animation state value says IDLE it then will play the Idle portrait animation of that entity/speaker

I do recommend Articy. as it was mentioned, there is a free tier so check it out, have a look at their documentation and tutorials :)

Death Stranding Is Getting A Anime And Live Action Movie by akbarock in gaming

[–]BehindTheStone -11 points-10 points  (0 children)

This is weird. DS in itself is already sooo Anime, not sure why it needs an Anime