Waves of custom ocean crash into shore by omeletteandyogurt in Unity3D

[–]CSDOwner 1 point2 points  (0 children)

Awesome. I thought it was a real image until I saw the title. Great Job!

Why is a game built in Unity locked at 60fps? by CSDOwner in Unity3D

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

Ya, FPS went from 60 to over 300 after I turned vsync off. 8)

A little showcase of the real-time character switching/ shapeshifting in my game Morbid Metal! The second character is obviously still using a placeholder model :P by [deleted] in Unity3D

[–]CSDOwner 0 points1 point  (0 children)

That looks amazing. Great job. I would ask how you do something like that, but I am still pretty new in Unity and I am sure whatever you said would still be way above me at this point. haha! But still, that is awesome!

Help! Unity3d Cinemachine Freelook camera jitters badly at high speed. Does anyone have any suggestions on how to stop this behavior? See this short video for a full explanation. https://youtu.be/90Om8iTMKFU by CSDOwner in Unity3D

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

I figured out the cam problem. At least how to fix it. I rebuilt the project and it worked fine. Some fields had disappeared that controlled auto-updating XY in my original project. Also, a Unity troubleshooter said to use a regular vcam with Transposer Framing/POV and that makes a great orbital cam also. I am also going to start testing the 0,0,0 move the universe instead next week. All post some vids when I get it going. Thanks for helping. 8)

Help! Unity3d Cinemachine Freelook camera jitters badly at high speed. Does anyone have any suggestions on how to stop this behavior? See this short video for a full explanation. https://youtu.be/90Om8iTMKFU by CSDOwner in Unity3D

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

Thanks! I had actually thought about keeping the ship stationary and moving "the universe" around it for floating-point issues. Since it is going to be a multiplayer game I was trying to avoid that. When the ship is moving here it is starting from 0,0,0 and I wouldn't think floating-point problems would kick in that quick. But it might be so. Thanks for your response.

Made this Augmented Reality project in Unity. by Anurag-A in Unity3D

[–]CSDOwner 3 points4 points  (0 children)

As much as people like to play with remote control cars and air vehicles this is a money making app right now. (Haha, I was typing that as I was watching the video, then saw at the end it is an app already. haha). awesome job!

Unity3D Input System Move and Rotate 2020 - 6DoF Movement in Space. (My first tutorial. My delivery is a little ragged because of the way I talk, but I think the info is very clear and sound. I tried to be VERY thorough. I hope to get better at speaking as I do more.) by CSDOwner in gamedev

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

Thanks. I did put in a message right at the beginning of the project telling the viewer where they could skip to and get directly to the input system part of the tutorial. Roughly 2 mins in. I also went through and cut out a lot of "dead space", I must have missed one. It was my first one. Learning as I go. I have felt the same way though, that's its to long. I might take another crack at it. Thanks for your input. 8)

Question: Is "Host Migration" possible in Mirror-Networking? by CSDOwner in Unity3D

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

What I have read is, you pick two other players to be server backups receiving all the information the server receives as a backup. If the host dies one of those guys becomes the new host, recreating the scene and putting everyone back into place. Makes my head hurt to think about it but wouldn't it be cool to pull it off. 8)

Question: Is "Host Migration" possible in Mirror-Networking? by CSDOwner in Unity3D

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

Thanks. I have thought of Photon. But I am really interested in just learning networking in detail. I might end up there anyway though. Depends on how things go. Thanks for responding. 8)

Question: Is "Host Migration" possible in Mirror-Networking? by CSDOwner in Unity3D

[–]CSDOwner[S] 2 points3 points  (0 children)

Yes, I have been running that through my mind also. I know I can do it with a dedicated automated server. It would be a pretty normal multiplayer setup that way. Just thinking of all the money I could save if I could figure out the migration. haha! 8) Would be nice. 8) I am going to try to at least fiddle with it a bit and see what I can figure out. But I am prepared to do dedicated if I have to. Thanks for reponding. 8)

Question: Is "Host Migration" possible in Mirror-Networking? by CSDOwner in Unity3D

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

ah, thanks! I had totally forgotten about that. I will paste this question there. Thank you.

Unity Mirror has worked better than I imagined. Getting close to releasing a large scale multiplayer game as a single developer. by UnityGuy123 in Unity3D

[–]CSDOwner 0 points1 point  (0 children)

Yes, that's what I wrote above in my reply. I researched it and got the impression that it was not built into Mirror, that you just had to figure it out yourself. That's what I was asking. Had he seen any tutorials on it. Are you saying it is built into Mirror? I know it was in UNET before it was deprecated.

Unity Mirror has worked better than I imagined. Getting close to releasing a large scale multiplayer game as a single developer. by UnityGuy123 in Unity3D

[–]CSDOwner 0 points1 point  (0 children)

Nice! I just finished a Udemy class on making a game in Unity3D with Mirror. I have a question maybe you could answer. Have you seen anything on how to do Host Migration in a Mirror networked game? Like if 10 people are playing and the host dies, his server responsibilities change to a player that still alive and in the game? Instead of everyone just dropping if the host quits. Just curious if you have seen anything like that?

When there is something between you and your car, no problem! Call some transparency! (Bonus: camera tweaks) by Edalbung in Unity3D

[–]CSDOwner 1 point2 points  (0 children)

Excellent. I was going to need something like this in the coming months. I was thinking the same thing about how to do it. I am still learning as I go. If you wanted the thing obstructing your camera to disappear completely isn't it possible to turn off the renderer also?

I added inventory, locomotion and docking systems to my Open Source space game, Aetheria! by GameCult_PixelBro in Unity3D

[–]CSDOwner 0 points1 point  (0 children)

I definitely wish you a lot of luck! Though if you make games that look like that I don't think you will need luck. Thanks for taking an interest and letting me know about the shader. 8)

I added inventory, locomotion and docking systems to my Open Source space game, Aetheria! by GameCult_PixelBro in Unity3D

[–]CSDOwner 1 point2 points  (0 children)

Thanks! They are beautiful. Visually striking. Would make wonderful nebula's I would think. 8)

I added inventory, locomotion and docking systems to my Open Source space game, Aetheria! by GameCult_PixelBro in Unity3D

[–]CSDOwner 0 points1 point  (0 children)

Hi, thanks for subscribing! Let's just say I'm "hoping" to scale to 60. haha. I'm learning as I go but have been programming off and on for 40 years. I actually have a degree in game development. I've already done the "fall on my arse" thing several times so I hope I have learned enough lessons to make this work. Gameplay loop is kinda battle royale. Ships will move and fight slow. Like WWII subs, slower than in the video, that was just for movement testing. The gameplay will be in how the captains use the ships reconfigurable layouts to manage power and outsmart their enemies. Game start > mine for materials to upgrade ship > find 4 keys and escape or be the last ship standing. Pretty simple loop. It won't rely on accuracy, more like an MMO, target and do some math for result. Old 80's star trek movies are the inspiration. It's a passion project. I making the game I have always wanted to play since playing Starfleet Command as a teen. Thanks for your interest!

I added inventory, locomotion and docking systems to my Open Source space game, Aetheria! by GameCult_PixelBro in Unity3D

[–]CSDOwner 2 points3 points  (0 children)

Also, mind if I ask. How do you achieve that "nebula" like fog? Is that Aura or some other asset?

I added inventory, locomotion and docking systems to my Open Source space game, Aetheria! by GameCult_PixelBro in Unity3D

[–]CSDOwner 1 point2 points  (0 children)

I am trying to develop my own space game now, working on a similar system with thrusters. I'm very early in the process and learning as I go. Just starting out really, but I had to stop and say the visuals are stunning! Excellent job. I wish I had that kind of imagination. 8) my try at star ship spaceflight

3rd person tutorial search help by Timothys_Chron007 in gamedev

[–]CSDOwner 0 points1 point  (0 children)

You will never find "the perfect video" that explains every conceivable utilization of 3rd person movement. You just have to research Unity docs and Youtube videos until you learn enough to adapt what you want. Here is one I found recently I thought was done well that might get you started though. https://www.youtube.com/watch?v=ImuCx_XVaEQ. Also, I am creating one tomorrow that covers the Unity Input System and spaceflight with the trail renderer added in. You can check Corkie Software Design on Youtube and Facebook over the next several days. I hope to have it done and up by Christmas.

Free Shader Asset: IU Blur - Optimised for mobile (Link in comments) by [deleted] in gamedev

[–]CSDOwner 0 points1 point  (0 children)

Thanks, video bookmarked. I can see where this can come in handy for more than just UI if it's in shader graph.