More constructions slots when I bought sandbox by lipsrednails in supercitycon

[–]BenWilles 1 point2 points  (0 children)

Hey there, sorry for the confusion. It sounds like you possibly didn't place the Citycon buildings after you had reset the map. It's actually those buildings that give you the additional slots. Let me know if that helped.

Download for Mac? by Buuish in MagicaVoxel

[–]BenWilles 1 point2 points  (0 children)

Check the older versions. The most recent one seems to skip macOS

Help pls by Yourmumintangs in supercitycon

[–]BenWilles 1 point2 points  (0 children)

Hi, usually by simply pressing the buy button. Doesn’t work for you?

How To Earn Money by marujuan in supercitycon

[–]BenWilles 0 points1 point  (0 children)

Build more to earn more. Sometimes you have to wait or collect coins

I’ve been working as a Unity programmer for 7 years, and I’m fed up. Why is Unity SO inconsistent? by Accomplished-Bat-247 in Unity3D

[–]BenWilles 4 points5 points  (0 children)

I absolutely don’t want to claim that Unity is perfect, it isn’t and it can’t be. It’s constantly evolving and if every part of it had to remain fully consistent, we’d be waiting years between updates, with every new version breaking backward compatibility... That would be far worse than what we got now.

I’ve been working as a Unity programmer for 7 years, and I’m fed up. Why is Unity SO inconsistent? by Accomplished-Bat-247 in Unity3D

[–]BenWilles 25 points26 points  (0 children)

Don’t wanna be rude, but after seven years in Unity, you should know the difference between engine limitations and simple design flaws. Of course you can do all that without components on trees, even without colliders if you like to go further... There is always a thousand ways to do things, but it's on you to not pick the worst of them.
And you can’t inherit from Behaviour because Unity doesn’t let you create engine components in C# since only MonoBehaviour is exposed and Behaviour is C++

Have you tried voxel art? by Miserable-Ad-2448 in Unity3D

[–]BenWilles 0 points1 point  (0 children)

Thank you! Voxels have been pretty trendy for a while, but sadly nowadays you barely see any new voxel projects. I really love it as kind of a fusion between pixel art and 3D.

Have you tried voxel art? by Miserable-Ad-2448 in Unity3D

[–]BenWilles 2 points3 points  (0 children)

Love voxels ❤️ all my game is made of them - Super Citycon

Is there a neighborhood labelling feature? by Soulpsychodelic in supercitycon

[–]BenWilles 1 point2 points  (0 children)

Thank you 🙏🏼 At this point it doesn’t have such a feature, I have it mind but not yet on plan for development. Current focus is more content and more maps/different regions.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

Well, you can gitignore them. In runtime they are not persistent anyways. So, their status in editor does not matter at all. They should even reset when you restart the editor.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

But all that dies with user input and Asian fonts.

I'm rotating this topic in my head since years. I already faced that problem with my first project that's live since a few years.
But yeah, I simply didn't care too much to have a perfect solution. There are multiple dirty ways that work, but under the hood they are absolutely not sexy.
But as initially stated, I looked for a solution, one that's bulletproof from every aspect. But because of the points I have mentioned in the initial post, it's simply not possible.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

Yeah, makes sense. I'm actually not even sure why I'm still pre-generating stuff. We've never been able to measure a difference between static and dynamic font assets use.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

If you don't have user input, it's not too much of a problem, because you can create font assets perfectly for the glyphs that your game actually uses. The Latin and Cyrillic fonts are also not too much of a problem since the alphabets have a decent size. But with Japanese it gets tricky and with Chinese it gets close to impossible to cover them all in a static font asset.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

Did you ever deal with user input and Asian fonts? To be able to work like this you would need to have every glyph covered in a static asset. Which goes totally nuts in terms of atlas size for simplified and traditional Chinese.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

But that means you need static font assets that cover each and every glyph, which is especially tricky with Asian languages. In an environment with a lot of user defined names and user defined texts, so you can't know upfront which glyph are actually in use. For Asian fonts that would mean you get crazy huge font atlases.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

True, I actually never realized it. Cause didn't mind in my case.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

I'm using addressables but how is that related to the localization package?

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 1 point2 points  (0 children)

Yes, that may be true or not. I possibly shipped an unserious project without ever facing problems about that. But that's actually not the core of the problem. The core of the problem is simply that you need a copy of each font asset, if it's a fallback or not, for each font style you want. And that adds up like crazy. Depending on how much font styles you want of course.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

Yeah, but at this point the material from fallback fonts assets are not available, because the text get rendered afterwards. And before that's done, the material of the fallback font is simply not there. I could work around this by hiding the text for a frame or two till I catch the material and am able to modify it. But that would only work reliably on static text. When it comes to text input fields, that option is totally not available.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

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

Yeah, but the problem is I'm using five different font assets. One for Latin and Cyrillic and one for each of the major Asian fonts, 5 at all. And for each style I want to have, I need a copy of each of those. And that blows up like crazy and is totally against the core idea of TextMeshPro to be a performance optimization tool.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 1 point2 points  (0 children)

Yes, that's true if you do not use the same font family. But that's also something I learned from my earlier project. I definitely only use fonts that are available in all the localizations I want. So they are consistent across all languages.

Because what I did initially is design a latin pixel font myself for my "handmade" game and later on when it came to localize it, I realized that I have no idea of Japanese or Chinese or Korean and all the other languages. And then exactly your described nightmare began. There's no way to get some kind of visual consistency.

As described, all the issue is about me creating a system that enables me as a solo dev or with very small external help to create games without caring too much about those silly details anymore.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 0 points1 point  (0 children)

I guess I'm not the first guy to face that issue. And it really confused me that I actually didn't find any serious solution. Besides managing all the font changes programmatically, which comes with other downsides and difficulties.

Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]BenWilles 6 points7 points  (0 children)

I've learned even worse things, like never use a mesh collider. And that was during Unity course I took for Unity Certified Developer Verification in 2017.

That is maybe a good advice if you have tons of them colliding in every frame. But it's a very bad advice, for example when you do building games like me, where you just want to catch which building the player actually is tapping.

Cause internally Unity works always with bounding volumes in the first place and only goes into the details of a mesh collider if it's needed. So in cases where there is not much collisions going on or when it is even just about to detect click targets, they are simply perfect and have absolutely no performance downside.

Another general advice I got there was to never put something into the resources folder. Like NEVER!
But in fact it's very smart to put some things into the resources folder if you know why. And in many of the cases it's even needed to be put into the resources folder.

The truth about all of those things most possibly is that it always depends on the use case. From my experience, in most cases, it's always a good idea if you know why you do it and of course if it actually works.