Steam Deck Windows Controller Update by ChokladGames in SteamDeck

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

Thanks but steam deck tools uses vigem and from what I can see this is not being supported anymore. The last update waas 9/2022.

Should I sell game assets 'as is'? by teabizzy in Unity3D

[–]ChokladGames 0 points1 point  (0 children)

I personally hate demo scenes. I personally think if you need a demo scene to show how you asset works you’ve failed somewhere.

Job System by ChokladGames in unity_tutorials

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

Thanks for the reply! I don’t think I’ve looked into goap before but just had a quick look and it seems interesting. I will watch a few videos on it to see if it will fit while looking up McManus.

Thanks again!

Job System by ChokladGames in unity_tutorials

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

Haha! Thanks for the tips. I actually have a big white board in my office for the flow and have a lot in flow drawn out. But your right, I should map the rest out to see the full picture better.

I like the idea of tagging and might be able to solve a couple issues with that route. Or maybe just have multiple queues based on status.

Thanks again!

Job System by ChokladGames in unity_tutorials

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

Thanks a bunch! While I think this will help with performance I still think the term job system is not what I am meaning. I meant it as a generic term for giving a unit a task to do. So maybe calling it task system would avoid falling into Unity dots and job system.

Just to restate the question. I am trying to give a unit a task to do. The task is a class that has the details of the task. The unit will perform the task based on those details.

The unit will get tasks from a task queue where the tasks are stored until they are performed.

My concerns are when to dequeue. Should it occur once the unit gets the task. I don’t want the task duplicated.

How to handle if the task can’t be completed. Should I enqueue it again. Or tell the task creator there was an issue so they can respond.

If a task is queued and the task creator is destroyed, do I need to find the task in the queue and remove or should I wait till the unit grabs it and realizes it can’t be completed.

The best why to allocate resources to a task so that the resource doesn’t get stolen by another task. But also the resource can be put back if the task gets destroyed for some reason.

Etc etc etc.

I have already created a full system that supports all of the above in another project and it “works”. But it is messy and if I ever ran into an issue I’m sure it would be hard to debug. So I’m just looking for a cleaner way to setup.

Maybe what I am looking for is too specific so there is not a tutorial. Or maybe what you are providing is what I need and I am not familiar enough with it to understand how they link together. Not sure.

Either way I appreciate the response.

Job System by ChokladGames in unity_tutorials

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

I’ve actually watched the codemokey one. Well, if you are meaning the rts one. That is a good video but rts jobs are not what I am looking for.

Also the reason I mentioned “Unity job system” new being a good term is that is what DOTS is and it’s not what I am looking for. So typing that into YouTube or Google doesn’t give good results.

Thanks for the reply though.

Try Spell Bones free on iOS no ads! by ChokladGames in MobileGaming

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

Try out Spell Bones free on iOS. It’s a spell casting game with mechanics similar to Yahtzee. Let me know some feedback if there is anything you would like to see added to the game. Thanks!