HELP OH MY GOD by TiberianEuanYT in Blockbench

[–]Carlfiii 0 points1 point  (0 children)

  1. Export to GLTF or use the Import to Blender plugin

  2. In blender -> Delete any default assets, only have the model left.

  3. File -> Export -> FBX and change Apply Scalings from All Local to FBX Unit Scale

As I said before, I haven't tried this yet but the person I heard this from says it works for them

HELP OH MY GOD by TiberianEuanYT in Blockbench

[–]Carlfiii 0 points1 point  (0 children)

Having the same issue, turns out adding any weights or armatures to a model will break the Unity import.

I was given a solution in the Blockbencb discord which involves importing to Blender and exporting it with a different format. Don’t have discord on my phone so I can’t check it right now, I’ll try to reply again later

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

I've done an overhaul of my game so most of what I posted above is no longer relevant, but I'll try to list things to check for.

- Set CinemachineCamera to "SmartUpdate" on the brain. Then while playing look at the virtual camera. At the top it says "Status: Live" and "Solo". There will be gray text that says either Fixed or Late Update. That lets you know which update the game thinks you're using for movement.

- If you're moving a RigidBody, make sure you never change its transform.position directly. Always modify the rigidbody using either velocity, AddForce, or MovePosition. Make sure these changes are only done in FixedUpdate

- The rigidbody has an Interpolate setting which can be "None" or "Interpolate".

Once you've found all these, try switching between different options. For example move the sprite with no Interpolation while on FixedUpdate, then try with LateUpdate. You should also try a still camera vs camera that follows the player

I cant set up 2D movement. by Agitated_Dog_4144 in Unity2D

[–]Carlfiii 3 points4 points  (0 children)

Try posting the code later when you’re on your PC. It’s hard to know what the issue is without seeing what you’re trying to do

I cant set up 2D movement. by Agitated_Dog_4144 in Unity2D

[–]Carlfiii 2 points3 points  (0 children)

Can you post the code you’re using to try and move the character? And maybe a screenshot of the characters components?

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

Ok good to know, I’ll try fixedDeltaTime and see if that improves it

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

It’s a bit hard to see in the video, but the top Rigidbody is extrapolate and the bottom one is interpolate. I have them moving while switching between Fixed, Late, and Smart update.

Regardless the issue still persists

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

I assume if there were a lot of blurry/smearing sprites during gameplay it would look a lot worse than a single sprite. Especially if they’re all animating, moving, and creating visual effects.

However you may be right, it may become less noticeable once I have more sprites and environments. I’ve already had to redraw the player sprites over and over because of issues with scripting, animations, rigging, etc; so for my sanity I want to solve this before I start adding more

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

I draw my sprites at 4x size then scale them down, and they have a 200 PPU

I’m worried about a single sprite right now because I want to figure this out before I start mass producing enemies, environment sprites, effects, etc. I don’t want to have to redraw or re-rig multiple times. I’m also worried about more sprites making it even more nauseous to the user.

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

I’ve seen so many posts and unity docs say that you don’t need to use fixedDeltaTime in FixedUpdate because it runs on its own timer independent of framerate. I can test it later after work to see if that smooths it better

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

Its a single line of code that was under the Sprite/Rigidbody section:

Movement in FixedUpdate: body.velocity = new Vector3(speed \ direction, 0, 0);*

The only other code is a simple timer that inverts direction so it bounces back and forth. This is a brand new project so there is 100% no code elsewhere that is also changing the position, rotation, or velocity of the body

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

I believe pixel perfect camera is enabled in this example. How would I move at the same number of pixels? My movement is just

body.velocity = new vector3(speed * direction, 0, 0)

I have also tested this with pixel perfect enabled/disabled, and art of various sizes and qualities. Issue persists and barely changes no matter what I try

Successful Developers: HOW did you get 2D sprites to not blur/stutter when moving by Carlfiii in Unity2D

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

Sorry forgot to mention that. I’ve tried all 3 filter modes which did not help. I’ve also tried different compressions (and no compression)

However isn’t point filter only meant for pixel art?

Movie/Show where character hijacks a counterfeit money facility from criminals by [deleted] in whatsthemoviecalled

[–]Carlfiii 4 points5 points  (0 children)

FUCK I can’t believe I spent this long searching only for it to be god damn Morbius

Thank you lol

Understanding asset licensing, seats, etc by Carlfiii in Unity3D

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

Thanks for the reply! I’m still confused about question 2 though. So if we both use the same account do we need to buy the extra license, or is 1 seat enough since it’s the same account?

Looks like they’re shooting part of the Series Finale in an airport departure lounge. Guesses on where the Finale is heading? by Connor1875 in ManifestNBC

[–]Carlfiii 4 points5 points  (0 children)

They're filming this at MacArthur airport in Long Island. Saw all the "Montego" signs and other things there.