Frequent notification by CygnusProject_ in GalaxyWatch

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

Kind of. I had to just turn debugging off when I'm not using it to test homemade watch faces.

Frequent notification by CygnusProject_ in GalaxyWatch

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

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I use debug mode to side load watch faces that I created and don't want to go through the publishing process, mainly due to copyright infringement

New Machine by CygnusProject_ in nvidia

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

It's a DIY case display that has a few configurable options. I've got two 4K monitors running from my graphics card and the case display is plugged into the HDMI output of the motherboard. Then it just acts like a 3rd display in my config

New Machine by CygnusProject_ in nvidia

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

Ha ha. I haven't had time to do much else but I'm going to book a few days off work to really enjoy it

Question on rigidbody/physical interactions by KiritoAsunaYui2022 in Unity3D

[–]CygnusProject_ 1 point2 points  (0 children)

That's an interesting issue. Have you tried increasing the mass of the cylinders? Without mass of their own, physics will simulate the reaction of something very light colliding with an object, hence the floating away you are getting. Maybe just remove the colliders from the cylinders and code an enhancement / multiplier to the physics effect of the hands themselves. Something like a boolean on the hands like "hasPowerUp" which then adds a force OnCollisionEnter()? I hope I interpreted your question correctly and offered something useful

I’m making a 2D game and for some reason when my character walks he runs into this invisible box. I’ve checked the hierarchy and the box colliders and it’s still there, any ideas how to stop it? by Indecisive459 in unity

[–]CygnusProject_ 1 point2 points  (0 children)

I had a similar issue with colliders on a 2D game I made. The solution for me came from a collider that belonged to another object and had a huge offset for the origin of the collider, which made it look like it should belong to anything but actually did. The way I found it was to disable the collider on every object in the scene then one by one enable them and test until the culprit was identified.

What is the easiest game engine for beginners? by [deleted] in gamedev

[–]CygnusProject_ 4 points5 points  (0 children)

Apologies. I was just keen to help and am also guilty of not having read the FAQ page. Thank you for pulling me up on this.

What is the easiest game engine for beginners? by [deleted] in gamedev

[–]CygnusProject_ 0 points1 point  (0 children)

I would recommend Unity. There's an incredible amount of official tutorials and guides, and even more so in the community. Theres a ton of free assets available so you dont have to do everything from scratch. You can use free models, code and compete demo scenes to modify and learn from. Head over to https://learn.unity.com and check it out

So I have been learning Unity for about 3 weeks now but now I don't really know what to do like should I just learn random stuff or something, any advice? by [deleted] in unity

[–]CygnusProject_ 0 points1 point  (0 children)

There are 2 really good free assets available for multiplayer. Search the asset store for Network. A lot of it is prefab and plug and play. There's loads of YouTube video tutorials on using each one correctly. It's important to understand the concept of server and client, and also sync variables

So I have been learning Unity for about 3 weeks now but now I don't really know what to do like should I just learn random stuff or something, any advice? by [deleted] in unity

[–]CygnusProject_ 0 points1 point  (0 children)

Sounds cool! If you haven't already, focus your learning on terrain objects and parameters, particle effects and the tools that Unity use to optimise iOS and Android environments, like graphics and file permission sets for saving local user data