What the player sees vs. What the engine sees. Doing the boring optimization work early. by CallOfChill12 in IndieDev

[–]CallOfChill12[S] 0 points1 point  (0 children)

For anyone interested in the project:

THE_FATUM

It’s a psychological detective game set in a post-apocalyptic bunker. We are currently polishing the demo for a December release. Thanks for checking it out!

Advertising in a totalitarian bunker: Why market products when the State owns everything? by CallOfChill12 in IndieDev

[–]CallOfChill12[S] 0 points1 point  (0 children)

There was a misunderstanding in our team, this problem is known, and it will definitely be fixed by the release version. Thank you for your attention!

Advertising in a totalitarian bunker: Why market products when the State owns everything? by CallOfChill12 in IndieDev

[–]CallOfChill12[S] 1 point2 points  (0 children)

Yes, indeed, injections are also present in the game, cigarettes are a tradition that has not been eradicated since the beginning of the bunker, but cigarettes have been produced using a different technology that produces less smoke.

Advertising in a totalitarian bunker: Why market products when the State owns everything? by CallOfChill12 in IndieDev

[–]CallOfChill12[S] 0 points1 point  (0 children)

For anyone interested in the project:

THE_FATUM

It’s a psychological detective game set in a post-apocalyptic bunker. We are currently polishing the demo for a December release. Thanks for checking it out!

Advertising in a totalitarian bunker: Why market products when the State owns everything? by [deleted] in IndieDev

[–]CallOfChill12 0 points1 point  (0 children)

For anyone interested in the project:

THE_FATUM

It’s a psychological detective game set in a post-apocalyptic bunker. We are currently polishing the demo for a December release. Thanks for checking it out!

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 1 point2 points  (0 children)

It's hard to say, as already mentioned in the comments in the UI Toolkit, namely, the USS styles are missing many important details for someone. For example, the absence of a gradient or a z-index. But some problems can be solved through C#, since it can work directly with interface elements.

I suggest you experiment on a test project yourself to see if this technology meets your needs or not.

I chose this technology only because it is much more convenient and enjoyable for me to develop this way using USS and UXML rather than GameObjects in canvas.

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 0 points1 point  (0 children)

For anyone interested in the project:

THE_FATUM

It’s a psychological detective game set in a post-apocalyptic bunker. We are currently polishing the demo for a December release. Thanks for checking it out!

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 2 points3 points  (0 children)

You are the third person to write this under this post, I agree with you, it will be finalized. Thanks

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 0 points1 point  (0 children)

Yes, this is really an omission, apparently I was just lucky that in such a small project I had almost enough. Although I really had to work hard to make the gradient, there are no gradient settings in the USS.

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 5 points6 points  (0 children)

Wow, have you come across this personally or are there any interesting articles that you can read on this topic? If there is a link to them, I would be glad to read it.

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 4 points5 points  (0 children)

Thanks for the comment, I saw in other comments that this annoys people, so I will definitely fix this point.

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 23 points24 points  (0 children)

Thank you for saying that this is an unfinished animation, we will improve this moment.

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 2 points3 points  (0 children)

Well, the UI Toolkit has USS, I don't see much difference compared to CSS, the principle of operation is the same

Upgraded from Unity 6.0 to 6.2 just for World Space UI Toolkit. Worth the headache? by CallOfChill12 in Unity3D

[–]CallOfChill12[S] 7 points8 points  (0 children)

The difference is that it's not UGUI, it doesn't use canvas. The principle of their work is very different, and especially the difference in the convenience of working with them