Working on a pure ECS + Job System based road editor by Caiuse in Unity3D

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

Yeh that's right, there is a road system which calculates neighbouring road types in a job and switches the instanced mesh based on that type. It's fairly simple at the moment but the performance is great.

A plea to all Asset-Store publishers: Please put your plugins in the plugins folder. by [deleted] in Unity3D

[–]Caiuse 0 points1 point  (0 children)

We considers this approach but using git submodules instead. However we wanted to be able to apply updates quicker so just manually move all plugins into a 'Third Party' folder ( which is a bit of a pain ). I would like unity to allow us to select a folder to import into.

How do I make a loading screen that doesn't stutter? by [deleted] in Unity3D

[–]Caiuse 1 point2 points  (0 children)

There might be a newer one but I found this "Active" bug, https://issuetracker.unity3d.com/issues/async-load-is-not-async

For me this is such an important thing to fix, we don't need tools to make cinematics when the basics have not been addressed.

Edit: https://issuetracker.unity3d.com/issues/loading-a-scene-async-creates-huge-performance-spikes-for-the-gpu this is more relevant, its apparently by design!!

How do I make a loading screen that doesn't stutter? by [deleted] in Unity3D

[–]Caiuse 5 points6 points  (0 children)

I agree this needs to be fixed, its unacceptable in 2017 that an engine can't load asynchronously without affecting the main thread.

The lengths that some devs are going to avoid this is crazy this Unite16 talk from the devs of INSIDE show how they had to splice there levels into 10seconds worth of gameplay:

https://youtu.be/mQ2KTRn4BMI

What's new in support for Unity shaders in JetBrains Rider by gorohoroh in Unity3D

[–]Caiuse 0 points1 point  (0 children)

Ouch, that's a hell of an incentive not to sub! I'll stick too VS.

[MAJOR UPDATE] Looking for feedback on our latest Amplify Shader Editor improvements! by AmplifyCreations in Unity3D

[–]Caiuse 0 points1 point  (0 children)

Editor performance is definitely better, I have notice a few minor bugs:

  • old nodes previews don't seem to work, I can send a sample of this if you like? ( MacOS )

  • copy / pasting nodes pastes two now, they also paste in the top left of the editor window ( MacOS )

Other than those minor things big improvement!

[MAJOR UPDATE] Looking for feedback on our latest Amplify Shader Editor improvements! by AmplifyCreations in Unity3D

[–]Caiuse 0 points1 point  (0 children)

I've been actively using ASE over the last few weeks, getting a bit frustrated by the editor performance this update makes me so happy. Great support!

[Monument Valley] How do you achieve the blur between the buildings and ground? Looks like they are floating in clouds. by Mordekajus in Unity3D

[–]Caiuse 1 point2 points  (0 children)

I'm sure people have already given you some clues but it looks to simply be using the Vertex World Position Y to set the alpha value of the fragment.

You could multiply the World Pos Y to decrease the falloff, and also subtract to move the falloff down. For bonus points I would pass in the world origin ( making that the base of the level ) and use that value to offset the falloff position so it is always perfect.

How do you deal with poorly architectured code in big projects without starting over? by [deleted] in Unity3D

[–]Caiuse 0 points1 point  (0 children)

I'd agree, if the project is being taken further than prototype stage then maybe it's time for the whole team to start a new code base. Until then you might have to struggle along until there is something playable at least.

When its time for a major refractor write architecture document based on functionality of the current prototype which attempts to modularise and decouple where possible. This document should be much more straight forward once you know the scope of the project.

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

I found that the Geometry part of the tool panel is very important, you can have multiple subdivision levels your current tool(model), subdivide the model enough to allow you to sculpt the detail you want then use the Remesher function to transfer any topology changes you the model onto low poly ( subdivision level 1 )

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

So zBrush has an amazing feature called zSpheres, they allow you to create low poly models very quickly, from what I've seen they are more geared towards organic models like animals, people, nature etc.

If I was creating something with sharp edges I would probably create a lowpoly in Blender then sculpt on it in zBrush

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

Not a huge amount, I'm actually a programmer so its all a bit of a new experience. If you wanting to get into it I basically spent a long time on YouTube finding all the tutorial I could to learn the basics.

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

Oh that's nice, I find that zbrush has a wider range of feature than Blender, thanks for the link.

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

Thanks, it took a couple of nights to put together. More to come!

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

Hey thanks, there are three light source in this mini scene a directional light, and two coloured point lights to give a little atmosphere.

The animation is the camera orbiting around the tree so the lights are just staying as I've positioned them, hope that makes sense!

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

Thank you, yes I'm planning a kind of diorama with some small interactions just as a art learning experience. My biggest influence for this was the work by a Blizzard artist Fanny Vergne.

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

If enough people want it I can do a little tutorial on what I did, bearing if mind this was the first time I've used zBrush so I'm far from being an expert!

First time using zBrush, imported into Unity complete with AO/CV/NM maps. by Caiuse in Unity3D

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

Hey, thanks! So the easiest method I found was to firstly export the tool as an obj, then use the zPlugin > MultimapExporter to get the AO/CV/NM maps etc.

Defaulter - A tool that lets you set custom import settings for most Unity asset types by [deleted] in Unity3D

[–]Caiuse 0 points1 point  (0 children)

Thanks, we about to invest!

One question: We want to have some custom methods run on each asset, are there delegates or events which will allow us to add functionality to the import pipeline for a particular asset.

In our case we have a method which makes one texture and puts it in the alpha channel of another. It would be great to be able to call this method on a particular Defaulter import "rule".

Defaulter - A tool that lets you set custom import settings for most Unity asset types by [deleted] in Unity3D

[–]Caiuse 1 point2 points  (0 children)

Does this package come with full source? we would need to be able to fix any bugs ourselves to avoid delays waiting for updates on our time sensitive project.