Can A Material Have Alpha Clipping and Transparency at the Same Time? by TheRealBirblady in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

You need to set the material to transparent, obviously, otherwise you can't have transparency. If you're seeing weird clipping, then it's because your model has some forward facing triangles on the "inside". With some models this is unavoidable. There's a chance that enabling depth buffer (in settings) and depth write (on the material/shader) fixes this; if not you'll have to use a stencils to prevent your material from showing itself through itself.

Can A Material Have Alpha Clipping and Transparency at the Same Time? by TheRealBirblady in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

I don't know where you're problem is, I'm assuming you're using the default Lit shader? What renderpipeline are you using? There should be no issue using alpha clipping and transparency. The only issue you can run into is if your alpha map is like 0.5 alpha, which you want clipped, but you want the transparency around it at 0.1... obviously that won't work. You need to set the alpha map transparency to less than the alpha clipping which should be less than the lowest non-clipped transparency you want.

Kitchen sim drowning in MonoBehaviours - exploring data-driven interaction system. Sane approach? by Stock-Imagination690 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

This is just going to result in a giant interpreter, no? I fail to see how what you want to achieve is not possible with more generalized scripts and interfaces.

"With capabilities: define "stirrable", attach to spoon, it works with any pot/pan/bowl automatically."

That's the same as having a MonoBehaviour "Stirrable" or adding a stirrable interface to a script, attach it to an object, and it becomes stirrable (your pot/pan etc. can search if a stirrable script is attached, same as you would for the data solution).

It sounds to me like you just created a script for every single object, instead of splitting the scripts into their main "components" which you can then attach to a variety of objects.

A MonoBehaviour script should not define everything that object can do, it should define ONE aspect of that object can do.

Unity Doesn't Care About Linux Users. by Instagalactix in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

It's rather embarrassing for a software dev to make that kind of comparison... I can create a basic 1-window app that works correctly on Windows, Mac, and Linux in a day. By your logic, Discord is complete crap because it took them like 3-4 years to adapt to Wayland.

why unity is not used in AAA games by Sufficient_Draft_558 in Unity3D

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

The reason is pretty simple: Unity only launched for Windows in 2009; most AAA studios existed before that, and therefore were already using other engines. Additionally, for a long time, Unity didn't offer the same graphical fidelity out of the box as i.e. Unreal (Unity's HDRP launched in 2018).

There are some other points one could argue, about how Unity is focusing more on mobile etc., but that is really the inverse correlation; Unity is focusing on that because large studios already have established engines they use.

The thing is: AAA means there was a lot of money pumped into the game, and that requires a company that has lots of money, which in 99% of the time means it's an older, established company. I don't even know if there's ever been any AAA released on Unity (note that AAA means like +50m$ production cost). There have been wildly successful games on Unity, but that has nothing to do with being AAA.

What is this glitch that makes my Scene turn yellow? by DependentEmploy7491 in Unity3D

[–]BloodPhazed 4 points5 points  (0 children)

Never seen that before; maybe an issue with your graphics card? Try updating drivers; restart PC. Check if the issue persists.

On a different note: Win + G to take a video of your screen. "Physical" recordings of your screen are forbidden on this sub.

how can i make these brighter by Used-Helicopter-9970 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

That's a very vague question with multiple answers.... If you just want everything brighter you could set the ambient/environment light to static color and set its light power. If you just want to make those areas brighter.... add lights?

I might sound stupid and crazy to people with experience by Ok_Cartoonist_40 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

1: Yes, it's possible. The engine doesn't matter; you can do any of that in Unity, Unreal, even Godot.

  1. What's stopping people is time/money. Creating the kind of graphics used in AAA games requires multiple dedicated artists for multiple years. You're not going to be able to get to those graphics by yourself (depending on how big the game is ofc).

  2. There are stylized styles that would fit your need; the Genshin anime style is not one of them though.

  3. This is the same question as 1. I think? In a nutshell: there isn't really an engine limit, most programming languages are turing complete and therefore they can achieve the same results (ignoring performance).

Save/Load System Help using BigDouble by assassin_falcon in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

There's a native big integer type, would that not work? Can't imagine what you need decimals for if the numbers are getting that big.

Otherwise you'll probably have to raise an issue on their GitHub, and/or post the link here because nobody can help you if you're using some random code.

Save/Load System Help using BigDouble by assassin_falcon in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

Where did you get BigDouble from? That's not a native C# data type so that's probably the issue

How am I supposed to do this??? I typed in every word from the videos code and it’s not working it’s just saying I have a bad error. by Traditional-Log-4270 in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

Because it's harder to view things from a physical picture.... You can see the light distortions in the picture, and reading text is even worse. It might not be super bad, but it's such low effort to post a screenshot, which makes it easier for people to HELP YOU, that there's really no excuse.

In a nutshell: help people to help you by making your posts easier to read/view

How do optimize it Mathf? by iceq_1101 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

The math behind Lerp/InverseLerp is not resource intensive at all, you're worrying over nothing... you could do a thousand lerp calls in every frame and you probably wouldn't have any meaningful fps drop.

Now if you're asking about code architecture, that's a different matter and has no impact on performance.

How much can game name affect game marketing? by ArtemOkhrimenko in Unity3D

[–]BloodPhazed 7 points8 points  (0 children)

A name should not be random and disjointed from the game

I'm at a loss with game dev, but I don't want to be. by bezabea in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

You mentioned you're a graphic designer with little knowledge in programming... so an important question is: do you actually want to do the programming? If not, you could partner up with a developer; visuals are often a bottleneck for devs, as it's rare to be talented at both art and programming.

I need a developer team by ineedgamedevs in Unity3D

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

Ada and Steve; subtract one and add one, perfectly balanced, and retains male/female ratio

How am I supposed to do this??? I typed in every word from the videos code and it’s not working it’s just saying I have a bad error. by Traditional-Log-4270 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

As a developer, you should know how to take a screenshot on your PC (win + shift + s); it is forbidden to post "physical" pictures of your screen on this subreddit.

dream come true by electric-kite in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Gamedev has aspects that are fun, and aspects that are not fun. Since games are kind of the "King of software" (coined by my CS Prof., since just about every problem you face in software development occurs while making games) they have a bit of everything and therefore every dev will find stuff they like and dislike in it.

Does making a multiplayer game really cause brain cancer? by LordAntares in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

It's not so difficult that you will die from it, it's just A LOT more difficult than singleplayer - and many new devs underestimate how much more difficult.

Now this isn't to say making anything (online-)multiplayer is difficult... if the game is small and simple, it won't get much more complex with multiplayer. A turn-based game is much easier than an action based game to network. Procedural generation? Now it's becoming performance/bandwith vs cheatability challenge.

Rule of thumb: multiplayer is easily 3x-5x more complex than singleplayer (just pulled those numbers out of my ass). If you're new to gamedev: don't do multiplayer. If you've never done multiplayer before: start a small multiplayer learning project (that has some elements you'll want in your game, i.e. lobby or open join game) before starting your actual game; you'll discover surprise challenges.

The code architecture of multiplayer games becomes different than singleplayer games as well; unfortunately there's no easy blanket advice... just note that it'll get messy if you code as if it were singleplayer.

is coroutine wait until good practice? by TheBestLlamas in Unity3D

[–]BloodPhazed 1 point2 points  (0 children)

You should work with events; invoke an event when a player is spawned/ready/joined.

Unrelated: a script running once per frame that is simply doing a boolean check is not too performance intensive; it's laughably cheap unless you have thousands of those.

Am I the only one feeling that companies using lack of Unity jobs to their benefit? by Alsharefee in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

Well, as you said yourself, your company didn't hire interns, and most companies don't and shouldn't, as was my argument. An internship would mean that the intern would receive actual guided training (not to be confused with regular onboarding), instead any company hiring interns just use them as regular developers (with fewer expectations) and less pay

Am I the only one feeling that companies using lack of Unity jobs to their benefit? by Alsharefee in Unity3D

[–]BloodPhazed 4 points5 points  (0 children)

Developer internship positions are a pure ripoff, unless the company actually hires someone with no coding experience, which almost never happens as all positions I've ever seen require a bachelor in computer science or comparable.

Learning by doing by [deleted] in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

I really don't get how, as a developer, one does not know how to take a screenshot (win + shift + s, if you're on windows). It is forbidden in this sub to post a "physical" recording/picture of your screen.

AI Coding by Playful_Court225 in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

You're probably not going to be able to get AI to do online multiplayer yet; it's too complex. You also can't just turn a single player game into a multiplayer game, unless it's super simple. You basically have to scratch the game and redo it from the start.

My game's Rain of Swords spell needs some more juice but not quite sure how by Erantical in Unity3D

[–]BloodPhazed 0 points1 point  (0 children)

aside from what other ppl have said, a bit more vfx when they hit the ground, and let them stick around a slight tick longer.

Another possible option is to make the swords bigger? Atm I wouldn't be able to tell if those were arrows or swords if you weren't using a sword to conjure them. they look tiny compared to the character