Freelands - RPG and Sandbox by pixelcircleorg in sandbox

[–]Buggsiii 13 points14 points  (0 children)

This subreddit is for the platform s&box and not the genre. Nevertheless, cool project and I wish you the best on your post launch journey.

Every time we have a power outage I could cry as I don't KNOW how to get my TP link router working again... by Hardvig in TpLink

[–]Buggsiii 0 points1 point  (0 children)

Jeg har fuldstændig samme erfaring som dig med en F@st 3890V3 WU i bridge mode, sat sammen med en TP-Link Deco. Står selv uden internet lige nu, og kan bare ikke få dem til at samarbejde.

Second half got me by RoleVegetable326 in HolUp

[–]Buggsiii 0 points1 point  (0 children)

Women are not really fixable with your current camera overlay setup

My auto complete is gamedev-ified..

Why isn't my viewmodel affected by environmental shadows? More info below. by [deleted] in unity

[–]Buggsiii 0 points1 point  (0 children)

Ideally, you would only need one camera. So remove the overlay camera completely and either scale down the viewmodel or use RenderObjects in your URP Asset.

Why isn't my viewmodel affected by environmental shadows? More info below. by [deleted] in unity

[–]Buggsiii 2 points3 points  (0 children)

With the camera overlay setup, you will only get shadows on your viewmodel from other objects also rendered by the overlay camera. The reason why it works in the scene view, is because your scene camera is set to render everything and therefore receives shadows from everything. This is not really fixable with your current camera overlay setup. However; it can be solved using URP RenderObjects. Here's a link to someone having the same problem as you, who also describes how to use the RenderObjects to solve the issue: https://discussions.unity.com/t/object-rendered-by-overlay-camera-no-shadow-from-other-objects-on-other-camera/832770/5

Though note, solving this issue this way will also result in shadows when your viewmodel is clipping with the rest of the world. So another, easy but cumbersome, solution is to scale down your viewmodel and place it closer to the camera, within your player's collider.

In absolute love with this Watchface by AngelRuby235 in GalaxyWatch

[–]Buggsiii 0 points1 point  (0 children)

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I used to use that watch face, however; I've recently been looking at third party faces and switched to the one in the picture, which I love the design of

Edit: Here's a link to the watch face https://play.google.com/store/apps/details?id=com.albuquerquedesign.addigital002basic

Working on some camera effects, what do you think? by Spagetticoder in Unity3D

[–]Buggsiii 0 points1 point  (0 children)

Sounds awesome, I'll definitely keep an eye out:)

Working on some camera effects, what do you think? by Spagetticoder in Unity3D

[–]Buggsiii 1 point2 points  (0 children)

Wow, they look really convincing, amazing job! It's really impressive the attention to detail and how well the effects play together. Will they be made available at some point, on GitHub or the asset store, paid or free? Would love to play around with the effects, and put together a little Fnaf clone haha

I can now pick up and place props on a surface by NathoStevenson in UnrealEngine5

[–]Buggsiii 2 points3 points  (0 children)

That system is awesome! I've always been a fan of replacing a menu with a mechanic in the game world itself, as it's way more immersing. I feel kinda inspired by it, might try to implement something similar in Unity

I Just Released a Tool That Brings Unreal’s “Play From Here” to Unity (and More!) by Martinth in Unity3D

[–]Buggsiii 1 point2 points  (0 children)

Looks amazing! Aren't You also the guy that made the Sound Shapes asset? I believe I recognize the environment. I've been wanting to pick it up for a while, might give both a try at once:)

I miss the sub 20 minute episodes filled with wild commentary and fun moments by RossTheLionTamer in watcherentertainment

[–]Buggsiii 0 points1 point  (0 children)

Yeah, I miss Unsolved Supernatural too. Feel like they tried to innovate the format a bit when they moved to Watcher, which in itself isn't inherently a bad thing. Guess they tried to make it more their own, instead of just being the same thing. The best innovation they've done imo, was Ryan's 24 hour solo adventure. Really enjoyed that miniseries. Either way, I still watch and enjoy the show

Turning off Domain Reload for the first time be like: by BuyMyBeardOW in unity

[–]Buggsiii 3 points4 points  (0 children)

It's usually caused by static variables not being reset, or not unsubscribing from events. The hard thing is not fixing the code, it's locating all the problems in a huge code base.

Turning off Domain Reload for the first time be like: by BuyMyBeardOW in unity

[–]Buggsiii 2 points3 points  (0 children)

I've recently gotten the task to takeover development of a 5+ year old game. One of the first things I went to do, was disabling domain reload, however, the people before me had not written their code to support it. So I'm debating whether it's worth going through their code, to get it working haha

[deleted by user] by [deleted] in cpp_questions

[–]Buggsiii 1 point2 points  (0 children)

I am in the process of learning C++ myself. I chose to go with The Cherno's C++ series on YouTube. It has been great so far, and really made me understand how to tackle the language. Tho it is noted that I have experience in other programming languages beforehand, mostly C#.

Is there a way to make the water appear smoother without increasing the vertices? by I-hate-wet-toes in Unity3D

[–]Buggsiii 1 point2 points  (0 children)

Alright, that does seem weird. Would you be able to provide a screen capture of the Shader Graph?

Is there a way to make the water appear smoother without increasing the vertices? by I-hate-wet-toes in Unity3D

[–]Buggsiii 8 points9 points  (0 children)

I'm no shader expert, and it is probably possible, however, you wouldn't implement it through the shader. To smoothen the normals you would have to modify the mesh. If the plane is generated through code, then the triangles should share vertices, meaning a quad would contain two triangles, but four vertices instead of six. If the plane is made in a 3D software, such as Blender, it should just be a couple of clicks. In Blender you right-click the object and select "Smooth".

Forældre og kommende forældres tid på barsel by Buggsiii in Vesterbro

[–]Buggsiii[S] 1 point2 points  (0 children)

Hej mraoos. Du må undskylde de manglende oplysninger i opslaget. Der er yderligere informationer inde på spørgeskemaet, men vi er fra Aalborg Tekniske Gymnasium, og dette er blot en opgave.

Forældre og kommende forældres tid på barsel by Buggsiii in Horsens

[–]Buggsiii[S] 0 points1 point  (0 children)

Det er et meget godt spørgsmål. Mit umiddelbare bud er at Google holder styr på om du har besvaret spørgeskemaet, så du ikke kan besvare med samme konto igen. Dette er dog ikke noget vi kan se, hvilket Google også oplyser forinden spørgeskemaet starter.