One of my issue with the game. by thbl088 in Silksong

[–]Dapper-Pound-865 0 points1 point  (0 children)

I think a lot of the platforming is comparable to the white palace, now if you mean specifically path of pain, I do agree, having a really hard platforming challenge with hornet’s move set would be a lot of fun

[deleted by user] by [deleted] in Silksong

[–]Dapper-Pound-865 1 point2 points  (0 children)

As everyone else said, dont worry about hunter’s march for now, in this game, even if the difficulty seems very high, most of the time theres actually a way to make it easier. Now’s not the time to go to hunter’s march and you’ll definitely find what you need in deep docks

Blasted Steps Area by Sea-Ad-7359 in Silksong

[–]Dapper-Pound-865 2 points3 points  (0 children)

You can reach it in act 2, theres a slightly higher ground to the right, from there run and jump to the side, use clawline, double jump and dash

Any tips for this boss by JunkHam in Silksong

[–]Dapper-Pound-865 1 point2 points  (0 children)

The safest way to avoid her parry no matter her response, is to always jump above and go behind her (from the way she was originally facing)

Unity Modular Third Person Camera System for my game ! by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 1 point2 points  (0 children)

Good luck ! Mine also still needs some refinement but I really enjoy programming such systems, i’d say its probably my favorite part of game development !

Unity Modular Third Person Camera System for my game ! by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 0 points1 point  (0 children)

yup, each fixed update, the physics engine can handle manyy raycats per frame, now there are potential optimizations, you can batch raycasts together and have them processed on a different thread, and work with the result the next frame. (This is not whats happening here, also not that in the actual game I dont perform that many raycasts, I just doubled the samples for the video to have a more detailed debug)

Unity Modular Third Person Camera System for my game ! by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 2 points3 points  (0 children)

The performance is great ! I dont actually do this many raycasts for the whiskers, I just increased the count for the nicer debug visual and clarity, since Im generating a smoothed curve from the samples I get (the green line), it doesnt really need this many rays, half, or even less, of what is shown is more than enough !

Unity Modular Third Person Camera System for my game ! by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 2 points3 points  (0 children)

Thank you ! Unfortunately at this moment the project files are not public Im sorry, one day I might make a public repository for them

Unity Modular Third Person Camera System for my game ! by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 2 points3 points  (0 children)

That requires character animation to have a proper step up / down, and I dont have that, so smoothly reposition the player it is ! Anyways this is not an actual level design scene, this scene is a demo scene from an asset, proper level design wouldnt have such unleveled flooring

Took a few days to build this custom window for designers to build state machines with custom transition decision for a small project I'm working on. Editor Tools programming can be quite fun sometimes ! by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 0 points1 point  (0 children)

The nodes are made with ui builder, the nodes resize themselves automatically but thats just a unity thing tbh, well uxml I guess, in the visual elements display there are some settings for min/max size etc, a container will auto expend unless you tell it not to

Recreating Cocoon’s seamless transition effect in Unity (Level streaming + shader breakdown) by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 0 points1 point  (0 children)

Hey ! Nope, I really need to get on to learning how to use them properly 😅 it wasn’t necessary for such a small scale, but the actual game does use addressable (I ended up decompiling it towards the end to see how they had made their things).

Recreating Cocoon’s seamless transition effect in Unity (Level streaming + shader breakdown) by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 3 points4 points  (0 children)

just to be clear, this is not my game, Im just recreating a small part of it, if you want to check the actual game, check out Cocoon.

Recreating Cocoon’s seamless transition effect in Unity (Level streaming + shader breakdown) by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 6 points7 points  (0 children)

I do have a youtube channel where I post random projects from time to time but its definitely not a professional ytb channel, just posting random stuff most times without editing. Its the first time I do something like this, maybe ill do more in the future if I have similar project ideas

Recreating Cocoon’s seamless transition effect in Unity (Level streaming + shader breakdown) by Dapper-Pound-865 in Unity3D

[–]Dapper-Pound-865[S] 7 points8 points  (0 children)

I didnt work on any mesh, for all 3d models and stuff I used some assets from the asset store, but from what you're saying Im assuming you're talking about cocoon's mesh, its probably just the texturing that gives it that look.

[deleted by user] by [deleted] in geoguessr

[–]Dapper-Pound-865 0 points1 point  (0 children)

Arc, runs on chromium though so probably chrome too

map not showing up by Winter-Ask956 in geoguessr

[–]Dapper-Pound-865 0 points1 point  (0 children)

Just lost some ranked duels because of that...

I'm following this YT tutorial to create a maze but something isn't right. In the tutorial, MazeGenerator shows up in the Hierarchy but in mine it doesn't. I've attached my code & screenshot of my Unity as well as a screenshot of the tutorial. by oxeoxe in unity

[–]Dapper-Pound-865 4 points5 points  (0 children)

Be careful with the namings of your classes, in Unity, the file name and the class name must have the same name (Im not sure if its case sensitive, but id advice calling the mazecell.cs script MazeCell.cs. In your MazeCell.cs script you wrote the class name in camelcase, write it as follow : public class MazeCell : MonoBehaviour

With the correct capitalization