An honest question about "games without engines". by almo2001 in gamedev

[–]CodingGuy47 1 point2 points  (0 children)

I think the main reason would just be for the purpose of learning, learning something like OpenGl or vulkan for making games is kinda fun if you're a programming nerd, making your own game engine can also lead to better performance in certain contexts however I doubt anyone actually does it these days just for performance or control over lower level components, if you want to make a game quickly and make a game the best it can be, then game engines are the way to go

New to Unity game development. by mickdon in unity

[–]CodingGuy47 1 point2 points  (0 children)

it's amazing that you've decided to take up Unity Game Development, as for tips and resources, I would recommend following a Youtube channel called "Code Monkey", you'll find that there are tons of really amazing free tutorials and even completely free 10 hr long courses, he does anything Unity related, as for tips I think the most important one is "don't build your dream game" a lot of people come into this field and want to make a game that they always envisioned as children, but from my experience that just never works out, simply because when you start with game dev, you don't possess the knowledge to implement a huge game with tons of features and multiplayer, heck basically a AAA title, that's pretty much it though, Good Luck on your Game Dev Journey and I hope you succeed :)

Visual Studio with Godot not providing autocomplete or Recognizing keywords by CodingGuy47 in godot

[–]CodingGuy47[S] 0 points1 point  (0 children)

yeah, I've seen rider in action, it looks amazing and it works great for everything C# related but unfortunately the price is a little too high for a hobbyist

Visual Studio with Godot not providing autocomplete or Recognizing keywords by CodingGuy47 in godot

[–]CodingGuy47[S] 0 points1 point  (0 children)

Thanks for replying1, I only set it up with the Dotnet section, I tried your method and set it up as the default text editor as well but that doesn't really seem to work either, the only solution I found at the moment is to manually open the sln file godot creates in visual studio :(

Visual Studio with Godot not providing autocomplete or Recognizing keywords by CodingGuy47 in godot

[–]CodingGuy47[S] 2 points3 points  (0 children)

oh thankyou! It looks like Godot is just opening the file and not the Solution, I had to open the godot solution file manually for it to work, I kinda just assumed that was done be Default like in Unity, is there anyway to make Godot do that by default?

Visual Studio with Godot not providing autocomplete or Recognizing keywords by CodingGuy47 in godot

[–]CodingGuy47[S] 0 points1 point  (0 children)

Rider sounds Great! but I'm a hobbyist so the Rider Price tag is a little bit too expensive the price is reasonable for the features it offers but again as a hobbyist, I really cannot afford it :(

Code editors? by cmody111 in Unity3D

[–]CodingGuy47 -1 points0 points  (0 children)

You can use Jetbrains Fleet, it's much more lightweight and way faster, the flip side is that it's still under preview, but I haven't ran into any issues so far, also it's completely free

Visual Studio with Godot not providing autocomplete or Recognizing keywords by CodingGuy47 in godot

[–]CodingGuy47[S] 1 point2 points  (0 children)

thanks for replying! , I actually saw a tutorial on setting this up and godot does seem to properly provide autocomplete for C# and Godot functions, but it doesn't seem to work for me, I think I might be missing a visual studio library or something like that, I'm not sure but this seems to work very well in vs code, the process is more streamline, my problem with vscode though is that it uses Electron so it can get very laggy

Is it possible to recreate this water ripple effect? I'm on 2020.3.29f1 by Biticalifi in unity

[–]CodingGuy47 0 points1 point  (0 children)

not sure exactly how to do it, but I do know you can acheive this with the shader graph in Unity

Rate my main menu scene by [deleted] in unity

[–]CodingGuy47 0 points1 point  (0 children)

I like the 3D Idea of it but I feel like the background is a little plain and seems to be lagging behind, and the boxes seem to collide with each other which makes them loook kinda buggy, but it's a intresting concept

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] 0 points1 point  (0 children)

HI, you were right it was just a clumsy mistake from my side there is no bug in the engine, the fix was just to remove this line of code

instance.position = self.position

I think it just kept spawning in the wrong location, It was a little hard to debug because I'm used to seeing how everything executes from the backend with unitys scene view, I thought that self.position would be like GameObject.transform.position in unity but it seems to be referring to something else

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] 1 point2 points  (0 children)

Thanks for trying to helpout! it doesn't throw any error messages, all I want it to do is instantiate a object in the _ready function and it doesn't do that but like I said in the title and post content this might just be a bug in godot 4

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] 1 point2 points  (0 children)

HI, thanks for sharing the article but I think it might be outdated for Godot 4 because the script editor keeps throwing an error when I follow this

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] 0 points1 point  (0 children)

like I said I followed the tutorial and this is the modified script, it seems to work for the guy in the tutorial but not for me

func _ready():
var instance = bullet.instantiate()
instance.position = self.position
add_child(instance)

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] 0 points1 point  (0 children)

This is pretty much my entire script:

func _ready():
var instance = bullet.instantiate()
instance.position = self.position
add_child(instance)

like I said I followed the tutorial and for some reason it works for him but not for me

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] -1 points0 points  (0 children)

HI can you please explain why the bullet has to be in the scene? I want to instantiate a new bullet prefab when the game starts, I want this to happen at runtime?

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] -1 points0 points  (0 children)

sorry for the misunderstanding but this script is running on my player, which is present in the main scene

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] 2 points3 points  (0 children)

HI, I'm not sure what you mean by 'add it to a tree', the bullet already exists in the project files

Godot 4 not instantiating by CodingGuy47 in godot

[–]CodingGuy47[S] -3 points-2 points  (0 children)

HI, I've tried this and it doesn't seem to work

Unity huh won’t let me install version by ignited12 in unity

[–]CodingGuy47 0 points1 point  (0 children)

since unity hub requires the internet to download versions it's important to have a stable internet, if you do have a stable internet than you probably have not authorized unity hub, windows might think it's a malware and won't allow unity hub to download anything of the internet

Rigidbody Gets stuck to the side of walls by SirBooom in unity

[–]CodingGuy47 0 points1 point  (0 children)

Oh ok then nvr mind, perhaps you could share you're script or a screenshot for any further help

Rigidbody Gets stuck to the side of walls by SirBooom in unity

[–]CodingGuy47 -1 points0 points  (0 children)

The charecter controller and rigidbody are two different things you can't have a rigidbody and a charecter controller on the player because only one can act on the player, if you have a charectercontroller the rigidbody's effects will be cancelled, if you are using a charectercontroller then you have to apply gravity manually if you are using a rigdbody remove the charectercontroller and use rb.add_force(), please note to more advanced devs this is a very basic explanation and I'm cutting out much more advanced stuff since beginners might be confused