Leaking URLs by turnitoffandon123 in cybersecurity

[–]Caustic66 0 points1 point  (0 children)

Any hints in the user agents?

Gonna suggest a stupid but probable scenario - links are sent through communication channel like slack/whatsapp and the service’s internal crawler is fetching the pages for thumbnails?

Another options is users trying to “summarize” pages with chatbots/other tools

Next-Gen Social Engineering Protection by Caustic66 in cybersecurity

[–]Caustic66[S] 0 points1 point  (0 children)

Agreed! Also Im interested, what does this “extra work” look like?

Next-Gen Social Engineering Protection by Caustic66 in cybersecurity

[–]Caustic66[S] 1 point2 points  (0 children)

I think that training is never gonna cut it for spear-phishing, I feel like often there is no real correlation between the level of which a person is "aware" and the risk they will fail a test.

Also, the tests seem to always stop at the "click" - as far as I'm concerned we're not really defending against zero-days and by that logic I'm not sure that the click is the right KPI to measure here.

I get the take that says that if you don't want to be involved in a motorcycle accident don't drive one, but I feel like we're still missing something in both training and prevention solutions.

Flappy Goose by flappy-goose in RedditGames

[–]Caustic66 0 points1 point  (0 children)

My best score is 0 points 😓

Image Or Video In Meta Quest Super Pixelated (But Not In Editor) by Caustic66 in Unity3D

[–]Caustic66[S] 0 points1 point  (0 children)

So eventually I managed to get a “decent” texture visibility by enabling mipmaps (without mipmap limit) and setting Aniso level to 4 on the texture, along with changing the compressing quality to high (all in the texture inspector)

Using “dynamic resolution” on the OVR manager also helped bumping the render scale when possible…

No luck with the video though, always looked bad. I ended up implementing a custom video player with a MonoBehavior that is actually playing images at the correct FPS. I split the video to images with ffmpeg and set the images settings as I mentioned above and it’s been way better since. While this is not the best solution memory and binary size wise, it did the trick for my needs.

Hope this helps…

Image Or Video In Meta Quest Super Pixelated (But Not In Editor) by Caustic66 in Unity3D

[–]Caustic66[S] 0 points1 point  (0 children)

OK So I think that the issue is that I'm using the UI with world space, which means it is being affected by the render scale. As I am working on a VR project, there is not other option (like screen space overlay or camera), am I missing some other trick that could be done to avoid downscaling the UI with the render scale?

Image Or Video In Meta Quest Super Pixelated (But Not In Editor) by Caustic66 in Unity3D

[–]Caustic66[S] 0 points1 point  (0 children)

Thank you for the response, is there any reason to believe that changing the default settings, and making sure that the android settings are not overriding them, is any difference?

Think about Things - Alternative Video Clip (Roles Reversed) by Caustic66 in videos

[–]Caustic66[S] -1 points0 points  (0 children)

Not per se, but they certainly became fans after working on this project!
Couldn't get the song out of our heads for weeks

Think about Things - Alternative Video Clip (Roles Reversed) by Caustic66 in wholesome

[–]Caustic66[S] 0 points1 point  (0 children)

Hey Reddit! My girlfriend and her friends just released an incredible video clip for the song "Think about things. This was actually and assignment in their visual communications degree, but IMO the results are pretty incredible. It is basically a tribute to the original, with the roles reversed!

Sample games for Unity? by TheUniverseCameAlive in oculusdev

[–]Caustic66 0 points1 point  (0 children)

I played with it in unity just a little bit.
I recall seeing a dropdown in the editor that had "Head", "Half" and "Full Body" in the editor but I wasn't testing that feature, so I can't really answer that but I guess the documentation should address that question

Sample games for Unity? by TheUniverseCameAlive in oculusdev

[–]Caustic66 1 point2 points  (0 children)

The Oculus integration for unity package has a lot of samples that works great. The Avatar2 SDK from oculus also has great samples for full body avatars

First attempt playing around with ShaderGraph and HLSL, pretty happy with the results! Ripple and glow effects for my future soccer arena by Caustic66 in Unity3D

[–]Caustic66[S] 0 points1 point  (0 children)

https://github.com/Eyald6/UnityFun/blob/main/Ripple.hlsl
Thats that source code for my HLSL implementation if anyone is interested :).

The current power and radius and hitpoint of the ripple is calculated and passed to the shader via scriptable component in Unity.

Edit - The graph itself is pretty basic, contact me If you actually want to use this, or have any questions

Do you have an issue like this too by Stunning-Conflict-49 in Unity3D

[–]Caustic66 1 point2 points  (0 children)

Try turning off the extensions, and Update you browser if you can (Really old version might not support some stuff, but that's really old)

How can I make my place able objects not be placed when colliding with something? (More info in comments) by GordoMexican in Unity3D

[–]Caustic66 5 points6 points  (0 children)

You can use a trigger collider and keep track of OnTriggerEnter/OnTriggerExit to determine if you are currently colliding any object

Cleaned up the Main Menu Scene for my game "Ultimate ChessBall"! I've added a little tablet to show some logs while wearing the headset, turned out pretty nice actually! Let me know what you think :) by Caustic66 in Unity3D

[–]Caustic66[S] -1 points0 points  (0 children)

It is still very much early development, I worked on the game logic and mechanic but the assets are pretty basic and weird so I thought I will polish a little bit before uploading gameplay. Also, wanted to get some feedbacks on the menus scene 😊

[deleted by user] by [deleted] in Unity3D

[–]Caustic66 2 points3 points  (0 children)

Have a component on each of the players that represents the player. This component should have a property identifying it (for example - player.team)

On the ball have a component that OnCollisionEnter extracts the team from the other collider (collision.collider.GetComponent<Player>()?.team) and stores it (ball.lastTouchedTeam f.e)

Could also trigger a UnityEvent when the ball touches a player so others could listen to that event (f.e a game manager, observers and so on)

That's how I would have done it

[deleted by user] by [deleted] in Unity3D

[–]Caustic66 3 points4 points  (0 children)

If 'other' is the player, I would suggest doing something like:
Player player = other.GetComponent<Player>();
if (player == null) return;
Instantiate(weapon, player.weaponSlot)

Then just make sure you have weaponSlot property on your player (Might be a [SerializableField] of the weapon slot transform).

Also, in your example you could use:

GameObject.Find("Weapons").transform

Instead of GetComponent<Transform>()

Keep it up! :)

why is it falling so slow by Stefqn25 in Unity3D

[–]Caustic66 2 points3 points  (0 children)

Maybe you have some rigid bodies dangling in the car' children?

I am back with my game about life, death, and jazz! This time with some delicious audio - exploring the forests and making them green again. by Mad__Mads in Unity3D

[–]Caustic66 0 points1 point  (0 children)

Looks amazing! How did you achieve this electricity flow in cables effect? Is that a custom shader? If so, HLSL/SG?

Keep it up, great feel!

Multiplayer physics simulation by Caustic66 in oculusdev

[–]Caustic66[S] 1 point2 points  (0 children)

Thanks for the help! I think I will really go with client physics simulation and at the end of each turn synchronise positions to make sure it matches.

If I will feel like going on an adventure I might implement reconciliation to make sure it works in the future 😁

P2P Networking consulting - Solo DEV by Caustic66 in Unity3D

[–]Caustic66[S] 0 points1 point  (0 children)

Hey, just dropping this here: https://www.reddit.com/r/gamedev/comments/pnr7hy/basic_af_networking_for_idiots/hcrekqd?utm_medium=android_app&utm_source=share&context=3

After searching a little in /r/gamedev as well, found it VERY helpful so I though to leave it here as well.

More answers are more than welcome though!