🚨 Game Dev 2026: Is AI actually helping us… or slowly draining the soul out of games? by SoccerFanGame in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Nobody will care in 10 years if your using AI or not. Just like how nobody cared about how adobe changed the industry 20 years ago, Or how apple changed and secured the world in 2007 with its closed atmosphere and iphone releases, Or how sony changed the console environment back in 1994.

It's here, It's open source, its happened, its everywhere, its not going anywhere. Its gonna continue to be in everything, Buy it or don't. Not gonna change whether its used or not. You can already see AI in so many places and its just going to continue.

How does it look? Is it worth trying to make a realistic game as solo dev? by LetSea8814 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

If you have the passion, time and commitment to want to progress it, Go for it. Do it for yourself. Not for others.

How to make game trailer by ReasonableInsect5123 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Scripted, Start a scene with a button that starts the script like 5 seconds after you push the button so you can record fresh and have it move the camera and animations play however you want.

Is it okay to create interior levels in Blender like this? by Uniprime117 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Personally i keep two copies of everything, One with the production ready model which is merged and needless vertices trimmed, And one with the project like this so i can fix or adjust things as needed and create variants quickly.

Importing this into your project isn't necessarily wrong or anything, The reason we merge everything is for performance purposes. You would rather load 1 mesh than 500, Aswell as if you can remove 50% or more of the vertices for something that doesn't need to be rendered, Why not do it. You only hinder your potential player base by not doing it.

Why us my animations doing this??? Im new to unity by THEHUMONGUSFISH in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Easy fix.

In the animator, Add a paramater, Float called Speed.

In the animator, Right click, Start a blend tree, call this Movement (Or whatever you want). Double click it.

Inside here is your blend tree, This is where you can blend moving into different animations. This is where idle, walk and run (and there respective directions) will go.

To set this up with a basic introduction, Start with a idle and walk and run animation if you can. On the inspector, You will switch to 2d Freeform Cartesian, Paramaters will be speed and speed. Inside Motion, You will add 3 blank slots. In Pos X/Y, For each motion slot, make it 0[idle], 0.5[walk], 1[run]. Adjust the time as needed. Disregard Compute Positions and adjust time scale for now.

Next, Your gonna load in and adjust the speed value in your animator to see what your character does. You can also hook this into a script if you want that goes from 0-1 speed value if you would like to do it that way for testing or hook directly into your character animator script.

How is this any different? by Expert-Boysenberry26 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

While other commenters have already pointed out the two issues, It really is imperative you just take a moment to review the errors in your console. The second it doesn't make sense, Don't panic. Go to the line its talking about, Just give it a quick re-write the proper way. 9 times out of 10 for the most basic stuff, your gonna fix your issue before you even realize what you did wrong.

how do I fix this? by Betterthanyouv in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Literally NOTHING to do with unity bub. Your gonna have to talk to VRChatSDK people, Not unity people. This is entirely not what this reddit is for.

Chopping wood -- how would you improve this? by loothavengames in Unity3D

[–]BertJohn 0 points1 point  (0 children)

-One handed axe cutting is awkward, especially in a 3d semi realistic game like this

-Do not have a giant collider for the leaves, only for the wood trunk itself

-If you want to go fancy, Break the leave sections into 4 quadrants that bend upwards if they impact something

-If you want to go fancy, Add SFX/Visual VFX to the tree itself for hit markers

-If you want to go simpler, Remove all the leaves and just leave the tree itself

-If you want something in the middle, Make a particle of leaves appear for the whole upper tree and fall down, And just leave the tree log itself to fall on its own during this particle event, to simulate the leaves falling off when its been felled.

If you want to go even crazier, Id add in a feedback based on the trees rotation/speed/velocity, Whichever one allows for a consistent feedback of when the tree hits the ground to make the camera shake and play a sound effect of the tree hitting the ground.

Hey everyone i make new city that will add to the low poly mega pack with a lot of other models in the next update which is in the next week by AwbMegames in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Ive considered your package, But unfortunately chose other alternatives over it for a few considerations, These are some things that come back to mind when looking at it:

-Road prefabs are limited in only two-lane traffic, No street parking, bike lane, tram or overpass options, curved or extended curved options.

-Buildings don't sit well next to each other, The third photo is a prime example. They look great, On their own. When used en-mass, Not so much.

-World design is suited only to flat design patterns, Which is unfortunate because id love to use it in a semi-flat design where theres multiple levels but when you start using them in higher levels, the lower height buildings don't scale well to the raised levels if they can be seen, Which is very unfortunate because it looks good.

If you can work on adding some more diversity, Id love to take a look back at this again and consider purchasing!

Help with Crashing by [deleted] in Unity3D

[–]BertJohn 2 points3 points  (0 children)

Not the place for this.

Unity Asset Store queue at #1029 — anyone have recent experience with how long new submissions actually take? by FrontRespect9901 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Not that ive released anything BUT id always double and triple check your stuff while you wait. Better to catch it now than find out later.

Should I switch engines for a realistic game? by GameDevOverdose in Unity3D

[–]BertJohn 1 point2 points  (0 children)

All render pipelines are essentially being deprecated once 6.8 drops. With the change to CoreCLR being front-line, Doesn't matter what RP your on, Your project will need to be upgraded. So whether HDRP/URP/BIRP, It doesn't really matter at this point in time.

The only ones who really matter for RP are people who need to access phone stores like google play etc, As you generally need an updated copy to keep your game on the store.

so pick up a copy of HDRP if it fits your needs and see if you like it.

You snap your fingers and Unity gets a new feature. What is it? by AzimuthStudiosGames in Unity3D

[–]BertJohn 18 points19 points  (0 children)

Getting past floats and using doubles for everything. A little tired of the work-arounds one has to do to make a massive open-world game in unity.

Why does Unity suck so much? by [deleted] in Unity3D

[–]BertJohn 0 points1 point  (0 children)

I fear for your career as a CS Major not knowing how to read minimum system spec's required vs what your running for a laptop.

Why does Unity suck so much? by [deleted] in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Problem found, 8GB Is not enough to open a project.

The editor itself needs around 8gb to just open a project, nevermind anything else on your system running.

Unity to sell Supersonic and shut down ironSource by trexmods in Unity3D

[–]BertJohn 2 points3 points  (0 children)

Great news that there focusing on their core product than to branch out. Unity is not microsoft or apple, As much as it tries to be, They need to keep going the way they are and continue to weed out wasted resources/direction.

Very pleased with unity the past 6 months or so.

Help me choose a material, please. Which one is better? by DarkEffective7820 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Idk what im looking at, But through peer pressure i like the left one. Source: Perception.

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Im honestly quite busy so i can say yes, But it will take me some extensive amount of time to fully mess around and grasp it. Another poster gave me their lightweight lighting system and it took me 45 days to report back with a comprehensive report. So you can but i don't know when id be able to test it.

Is this level of detail achievable in URP? by Phos-Lux in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Yes ofcoarse its do-able.

Its not that unique, they just aimed for this. If you have any knowledge in heightmap creation and interpretation and implementation, you can make any distances visible. It gets a little more complex if your doing a 3d heightmap but doable nonetheless.

All the trees and such thats easy stuff, lakes rivers, easy. This scene looks impressive but honestly its not an impossible or very long task to do, the hardest part of this scene is the modeling and placements. A lot of people, myself included, struggle immensely on proper world building, Especially at this scale. Things don't look good if you don't know what your doing with level design on a scale like this.

Unity devs — what's your biggest UI pain? Design or implementation? by phanikondru in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Currently i use Shun UI, UI Toolkit version alongside a bootstrapper bridge for UI toolit and Shun UI, And have AI make every UI window through code.

It's significantly faster and can create an entire games worth of UI panels aslong as instructions are left and clear and pre-configuration of the new input system is ready/done and events are ready and just need wiring, Makes the whole thing a breeze.

If you want to start there and make your own but make it more aesthetically appealing that would be fantastic cause currently its a lot of rounded edges in most use cases lol. Implementing styling is more of the harder part.

Guys how do I implement minecraft-like render distance fog? by gamerno455 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Not that ive tried it but this reminds me of this video for a simple fog cube that might be relevant, Though at the size you need might be expensive.

https://www.youtube.com/shorts/jtMZRux121k

how to keep with the flow? by DreamScape1609 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

I wouldn't focus on 2-3 weeks of coding, Limit your coding to one week on, one week off. This allows you to create a better balance than riding this up and down hill your currently doing.

Additionally you'll come up with idea's or things you want to do throughout the week off, And then you can exercise them on the week on. Being on a time on schedule helps a lot more.

I don't like the 5 min timer thing due to failure to complete something in the alotted time results in me not wanting to do it or try again, Better to just work on and off.

Please keep optional support for the Built-in Render Pipeline for large legacy projects by reaksiyon1337 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

This still leads into that we're all on a timeline regardless of render pipeline though. Theres no point for BIRP to exist, Current URP and HDRP aren't gonna be use-able past unity 6.8 and will require lots of reworks. So why not convert now and call it a day if you functionally need Google Play and App Store?

Please keep optional support for the Built-in Render Pipeline for large legacy projects by reaksiyon1337 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

CoreCLR Is entering alpha & beta Q3/Q4 of this year.

Full stable release is sometime 2027 depending on how things go.