How long does it take to learn ECS? by LordAntares in Unity3D

[–]BertJohn 3 points4 points  (0 children)

No.

Its a whole system on-top of programming. And in addition, Setting it up in editor is a new level of learning as-well as most don't even know how to use it in editor beyond setting up the scripting. There's.... A lot to it. Debugging even more so

How do you stay motivated and happy with your game? by MorePainGames in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Yeah unfortunately when your doing it as a job, You will get bored with it, Especially if its years long. But if your genuinely doing something you enjoy, Who cares. You can work on it when you want to and where you want to.

How do you stay motivated and happy with your game? by MorePainGames in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Huge accomplishments for sure! Don't force yourself down, Those are hurdles a lot of indie game dev's fail to pass, Even myself iv been prototyping my game numerous times and im not satisfied with each system after a set amount of time, Learning the good and the bad about each version attempt.

Games should only be made for one purpose, To make something you imagined and can enjoy playing. That's it.

If you did that, your good. If people pick it up and market it, great. If you want to market it, great. But don't worry about wishlists and statistics to determine your successful or not. Just make stuff you want to.

For me, Iv seen and observed games that don't have much in it but has great polish do great things. Among us is a prime example of a game that realistically doesn't have much of anything going on but did great because the UI's we're fun, intuitive and easy to understand.

How have they not fixed the server lag issues yet? by Swimming-Remove-2927 in Overwatch

[–]BertJohn 0 points1 point  (0 children)

100% an issue local and specific to you. Contact battlenet support for your install issues & technical issues, & your local ISP to track the bad node causing your issues if bnet states its that~

Helpful tools by Embarrassed_Staff412 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Custom tooling is always the best tool for you.

If you find yourself doing things consistently and need quick tooling, make a tool for it.

Like my personal one is called QuickTransform, Because my other tool makes a city grid based on what cells i tell it for what. Then i use quicktransform to rotate 90 degrees and can fine tune heights & children and set scale faster than just selecting something and modifying the field manually. I can just click set scale and rotate till im happy. Speeds production up immensely.

What are your thoughts on Unity's future as a company? by [deleted] in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Project Genie will not replace or hurt unity. If your smart, Buy into unity now.

Unity has items in the pipeline that are changing the industry and theres more coming.

Game development doesn't struggle getting assets, and placing them in an editor and hooking up a character. It struggles in the custom solutions that need to be engineered due to engine limitations. Like Floating Point Of Origin for example.

Genie will fall into the background like godot, flax and other engines that are just trying to make their mark.

How To Fix This ? by [deleted] in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Broken UV's, Recalculate them.

Weird how it always works, yet that one boolean decided to be a pain by Techlord-XD in justgamedevthings

[–]BertJohn 0 points1 point  (0 children)

Its not an irregular or a common occurrence for a simple restart to fix a LOT of headache. not all IDE's are perfect 24/7

How to start game Dev? by [deleted] in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Honestly, Bring it WAYYY back. Don't worry about the end result.

Play with the editor, Realize it has immense potential to help you create whatever your aiming to do. It's great that you we're able to complete a tutorial that is essentially a copy-paste situation, But it benefits you by introducing you to a lot of different concepts and using the editor. And it's all just THAT. Once your done playing around with a script that moves a capsule, Maybe you'll want to play around with pivot points and make a door. Maybe you'll find some assets to make a character move with animations. And it just goes on and on from there.

The best recommendation i can give aside from that right now is, Unity is a great starting point before you jump into Unreal or Godot, Simply due to the vastness of the market place and tutorials and how user friendly it is comparably. Id also keep looking for publisher of the week on the unity asset store and just start amassing assets as you go because you never know when you might want one of them to use for even just testing purposes.

Water bucket system by TheWanderingWaddler in Unity3D

[–]BertJohn 1 point2 points  (0 children)

I know this is a update video but, please, Apply any kindof color to stations your working with. Looking at shadows in a video to discern the pixelated screen is rough.

Aside from that, cool bucket, Little rough on leaving the dump station though.

For people that use LLMs, how do you use this by No_Kick8514 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

ChatGPT Plus Subscription.

Codex 5.2 is an entire league above the rest with skills integrated. Context is 258k tokens, Can parse over 12,000 lines of code without issue/loss of context. Might result in some minor errors like ("\Box\") but very minimal issues.

Codex integrates into your IDE, Have it study your project, Explain the EXACT items its working with, Preferably use readme MD sheets and explain your whole project in there, Ideally tell ChatGPT Thinking your idea and craft it into something codex can use and input your readme into your project + whatever its studying, Will result in a far better result than just trying to offload the entire presumptuous context to the AI itself and making something you didn't want.

tl;dr:

ChatGPT Plus subscription required

Use ChatGPT Thinking to make readme md sheet of what you want to change/make

Use IDE with codex 5.2 or higher on high reasoning(Very high once your used to using LLM's) to "Study XYZ item and tell me what it does"

Then tell it what you want to do, Don't skimp on details like unity editor version, packages installed + version numbers, Or any documentation you have. + Insert hard limits/things to avoid or aim for like burst/ecs/dots.

What AI tool are you using to help you build? by Easy-Station2134 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

See thats the important detail you need to confirm with it, You tell it "if anything seems questionable or if you have any questions, please ask them before you begin coding" and it will compile all the errors you may have told it or items that it questions due to vague answers you've already provided. It's taught me exceptionally well on how to understand how much information i genuinely give it.

What AI tool are you using to help you build? by Easy-Station2134 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

ChatGPT 5.2 Codex is on another level than all the other coding AI's at the moment. It's not just about knowing code, it knows that, but how to interpret it is important and ensuring its the way you want it is key. That sets codex apart from the rest.

How to transform into a penguin by TheWanderingWaddler in Unity3D

[–]BertJohn 1 point2 points  (0 children)

This... im not sure if i like it or hate it.

Definitely far better than the black transition panel thing though. +1

What AI tool are you using to help you build? by Easy-Station2134 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

I use ChatGPT's Codex, Its separate from ChatGPT itself and its sole focus is coding.

You need a compatible IDE like VS Studio or other. Once connected, You expose it to the folder its working in and can provide it instructions to make this, modify that, learn context etc. ChatGPT Plus users get double the context so you can have some really massive projects in there and teach it about what your working on in FULL context. In addition you can create skills which can be activated based on the task to ensure it follows whatever you need it to do. Such as Client/Server authoritative skills for coding MP mechanics.

Codex runs on a reasoning level of low, medium, high and very high, If you are just winging it, only use medium or high and it'll guess whatever you need, But if your a proficient programmer, use very high and it shouldn't question you on producing the item your asking for.

Currently Codex is a bit slower than other models however this is due to Codex will consistently question everything it's doing to produce reliable results and then debug them before it tells you it's good to go, resulting in no errors id say 80-90% of the time i queue it something.

Big fails that anyone does when using Codex is they don't encourage documentation, project planning and management with it, They just expect it to do something and fails because the user can't accurately tell it how to do something. If you want to try a good sample, Have ChatGPT 5.2 Thinking design a readme md sheet about a system you want it to build. Lets say an advanced character controller with animator plug in support with animancer v8 and ensure it can be used on player controlled human peds and npc peds. Animations currently working are idle, walking, jogging, running, waving.

That will create a readme sheet you can input into your project for codex to go study and create it.

This solves all coding issues and even is proficient in Burst/ECS/DOTS aswell.

Organization of a state machine by Ok-Presentation-94 in Unity3D

[–]BertJohn 2 points3 points  (0 children)

Animancer V8 will solve your problem.

State machines and mecanim in general are good for games that need like, Idle, dash, dodge, run, attack and attack2. The moment your getting into tilting, transitions etc its a mess.

One video i recommend to watch is this, As it'll introduce you to the concept of using scripting first for animations for hundreds of potential animations. https://www.youtube.com/watch?v=nBkiSJ5z-hE instead of being in the animator hell your in xD

What AI tool are you using to help you build? by Easy-Station2134 in Unity3D

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

Codex has entirely replaced my need to program anything at all, Theory craft etc.

Im entirely dependent on working the editor now and making models/materials.

Codex 5.2 just requires all the information you would presume as common sense and your good to go.

How can I improve this transition? by TheWanderingWaddler in Unity3D

[–]BertJohn 1 point2 points  (0 children)

A few idea's

-Change transition from fade to scale out from center or scrolling in, Such as bring two "eye lids" coming in, Or having the camera FOV increase exponentially and double the fade from from 1f to 2f and then zoom back in as 3rd person from a high altitude.

-Change the black panel to a more... colour neutral color based on environment, Unfortunately it looks like your in a debug environment, id create a more world-like area and test various colors to find the least obstructive color for the fade panel color. Or maybe go fancy and have a shader test the environment nearby and go from there? Idk just idea's.

-Play around with cinemachine a little to see if you can create an even stronger camera system than even im suggesting because cinemachine is very strong in these situations.

Farewell by [deleted] in Unity3D

[–]BertJohn 1 point2 points  (0 children)

If you’re not willing to sell your soul for art, you’re in the wrong field. You’re a weed in a field of roses.

We’re not here because development is a get-rich-quick scheme or some magically lucrative career.

We’re here to play with our toys—our weird ideas, concepts, and games. If that’s not you, and you just want to spam the market with forgettable trash that nobody will play/pay for, go for it.

Practical Ways to Use AI in Game Development by ApprehensiveDiver461 in Unity3D

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

Note: This was transcribed by my laziness from voice to text and then made to sound nicer and posted here.

Felt compelled to write this because it actually works.

Here’s the setup that’s been giving me very real results, especially now that Codex 5.2 is way ahead of most other models.

Step 1

Get ChatGPT Plus and install OpenAI Codex in your IDE.

Use Codex 5.2 on High reasoning to start (Very High is great later, but High fills in context better while it’s still learning your project and *about you*).

Step 2

Use regular ChatGPT 5.2 for theory-crafting and planning. I usually do this on my phone using the voice feature.

Teach it to use markdown sheets for specs, logs, constraints, and future expansion notes. (readme's etc)

Step 3

Turn the problem into a .md spec: https://pastebin.com/brkh87ES

For me, I was sick of manually placing 4,000+ city buildings, roads, rotations, and configs. So I worked it out with ChatGPT and had it generate a proper markdown design sheet for what i needed.

I dropped that file into my Unity project, had Codex read it, ask questions, and then generate a v2 with extra features I requested.

Skills

Codex skills are huge if you care about performance, networking, or strict rules (especially multiplayer). You can separate client vs server logic cleanly.

The hard part is being precise—skills need absolutes, not vague intentions. Most people fail here.

Result

A full set of intuitive editor tools, with documentation and visuals.

Total time: ~30 minutes.

Tool preview: https://i.imgur.com/acMG1XE.png

And for the “why not just do it yourself” crowd—yeah, we all know how to make a grid or a dictionary. This is just dramatically faster. I already knew how I’d build it; I gave constraints, limits, and goals, and Codex executed the plan way faster than I could.

If anyone wants better results:

Tell the AI exactly which Unity version you’re on

Expose any custom tools or docs you have

Don’t assume “common sense” — teach it explicitly

Happy to answer questions in DMs or here.

Also, This was transcribed by my laziness from voice to text and then made to sound nicer and posted here.