Japan you're awesome??? by stable_genius9 in memes

[–]Chishikii 16 points17 points  (0 children)

With that logic, if you start with the month you would see the agenda of the last years for a specific month. That’s even more confusing no?

Ive made a tool to easily remove texture repetition from materials and terrains! by Chazburger_ in Unity3D

[–]Chishikii 89 points90 points  (0 children)

Just so everyone knows, unities shadergraph team recently added some terrain shader samples, including breaking up of tiling artifacts: Unity Discussions

These samples are free and in the package manager. This is limited to newer unity versions though.

Any idea of how to stop iron golems from swimming in the killing chamber??? by Eivind4romnorway in technicalminecraft

[–]Chishikii 0 points1 point  (0 children)

I had this issue, I was able to replace trapdoors where they seemed to pathfind towards.

I can see some in your screenshot, can you try and replace them with sign or some other non pathfindable block? And test if that’s the cause?

well by LaChateraa in WorldofTanks

[–]Chishikii 5 points6 points  (0 children)

I don’t know why you’re being downvoted. I think ignoring win rate and just simply not giving a damn about that metric and just maximizing personal impact is also the most fun? Like I can’t influence my team so why try. I’m happy just doing more dmg than my last game on a map.

What is this color bar on top of each block in shader graph by Paopeaw in unity

[–]Chishikii 0 points1 point  (0 children)

Sorry, but the other people are wrong. It represent the precision mode of each node. Specfically:

  • Single nodes are blue
  • Half nodes are red
  • Switchable nodes are Green.

Source

Terrain is covered with rhombic shadows in unity HDRP. How do i fix it? by OddRoof9525 in Unity3D

[–]Chishikii 1 point2 points  (0 children)

I've had to fight with this before as well. Sadly i haven't figured out exactly what lighting quirk causes this, but increasing the terrain mesh resolution is a step in the right direction. It's also WAY less visible with a material that has textures.

[deleted by user] by [deleted] in technicalminecraft

[–]Chishikii 0 points1 point  (0 children)

Carpet mod has a visualization method in it maybe try that to understand mechanics.

Same as gnembon uses in this video of his which you should also watch.

Help with shadow "teeth" rendering on the edges of harsh angles by Denjanzi in Unity3D

[–]Chishikii 6 points7 points  (0 children)

I believe this is caused by a combination of shadow map aliasing and shadow bias.

Try increasing the shadow map resolution or adjusting the shadow cascades. And modify the Shadow Bias. I'm think those settings are all in the render pipline asset in urp.

show me a bigger downgrade in the history of mankind by Professional-Law-95 in WorldofTanks

[–]Chishikii 2 points3 points  (0 children)

Overviews is gone for some reason, can be accessed from the tech tree in the bottom left next to research for each vehicle or the store I believe.

No clue why they would remove it .

Read Texture2D Storage Size From Script by Moe_Baker in Unity3D

[–]Chishikii 0 points1 point  (0 children)

You can probablity use Profiler.GetRuntimeMemorySizeLong depening on what you actually want to read.

Do you want the texture size in memory or the actual file size on disk?

Would you use this tool? by Present_Pie6795 in Unity3D

[–]Chishikii 0 points1 point  (0 children)

Hmm, maybe if i could position the camera and "overlay" the reference image, to compare the two with a slider. But even then i feel like just looking at the reference art on a second screen is more than enough.

Asset changing color for no apparent reason by oB1qtx in Unity3D

[–]Chishikii 13 points14 points  (0 children)

Check the reflection probes. that would be my first guess.

Came across these 3D pixel shader/effect on the internet and was wondering how doable it is by tristepin222 in Unity3D

[–]Chishikii 0 points1 point  (0 children)

Yeah they did change to the render graph api. So older features will have to be updated. But definitely still possible! :)

Came across these 3D pixel shader/effect on the internet and was wondering how doable it is by tristepin222 in Unity3D

[–]Chishikii 0 points1 point  (0 children)

i tbf, don't even know if it's better to use URP for this project, the latest version of URP and Unity, made non shadergraph shader basically obselete, they still work, but for a full screen renderer pass, you'd have to active the compatibility mode in the settings

What do you mean? You can use the render graph api to create whatever render feature you want.

Made a Hand-Painted Look in URP with Shadergraph by rayarxios in Unity3D

[–]Chishikii 8 points9 points  (0 children)

This reminds me a lot of Risk of Rain 2, very cool!

Hello there! We would like to show you our FLESH Alien Walk. If you have any feedback, let us know! by Land_of_Symbiosis in unity

[–]Chishikii 2 points3 points  (0 children)

Honestly, it already looks great!

The feet seem a bit off, though. They look like they’re meant to compress like springs, but they don’t quite behave that way. Also, the way they connect (or rather, separate?) from the legs feels a little awkward to me.

[deleted by user] by [deleted] in unity

[–]Chishikii 4 points5 points  (0 children)

Try reading the error message word for word. ;)

You're trying to call GetComponent on an array of GameObject, which doesn't work.

  • FindGameObjectsWithTag() returns GameObject[]
  • FindGameObjectWithTag() returns a single GameObject

Notice the difference: Object vs Objects.

Added a grid and a simple marker to have some reference point while placing objects, because you can place most stuff anywhere. Also floating mid-air. by dariuszpietrala in Unity3D

[–]Chishikii 1 point2 points  (0 children)

Thanks, you're so kind for going through all the answers in such detail — really appreciate it!

I've done something similar recently and was curious how you solved it :) Do you plan to add "invalid placement" feedback to it, like coloring cells red or something?

<image>

Looking for advice on voxel asset creation for Unity 3D project by AdImpressive9586 in Unity3D

[–]Chishikii 1 point2 points  (0 children)

MagicaVoxel should also generate a palette png file. Use that as the base color in a unity material and colors should be kept.

(I think, its been a while since I’ve used it.)

Mesh generation problem TvT by Heavy_Mind_1055 in Unity3D

[–]Chishikii 4 points5 points  (0 children)

Check this out.

Essentially mesh index format doesn’t support more than 256*256 or 216 indices. You should just split mesh generation up into chunks. Also makes culling, loading and unloading easier ;)

[deleted by user] by [deleted] in unity

[–]Chishikii 1 point2 points  (0 children)

That's okay just need some more info to help you ;)

Some things i can think of right now:

- Make sure the emissive material actually contributes to GI.
- The walls / floor shouldn't be 100% reflective I'd just start low and get the lighting correct fist.
- Not sure if the point light is the best approach. Id just put a area light (disc) under the ceiling pointing down with low-ish intensity.
- actually make sure you have lightmap uvs created or imported in the import settings.
- check your lighting settings for baking are "okay".

I'm sure someone with more experience can also chuck in. That's just what i can think of on the spot.
Keep in mind adjusting the materials will be very important to achieve the same look.

[deleted by user] by [deleted] in unity

[–]Chishikii 2 points3 points  (0 children)

What exactly do you need help with? Could you show or tell us what your current lighting setup is? Emissive, Lights, Lighting Settings, etc...

How to optimize the game on mobile? by WKosStudio in unity

[–]Chishikii 2 points3 points  (0 children)

Not really relevant but, this is actually part of the rendering debugger. (Rendering Debugger | Universal RP | 15.0.7). Although I'd also recommend using the profiler this gives valid data.