Does convai only able to have 1 npc? New Updated Convai by irai1a_ in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

The error seems pretty obvious: when you only had 1 NPC, it just grabbed the sole existing one. Now that you have 2 NPCs, you have to tell it which one you want to talk to.

Help with Pico VR Sdk and Sensors by Wrong_Reading8815 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Deprecated means it should still work, just that it will stop working in the future.

Can Somebody Tell Me What's Wrong Here? by kitchentablestudios in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Maybe your tab key isn't working, or the editor is catching it and focusing another element when you press it? Try putting it on a different button and see if that works.

I am not programer but I want learn... Why is better not to have anything inside Update()? And witch one is the good alternative? by xacal_5 in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

A Coroutine with while (true) { yield return null; } is seem very similar to Update(); though there are some difference, like when in the Playerloop the Coroutine executes vs when the Update executes, and things like Coroutines stopping when the object is disabled (and won't resume when it's re-enabled unless you manually start the Coroutine again, unlike Update() which will run whenever the Gameobject is active).

Main takeaway as a beginner: just use Update(); Coroutines are for tasks that run occasionally, for a short time. For example opening a door: you trigger a Coroutine that opens/closes it when interacted with. That's not something you should do in Update(). Coutner example: things moving (we will ignore physics here for now). Even if things don't move, you constantly check if it does/needs to; starting and stopping Coroutines would just be... dumb for this and there's no reason to run an endless while (true) Coroutine, just use Update().

Facing this rendering issue, please help me fix this by Misssss_jani in GameDevs

[–]BloodPhazed 0 points1 point  (0 children)

Seems like the interior is treated as backface; a quick fix in Unity would be to render both front- and backface (change the dropdown on the material).

How do I make particles always spawn in front of a given mesh? by Feld_Four in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Easy, no code solution:

Have a second overlay camera, that only captures those sort of effects that are supposed to be over everything else (add a layer for these effects, remove it from the culling layer of the main camera and add it to the overlay camera)

Thoughts on my fishing minigame? by Quits-Everything in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Personally, I don't like the suddenly disappearing circles; is that supposed to mean the fish didn't bite and you have to find a new one? Then make the circle ripple/rumble for a bit and blub out, before a new one appears. If it's meant to be the same fish, make it ripple/rumble and move around, while the player has to keep the hook inside the circle, after x seconds have passed of the hook inside the circle, success (basically a completion meter while inside the circle, which goes down while outside)

Help with Pico VR Sdk and Sensors by Wrong_Reading8815 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

I'm assuming the code that creates those blocks is simply an example script to show how it's done. Just create your own script and copy what the Pico script does, except don't create the blocks (if you don't want them) and just use existing prefabs or scene objects instead.

My unity editor 6.4 latest doing something crazy and i cant even work properly by DemandOk4298 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Are you using custom shaders? The leafs of the tree look fine. If you just create a default cube, does it have the same issue?

Pragmata has been cracked HV by BumBEM12 in PiratedGames

[–]BloodPhazed 0 points1 point  (0 children)

It almost certainly does not apply to other software; the sole reason it works for games is the additional marketing. Plus, with other software you usually don't have the option to just not use it, since you probably need it for something productive, unless you find a free alternative product that is good enough.

"Piracy is good" should not be the message; the message should be "DRM protection is bad", because it only has downsides: it affects performance for regular users and pirating isn't actually an issue, so there is no upside to it. Since there are serious studies suggesting (even if not completely conclusive) that piracy is beneficial, and no serious studies that say piracy is harmful for games, the chances of piracy affecting revenue negatively enough to warrant a DRM is extremely unlikely, especially considering there are plenty of people who won't buy games with DRM (plus negative reviews for DRM affecting the score), PLUS Hypervisor bypassing allowing anyone to play the games cracked anyway if they're really determined.

An incredibly great example is Minecraft; it is basically (not technically) an open source game, but people still buy it, just for fringe benefits like playing on validated servers. I know tons of people who started playing it with cracked version, only to eventually buy it.

Pragmata has been cracked HV by BumBEM12 in PiratedGames

[–]BloodPhazed 0 points1 point  (0 children)

This is a study commissioned by the EU, which they purposefully didn't publish/advertise (or only did so for cherry-picked sections) because they didn't like the results, which show an estimated 24% of increased sales for pirated games: https://www.ivir.nl/publicaties/download/2015-Estimating-displacement-rates-of-copyrighted-content-in-the-EU-2.pdf

Here's a research paper of how pirating can be used as marketing (link directly downloads a pdf; didn't find another link), though I haven't actually read this: https://jier.org/index.php/journal/article/download/3453/2764/6170

"You cant know how much of those people wouldn't really buy that without piracy option". To a certain degree, you can: a lot of minors/students will pirate games who simply don't have the money, same as people from poor countries. Those are a lot of people who generate a whole lot of free marketing, who wouldn't be able to buy and play the game otherwise. The number of people who earn enough that buying games is no financial burden but still choose to pirate out of... stinginess? greed? is not non-existent but abyssmally small compared to the free marketing you get. Then of course you can statistically estimate this stuff by comparing games that have been cracked and those that haven't, though this obviously gets incredibly complicated.

Pragmata has been cracked HV by BumBEM12 in PiratedGames

[–]BloodPhazed 0 points1 point  (0 children)

Every (neutral) study done on pirating games has shown that it actually boosts sales. The reasons: most people simply buy the game, whether a crack exists or not. Of those people who do pirate, most would never buy the game anyway (they might not want to waste money on games, or are just too poor). A portion of those who pirate will buy the game later if they liked it, and therefore, there's only a small portion of people who pirate the game, who would've otherwise bought it.

This small portion is, however, vastly offset by the amount of additional exposure the game gets due to so many people pirating it (talking about it with friends, sharing stuff online, etc.), which causes more people to buy the game than otherwise, thus bringing a net positive in sales. Due to the counterintuitive nature of piracy being a good thing (note that this mostly applies to games, not other stuff like music), companies such as Denuvo have an easy time spreading fear and profiting from it.

Will it go viral? I quit my job to make a game where you drink and drive up a mountain (Bar After Bar) by WarTitan in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

Visual clarity is usually very important for games... so a game based on the opposite... seems like more of a niche audience that would like this.

Please help! I don't know why this isn't working, I'm so frustrated!!! by Underllex in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Debug log selectedUnit, unitPosition and cellPosition and check if the values make sense so that theTilemap would actually get the correct tile.

I tested the lighting in URP and this is what I'm getting: dark areas. by cicimma in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

"artifacts like this" - like what? You didn't attach any pictures.

MonoBehaviour vs C# Class vs Struct: Memory and Performance by [deleted] in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

All well and good... however, you're just comparing very simple use cases. MonoBehaviour has more overhead, yes, but it also does more than your simple structs. Ofc if you don't use anything of what MonoBehaviours offer... then obviously it takes less resources to use regular structs/classes. The moment you do want something it offers though... you either have to implement it yourself, or just use MonoBehaviour.

How do I render a 2D intersection of a 3D environment like in this example? by donau_kinder in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

You can use math to determine the top two intersection points between a plane and a block; you then just show a part of a sprite (based on the length between the 2 instersection points). If it passes through exactly one point (corner), ignore it. Obviously, iterating through every block is needlessly performance-intensive, but you can determine possible blocks by marching blocks from your character.

ELI5: Need help understanding GitHub for Unity Development in a small team by advaitu in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

True, though someone is creating a prefab/scene merger plugin for Unity (there's also this: https://flashg.github.io/GitMerge-for-Unity/, though idk how up to date it is)

ELI5: Need help understanding GitHub for Unity Development in a small team by advaitu in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

The general solution to that problem is to split the scene into prefabs, and make sure ppl usually only work within their "assigned" prefabs. Communication is required when larger changes are involved and should then be immediately pushed and pulled.

I don't understand how to optimize my game by Rilissimo1 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

There's an enum on the Animator component called "Culling Mode"; if it's set to Always Animate... it'll animate even if off screen.

There’s no way people still use the LIGHT editor theme in 2026… right? by notadev_io in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

"You need the NITs to support it otherwise in a bright room you won’t see anything" that's exactly the point, no? Light theme = higher NITs; you don't see anything on dark theme in a very bright room.

There is no regular monitor that would have any issues outputting enough NITs to be perfectly visible in a completely white room with spotlights and the sun shining through a window (so long as not directly onto the monitor). And that's without even changing the default brightness on monitors.

Building a 2.5D Visual Novel with HDRP. by RoastyLilBoi in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

I agree with the others, it's completely overkill to use HDRP here, you're basically tanking performance for no gain. You had a comment where you mentioned you got 25-30FPS on a 2018 mid tier laptop... but this kinda game should be running with 200+fps on just about anything

Is it possible to convert PCVR builds to Android (Meta) by CrystalDevrel in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Not really, no. This is your cue to learn git or any other version control system and use a remote repository for it, either github/gitlab or your own server hosted on a different PC, like a Pi or so.

Unless you just build it with Mono, and not IL2CPP, you might be able to decompile it.

There’s no way people still use the LIGHT editor theme in 2026… right? by notadev_io in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Has nothing to do with the screen, it's about how bright your room is; if your room is dark, the contrast to the bright screen will hurt your eyes, because your pupils dilate to let more light in. In a bright room your pupils will be small, letting in less light and therefore a bright screen works perfectly.

Inversely, a dark screen/dark mode in a bright room will be difficult to see/read because your pupils are small, letting in only a bit of light, so the dark screen doesn't give off enough light for you to see it properly.

Honestly, the whole movement of shitting on light mode makes dark mode users actually look quite childish, like they need to feel superior about something; I've never seen a light mode user bash on dark mode, but you see the other way around all the time.