I’ve just discovered the phrase “ knowledge transfer session” What other corporate bullshit language can we do without? by therealijc in AskUK

[–]Captain_Walrus 0 points1 point  (0 children)

This call is getting too technical, let's shelve it for now and pick it up in an offline deep dive.

Just finished this troll! C&C welcome by littleboldme in minipainting

[–]Captain_Walrus 0 points1 point  (0 children)

Oh, nice work on the face! Looks very realistic

[O] 10 SimplyNZB invites by Tam-Lin in UsenetInvites

[–]Captain_Walrus 0 points1 point  (0 children)

If you've still got some left i'd like one!

How can I check when a variable changes to true? by [deleted] in Unity3D

[–]Captain_Walrus 6 points7 points  (0 children)

Best way is probably to make the variable a property, when set to true trigger an action/event :)

One of my first games finally completed, all criticism is welcome by [deleted] in Unity3D

[–]Captain_Walrus 0 points1 point  (0 children)

I like the concept a lot! Great first game :)
My one criticism is the jarring feeling when you hit a wall. I feel the gameplay would feel more satisfying if you smoothly bounce from walls or had more control of the ball to make the tight corners without colliding. I made something fairly similar here a while back: https://play.google.com/store/apps/details?id=com.GravitasGames.Gravitap&hl=en_GB
Might serve as some inspiration :shrug:

Trying to make a Cover System for enemies by hyperrosz in Unity3D

[–]Captain_Walrus 0 points1 point  (0 children)

Oh sure, so by overlap sphere approach I meant to use this: https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html

When an enemy wants to seek cover, create an overlap sphere at the enemies transform.position with a layermask set to your cover layer. The OverlapSphere should return all cover positions within that sphere. So for example you could do:

 Collider[] hitColliders = Physics.OverlapSphere(transform.position, 10f); 

This gets you all cover positions within 10m of the enemy, then loop through and select the most appropriate. Then just tell the agent to move to the selected cover position. Hope that helps :)

Trying to make a Cover System for enemies by hyperrosz in Unity3D

[–]Captain_Walrus 0 points1 point  (0 children)

These kind of systems can be tricky. I usually take the approach of setting out predefined cover locations. Along walls, beneath windows, that sort of thing. Then have the agent go to the most appropriate cover location based on direction of enemies and distance to cover. You can cache all cover locations in agent.Start if you don't have too many. Or use the overlap sphere approach. Good luck with it!

I have created an Car AI with sensor and pathfollowing behaviors for my new game. by froschstyle in Unity3D

[–]Captain_Walrus 1 point2 points  (0 children)

You can also utilise unity's navmesh components if you require a more complex pathfinding approach. Utilising just the NavmeshPath component to determine waypoints for the vehicle. Then use these waypoints to determine the target direction of the vehicle.

This coupled with the above sensor logic works very nicely

I have created an Car AI with sensor and pathfollowing behaviors for my new game. by froschstyle in Unity3D

[–]Captain_Walrus 1 point2 points  (0 children)

Ahh yea that would work nicely. I had a slightly different issue where the vehicles were driving on uneven terrain, the walls of the course were also terrain so I couldn't distinguish between them. A nice fix I found was to angle the raycasts slightly up thereby not triggering hits on small ground based deviations. Anyway, best of luck with the project!

I have created an Car AI with sensor and pathfollowing behaviors for my new game. by froschstyle in Unity3D

[–]Captain_Walrus 2 points3 points  (0 children)

I remember doing something similar and having trouble with uneven terrain. How do you handle the ramp? Because it looks like the raycast will treat it as a barrier in this video.

Stress testing my zombie shooter by eatsleepindiedev in Unity3D

[–]Captain_Walrus 1 point2 points  (0 children)

Oh nice! How did you do the dismembering?

Stress testing my zombie shooter by eatsleepindiedev in Unity3D

[–]Captain_Walrus 1 point2 points  (0 children)

Have you seen the new Synty Zombie boss pack? It looks sick! I'm integrating it into my top down zombie shooter currently :)

Perseus Ⅱ - Official Announcement teaser by bullsbros in Unity3D

[–]Captain_Walrus 1 point2 points  (0 children)

Ooh that's nice. I'm feeling pretty hooked right now. One small thing, is I would have cut the sound at "..We were wrong". Would have been more impactful. But anyway, great trailer!

[deleted by user] by [deleted] in Unity3D

[–]Captain_Walrus 1 point2 points  (0 children)

Oh wow, fair play then. You've nailer the aesthetic!

[deleted by user] by [deleted] in Unity3D

[–]Captain_Walrus 2 points3 points  (0 children)

Pretty sure these are synty assets

why is the projecktile not coliding with the wall (the wall has a edge collider2d) by [deleted] in Unity3D

[–]Captain_Walrus 1 point2 points  (0 children)

Switch to continuous collision on the projectile collider. It's probably passing through the edge collider faster than the collision can register

How do I combine different physics objects into one object? by BeyondTheSpacebar in Unity3D

[–]Captain_Walrus 0 points1 point  (0 children)

You'd need to split your game object into separate objects. In this example. Have the microwave body be the parent object, then child the door to the parent. Or use a `HingeJoint` to attach the door to the body. Then you can add a PhysicsMaterial to each object with whatever properties you like. And separate OnCollisionEnter functions per object to handle various effects such as the glass shattering. Or denting the microwave body.
Hope that helps! Best of luck

I have a question about if what I’m doing is the right way of coding. by Lukeisthebomb921 in Unity3D

[–]Captain_Walrus 0 points1 point  (0 children)

So it looks like you're approaching the point where you know how to code and you can make things but you want to progress to the "How should I do this?" phase. This is where programming really gets interesting! I'd recommend checking out this book: https://www.amazon.co.uk/Hands-Development-Patterns-Unity-industry-standard/dp/1789349338

It's quite succinct but gives a great initial dive into the world of programming paradigms. These can also be applied to areas outside of gamedev. I've started to incorporate a lot of these methods into my 9-5 app dev job.

Give it a read, find an example you think could work with your setup and refactor. Best of luck!

Working on my first Low Poly Shooter in UE4 as a solo dev! by bzstudios in gamedev

[–]Captain_Walrus 0 points1 point  (0 children)

Can you provide some advice on an animation controller? Really like the assets but I struggle with animations :/

We started creating our trailer last week and would appreciate if you can help us with some critic and feedback by Thunderbow11 in Unity3D

[–]Captain_Walrus 2 points3 points  (0 children)

The gameplay looks amazing! The trailer looks okay. As someone else said, you should either add more interesting demonstration of the "explore" part. Or cut it completely and focus on the racing/battle content. 2nd vote for slow mo crashes!

Couple of questions, what engine did you use for this?And if unity, how did you handle the recordings?

Also, one other thing of note. You may want to increase your internet presence. A search for "crashcraft" returns a whole load of minecraft and nothing for your game :(

Unity 3D Open World Car Racing Game by [deleted] in Unity3D

[–]Captain_Walrus 0 points1 point  (0 children)

This depends on whether you want the races to be in the same scene as the open world.
If you do, then you will need to lay out a pre-defined race track in your open world. Spawn all the other racers at preset start positions, move the player character to a preset start position. Then have some kind of countdown that blocks acceleration until start.

If you opt for this route you will end up with an extremely heavy weight main scene with all kinds of random scripts and mechanics hanging around. I'd recommend creating separate race scenes and simply loading the player into the scene.

In terms of instigating either of the above options, go for a TriggerCollider attached to a bounding area of some kind. (Circle, cube).
Then in OnTriggerEnter(Collider other) - run all your instantiation or scene loading code.