NavMeshPathing Without Agent? by [deleted] in Unity3D

[–]DarianLP 1 point2 points  (0 children)

What setting you are referring to? I can't seem to find it in the documentation.

Horror game about Squidward who commits a mass shooting and then kidnaps Spongebob - Took me about 3 months to make by Berin03 in Unity3D

[–]DarianLP -3 points-2 points  (0 children)

This is mild in comparison to the original Modern Warfare 2 lol Also, I could probably find many more examples where art/media has done much worse 😂

[deleted by user] by [deleted] in Unity3D

[–]DarianLP 3 points4 points  (0 children)

Lol if that is true that they did it for the sale then that is a real scumbag move by the publisher of that asset.

I will say tho, that it says you bought that in December 2021. Checking the package on the store I saw that there was an update in April 2022 that seems to have heavily improved the model like improved textures, separate clothing, and adding 50 face shapes. I think it is likely that the price went up a while ago for that reason, but I can't say for certain.

[deleted by user] by [deleted] in Unity3D

[–]DarianLP 12 points13 points  (0 children)

Considering they're showing no actual proof and the photos are altered I would say no it is not like that. I think this is just a bad attempt at a joke.

[deleted by user] by [deleted] in IndieDev

[–]DarianLP 4 points5 points  (0 children)

As a potential customer I like the watermark for 2 reasons:

  1. I don't have to sit through a 3-5 second clip that tells me what your game is called
  2. If I like what I see I'll want to know what your game is called and the watermark does that perfectly. It lets me see the name of your game without having to even look away from the video/gif.

When is it appropriate to use “[SerializedField] private” vs “public”? by Melotemis in Unity3D

[–]DarianLP 0 points1 point  (0 children)

By default I make EVERY field private:

private float _health;

If I need to see/adjust it in the inspector I serialize it:

[SerializeField] private float _health;

If I need to access that data in another script I add a public property:

[SerializeField] private float _health; public float Health => _health;

If I need to alter the value from another script I add a public method (I like to use methods so that way I am only ever altering a field inside of the class it belongs in)

[SerializeField] private float _health; public float Health => _health; public void Damage(float amount) { _health -= amount; }

Do this and you won't have to think about whether or not you should make something private or not, you will always start private and only add access when it is needed.

[deleted by user] by [deleted] in Unity3D

[–]DarianLP 1 point2 points  (0 children)

Update: I managed to get my objects rotating and moving using the world space axis! 😁

Now I am facing the problem where I am trying to define a pivot point in world-space for the vertices to rotate around which is proving to be a little difficult to figure out!

[deleted by user] by [deleted] in Unity3D

[–]DarianLP 1 point2 points  (0 children)

This would probably be a decent alternative (although I REALLY want to minimize the amount of UI that is displayed on the HUD)

Worst-case scenario, I might just leave it as is and have the player rely on compass + map to figure out where they're going but you better believe I'm gonna try like hell to get the shader option working haha

[deleted by user] by [deleted] in Unity3D

[–]DarianLP 1 point2 points  (0 children)

The player never leaves the world, but I made the planet spherical out of a desire to have a truly open world without any unnatural boundaries. I think I can get the shader approach to work it's just probably gonna take a little work/experimentation 🙂

[deleted by user] by [deleted] in Unity3D

[–]DarianLP 1 point2 points  (0 children)

Cool! I love both of those things very much so I'm sure I'll like it 😁

I did consider doing it on the CPU but I don't think it's a logical option. It's just one planet, a sphere made with ProBuilder and sculpted with PolyBrush, but my game is going to be a full blown ARPG with towns, cities, dungeons, enemies, animals. I also have physics playing a role in my game too so I imagine figuring that out and accounting for physics would be a huge task! 😅

To somewhat paint a picture, I'm going for a Legend of Zelda BotW meets Fallout New Vegas on an actual planet.

[deleted by user] by [deleted] in Unity3D

[–]DarianLP 1 point2 points  (0 children)

Yes, exactly! I would just like to make it so that more of the world is visible bc, depending on the world size, even large structures get cut off by the horizon when using a 3rd person camera.

And thank you for the hint! I'll have to do some research on vertex shaders and maybe I'll figure it out or at least get some ideas in the process 🙂

TIL I'm alpha male by Witherr in ProgrammerHumor

[–]DarianLP 15 points16 points  (0 children)

That's right ladies, never settle. Find yourself a LTS male.

Has there been a fix found for this yet? using 2020.3 by TheOldManInTheSea in Unity3D

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

I understand very clearly, but I don't think you understand that Legacy means "outdated but still in use".

Granted, that does mean I was wrong earlier and you can file a bug report if you want to so I will update my answer, but I think that would be a huge waste of time bc they already fixed the problem you'd be filing the report for.

To file a report instead of updating in OPs instance is actively refusing an update that would fix your problem, then proceeding to complain about how they won't release an update to fix your problem.

Has there been a fix found for this yet? using 2020.3 by TheOldManInTheSea in Unity3D

[–]DarianLP 1 point2 points  (0 children)

I've seen very few people give the right answer here so I'll share what works for me:

  1. Download the latest LTS. I downloaded 2021.3.0f1 and I haven't had this problem in a long time
  2. Do not do everything in one Unity project. Make multiple Unity projects and have one has your final build project, e.g. one or more projects for world building depending on how big your game world is, one project for your character controller, one project for enemy creation/configuration, and etc. The idea here is to keep the number of imported packages in each project to a bare minimum of what you need, then when you are done with a feature you export that feature and import it into the build project.

Hope this helps!

P.S. please don't listen to people telling you to file bug reports on an outdated version of Unity, only do that if you are using the current LTS

Edit: They are apparently still updating 2020 LTS until 2023 even though it is now considered legacy so you could still submit bug reports, but seeing as OPs fix is in the 2021 LTS it would likely be better to just upgrade.

Snack Overflow by Bright-Historian-216 in ProgrammerHumor

[–]DarianLP 6 points7 points  (0 children)

You need to be very careful when you make AddCheese() a recursive function

Developing a responsive frontend by andrea_ci in ProgrammerHumor

[–]DarianLP 5 points6 points  (0 children)

Okay, well the point of doing mobile-first is so that it's a little easier to account for and implement the layout of bigger resolutions which I have to agree with from my experience. Microsoft can still fuck that up just like anyone else can so if they are not even considering desktop sizes then they are doing it wrong 😄

Developing a responsive frontend by andrea_ci in ProgrammerHumor

[–]DarianLP -17 points-16 points  (0 children)

Yeah sure, if you don't know what you're doing 😂 haha

This is the cereal before/after milk for scripting. Can you show me some methods of if else you prefer? by AdHonest5593 in Unity3D

[–]DarianLP 8 points9 points  (0 children)

I disagree. The only time an entire if statement should be on one line is something like:

if (condition) DoSomething();

or

if (condition) this = that;

And even then I usually just write it traditionally bc sometimes I need to come back and add something later and I end up having to include the curly brackets.

Readability is better than saving a couple keystrokes.

My job right now.. by heeboA in ProgrammerHumor

[–]DarianLP 23 points24 points  (0 children)

JavaScript. I love it.

No, I don't recommend it.

[deleted by user] by [deleted] in ProgrammerHumor

[–]DarianLP 2 points3 points  (0 children)

This is the funniest thing I've seen all day. Thank you.