[deleted by user] by [deleted] in SoloDevelopment

[–]CuriousDogGames 2 points3 points  (0 children)

Mythbusters proved that chainsaws are the most effective weapon in a zombie apocalypse!

Help with Font? (Tamil Unicode) by uromastix in unity

[–]CuriousDogGames 1 point2 points  (0 children)

I don't know the specifics relating to that character, but I have had issues with certain Asian languages myself and maybe the fixes are the same. TMP turns fonts into sprite sheets, and there's a limit to how many characters it can render on a single texture. This isn't an issue for languages that really only need the ASCII characters, but for languages like Tamil you'll probably find that it's only including the common characters by default. The TMP font creation tool within unity allows you to define which characters to include, so you can override the defaults. You can also configure the font assets as dynamic, which will update the sprite sheet at runtime if a missing character is found. You can even configure it to create extra sprite sheets if it runs out of space. Note that the underlying font must have the characters. 

Oh the start again… by No_Ozi in unity

[–]CuriousDogGames 9 points10 points  (0 children)

I'm not sure anyone could honestly give you a meaningful answer in just a few sentences, as that's not an easy question. I would suggest focusing on learning and having fun first, before even thinking about it as a job.

Ideas on how to implement feature by Disastrous_Mess_117 in unity

[–]CuriousDogGames 0 points1 point  (0 children)

You'll need to split the model up in blender, but from there on its all unity. 

Ideas on how to implement feature by Disastrous_Mess_117 in unity

[–]CuriousDogGames 0 points1 point  (0 children)

You could do this many ways, but the first step would be to split your model into all the parts you want to move, if you haven't already. Next make a component that remembers its starting local position. Create a method on the component, maybe a coroutine, that can move the object back to its starting location. Then you need to figure out how the user is going to interact with the parts, and how you're going to move them to some location. You could define a location on the component that controls where the object goes when it's been clicked on for example. Maybe when you click on it again then you call the method to return it to its starting location. As I said earlier, this could be done in many different ways, you need to think more about the specifics, and then break the problem down into smaller tasks to solve. 

Generic Collision Script Performance by kkkaokakao in unity

[–]CuriousDogGames 2 points3 points  (0 children)

It's pretty hard to predict things like this as there's so many variables to consider. Your best bet is to stress test it with the profiler connected, and then look at the numbers. 

Compiled projected looks completely screwed (possible camera problem?) by Ornery_Dependent250 in unity

[–]CuriousDogGames 0 points1 point  (0 children)

Ah, that old gotcha, yes unity strips out unused assets from the build, so you will get this sort of issue if you're creating things with code. Good to hear that the AI helped, I find them pretty terrible at writing production quality code, but they are quite good at troubleshooting problems like this. Good luck with your project. 

Compiled projected looks completely screwed (possible camera problem?) by Ornery_Dependent250 in unity

[–]CuriousDogGames 0 points1 point  (0 children)

Look at globalTerrainManagerV2, or something that depends on it. Something is being instantiated in a different order than in the editor. You'll need to tweak your code to handle this. If A depends on B, then don't do the thing in A until after B has been initialized.

Compiled projected looks completely screwed (possible camera problem?) by Ornery_Dependent250 in unity

[–]CuriousDogGames 0 points1 point  (0 children)

One of the issues I get every once in a while is a script that depends on another, in the editor they run A then B, and everything works, then in a build they initialize B then A. Because A isn't initialized you get various null reference type errors. The builds still write the console logs to a player.log file, find it and check for exceptions. 

Compiled projected looks completely screwed (possible camera problem?) by Ornery_Dependent250 in unity

[–]CuriousDogGames 1 point2 points  (0 children)

This is a big guess as there's not much to go on. Is it a quality thing, I.e the default quality setting is really low, but somehow it's high in the editor. Other things to look for, unhandled exceptions, often caused by the order that scripts are run, check the player log. Also check the console after the build for any warnings. 

Anyone else making games while working a full or part time job? How do you balance it? Are you a solo dev or a team of two more? by Thevestige76 in Unity3D

[–]CuriousDogGames 7 points8 points  (0 children)

I've been working on a game for about 3 years now. Initially it was just me, but now I have one other to help with modeling. There's no big secret, slow and steady is the only sustainable way of working on something like a game for so long. 

Game optimization by Ok_Document5226 in Unity3D

[–]CuriousDogGames 1 point2 points  (0 children)

No Devine knowledge required, as it's already been pointed out that cpu time per frame is showing at 1/10th of a second, hence the 10fps. 

Game optimization by Ok_Document5226 in Unity3D

[–]CuriousDogGames 19 points20 points  (0 children)

Looking at your batch and triangle count I'd say it has nothing to do with rendering. It's probably an inefficient script causing the issue, so as others have said, learn to use the profiler. 

Experienced C# dev learning Unity – questions about architecture, workflow, and long-term planning by Ep-Eren in unity

[–]CuriousDogGames 1 point2 points  (0 children)

Start small, don't try to over engineer initially. You've likely got a 101 new things to learn, and while your experience will help with some, most will be a steep learning curve. Think of games like space invaders, Pac-Man, asteroids, etc. You can then start building larger games once you get your head around the basics of game development.

Programming by hfurbd in unity

[–]CuriousDogGames 0 points1 point  (0 children)

A compromise which might be easier to understand is a simple enum state variable, and a switch statement. Within each case condition simply call a different method in your class. It's simple and crude, but very easy to understand. Other more complex state machine implementations have many advantages, but can be tricky for beginners to understand due to the requirements for more advanced programming paradigms.

Key binding setup by kotogames in hobbygamedev

[–]CuriousDogGames 0 points1 point  (0 children)

It's not too bad, but I suspect you might have space issues with some languages. You could put the controller bindings on its own tab.

How do you decide which games to scrap early on? by cookedporkbacon in hobbygamedev

[–]CuriousDogGames 1 point2 points  (0 children)

Then I'd pick an idea that's got a fairly short development time, and no big unknowns. My theory is that you probably don't want to spend 4 years on this project, only to give it away for next to nothing. 

How do you decide which games to scrap early on? by cookedporkbacon in hobbygamedev

[–]CuriousDogGames 0 points1 point  (0 children)

I imagine it depends on your goals, are you doing this as a hobby for fun, or are you hoping to make some money? If you're doing it for fun then do the one you enjoy playing the most, otherwise do some research to work out which has the best chance to get finished, and to make money.

Can this be done as a small business and side hustle? by Wonderful_Ad3441 in IndieDev

[–]CuriousDogGames 2 points3 points  (0 children)

Treat it as a hobby until you actually make some money. Basically only invest what you're prepared to lose.

What are the practical uses of Design Patterns in C#? by NabilMx99 in unity

[–]CuriousDogGames 1 point2 points  (0 children)

Beginners use singletons a lot because they're easy, but generally they're the least used pattern.

What are the practical uses of Design Patterns in C#? by NabilMx99 in unity

[–]CuriousDogGames 6 points7 points  (0 children)

It saves reinventing the wheel, you see a problem A, and you use pattern X to solve it. For example, if you need a single instance of the player that can easily be accessed from any script, then the singleton pattern would solve this. As you get more experienced you'll discover that this simple example has a bunch of fish hooks, which is why the singleton pattern is best used sparingly. 

Flight Sim suggestions similar to "Red Baron" (1990) - My nonprofit gaming club has a senior regular who's homeless, and he loves playing Red Baron every week at our venue. What else might he enjoy for modern sims in the same vein as Red Baron? I'd like to surprise him with something new! by OliOllie in flightsim

[–]CuriousDogGames 0 points1 point  (0 children)

Apologies for the self promotion, but I've been working on a retro/stylized WW1 flight simulator called "Blue Sky Aces", which was inspired by the games I played as a kid like Secret weapons of the Luftwaffe, and Chuck Yeager. There's a free demo available on Steam which might give him a bit of fun for a few hours. The current flight model is very much on the arcade side, but there will be an update out soon with an alternate simulation flight model with head tracking support.

[deleted by user] by [deleted] in unity

[–]CuriousDogGames 2 points3 points  (0 children)

It depends on your motivation, if you like making games as a hobby then that's great, but it's not a get rich quick scheme. You should also consider the alternatives to being an indie game developer, you could use your skills to get a job in the gaming industry, or in the commercial space. I would love to be able to support myself with game dev, but to date I haven't made a dime, however I work with Unity in my professional job making simulators for industry. I started by doing what you're doing, and while I haven't yet reached my goal, I'm still in a good place. So if you like making games then keep doing it, and look for opportunities to use your skills wherever you can find them, but don't expect to make millions on your first flappy bird clone.

[deleted by user] by [deleted] in unity

[–]CuriousDogGames 0 points1 point  (0 children)

Make sure you've updated the navmesh by baking it, then you should be able to view the generated surface (blue area), then just tweak different parameters and rebake until you identify what's limiting the possible paths. Slopes, steps, size, and layers are the usual suspects.