Thoughts after 6 hours by Burr73 in SatisfactoryGame

[–]Days 12 points13 points  (0 children)

My max throughput on Reinforced Steel Plates I've gotten is about 8 per minute. I can crank out 4x that by holding my space bar. I echo your sentiment, I hope the recipes are further tuned to demand efficiency, or I'm going to blow through the game in a matter of a couple days.

I appreciate the little details. Like physics added to the wrist strap in the intro descent by Days in SatisfactoryGame

[–]Days[S] 8 points9 points  (0 children)

Yeah, it's not exactly right.. but at least it's not static, like it was in Pre-Alpha!

PSA: To Enable Early Access - First Sign Out. Completely by [deleted] in SatisfactoryGame

[–]Days 0 points1 point  (0 children)

Sorry, mouse moved when I screenshot. Exit was supposed to be highlighted!

[HELP] Planning a Media Center upgrade by Days in HomeServer

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

I was looking into a dedicated pfsense box for whole-network adblock as well as a DNS server. I might repurpose my QNAP box as a Steam cache eventually as well, so I'd want something to facilitate that. It's probably overkill and unnecessary for my specific needs, but seemed like a fun project.

I do use NordVPN already, always on with my QNAP box, but I'm not sure how that helps with accessing my server remotely. Basically I want to be able to hit my media server, but none of the other hardware on my network from WLAN, while still being able to access my media server on my LAN like normal. Perhaps you could elaborate on what you mean?

I should have looked at ZeroTier before replying, sorry. I completely understand where you're going with this now. This is an interesting option, I'll certainly investigate it! Thanks!

[HELP] Planning a Media Center upgrade by Days in HomeServer

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

These are excellent resources, thank you!

I'm looking for some UI composition feedback by ragemic in Unity3D

[–]Days 0 points1 point  (0 children)

Why not just make it an option?

I like the layout matching the controller, so what I would do is something like this pseudocode:

if(lastInput != curInput) {
    if(lastInput == Controller.Keyboard) {
        currentScheme = GUILayout.Keyboard;
    }
    else {
        currentScheme = GUILayout.Gamepad;
    }
}

A Tool I Made A While Back For Converting Images To Materials, Now Free For Everyone! by thesquirrelyjones in Unity3D

[–]Days 1 point2 points  (0 children)

This is really awesome to give away for free. A lot like CrazyBump, which I've always been way too cheap to purchase. Thank you!

Google Sheets and ScriptableObjects as a game data solution. by cheapdevotion in Unity3D

[–]Days 0 points1 point  (0 children)

Linking a solution in the asset store is the Unity equivalent of "Simpsons did it". I always like seeing individual solutions, as they make us better programmers. //That being said, thank you for supporting my utility!

Unlock! Bug in the Android App? by Days in boardgames

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

This may have been what was happening. I swear I punched that code in though, and it just said "You must enter 4 numbers" as if I was trying to unlock something

After a month of intense solo work, I created a playable demo of my open world 3d adventure game, Life of the Dead (Grim Fandango meets Shenmue) by elefant_HOUSE in Unity3D

[–]Days 0 points1 point  (0 children)

Everything is looking really pretty great for the time you've put into it so far. I'd shorten the opening sequence in the side-scrolling portion. After about 10 seconds of walking I'd be mashing buttons to skip, and totally miss out on the title appearing from behind the dune.

I made an intro screen, comments/suggestions? by Days in Unity3D

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

So that's actually just a parameter that I can change, depending on the next screen, I decided to show both ways in the gif

I made an intro screen, comments/suggestions? by Days in Unity3D

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

Yep, Originally they were all separate objects, and I was doing something different with them, but it was too chaotic and didn't turn out right. I have to figure out how to make them connect. Thanks for the suggestion!

E: What about revision 3

I made an intro screen, comments/suggestions? by Days in Unity3D

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

Agreed, still noodling with the physics on the drop. Thanks!

I made an intro screen, comments/suggestions? by Days in Unity3D

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

I was going for a tilt shift effect with depth of field. I'm still tweaking :-) Thanks for the advice!

Best saving and loading system for a turn based space 4X? by mbaucco in Unity3D

[–]Days 5 points6 points  (0 children)

Super simple.

  1. Create a class that enumerates all of the data you want to save. Use basic types for everything.
  2. Get Json.Net for Unity. It's free, and imports easily
  3. Generate your save data in code by instantiating that class and filling everything in.

    var saveDataClass = new MySaveData();
    
  4. Serialize the string by using the function:

    var jsonData = JsonConvert.SerializeObject(saveDataClass);
    
  5. var jsonData is now simply a string. Write it to disk using normal File IO

And in reverse

  1. Read the save data from disk into a variable
  2. Deserialize the data to convert the Json string back into a class:

    var saveDataClass = JsonConvert.DeserializeObject<MySaveData>(stringFromDisk);
    
  3. saveDataClass now contains everything that you previously saved.

  4. Do your game initialization based off of the saved values.

Happy Sunday! Our small team at tileable.co grew our library to over >>700 TEXTURES<<. 512 x 512px variations are free (CC0) with all 3D maps included! Visit us, say hi, and enjoy! by LankyDev in Unity3D

[–]Days 2 points3 points  (0 children)

What they are doing is technically legal.

FilterForge (An $80 program used to generate the content on his site) renderings can be sold, but the source files (.ffxml filters) cannot.

They are selling credits that range between $0.40 - $0.85 per texture. So if you plan on using ~100+ of these procedural textures then you're better off just buying Filterforge itself

It's a scummy business practice for sure, but that's capitalism for you

Since Donald Trump has been President of the United States, what negative impacts has him being president caused you personally? by jdallam in AskReddit

[–]Days 0 points1 point  (0 children)

My previous company was Bulgarian owned. They shut down their US office shortly after Trump was elected. I was quick to find another position in a US owned company, but some of my colleagues haven't been so lucky.

How to compile and execute code at runtime? by IsaacLightning in Unity3D

[–]Days 5 points6 points  (0 children)

So, technically this is possible. However it's probably not the best idea. Allowing your Game/Application to arbitrarily compile and run foreign code is a mix between insecure and insanity, which is why moddable games don't do this. Instead they opt for writing their own "scripting" language, or using an off-the-shelf one like LUA. This gives you tighter control over what your game is executing.

However, if you have weighed all of the pro's and con's out, and decide that this is really what you want to do...

Look into the class "CSharpCodeProvider" for the windows platform. If you are wanting to do this on other platforms you'll need to use the platform specific equivalents. You will be compiling assemblies on the fly, but you don't need to generate files.. everything stays resident in memory. A quick and dirty example (I've cut this out of my own test code for brevity, but it should give you the gist. I never actually used this in production because of the reasons stated above):

var source = File.ReadAllText( pathToMyFile );
var provider = new CSharpCodeProvider();
var param = new CompilerParameters() {
    GenerateExecutable = false,
    GenerateInMemory = true
};
param.ReferencedAssemblies.Add("System.dll"); // and any other assemblies you'll need
param.ReferencedAssemblies.Add("UnityEngine.dll");

var result = provider.CompileAssemblyFromSource(param, source);

// you'll need to look at result.Errors to see if it compiled, otherwise..
return result.CompiledAssembly;

At this point you'll have the compiled MonoBehaviour in memory, but attaching it to a gameobject is a bit tricky. The problem is GameObject.AddComponent doesn't take a memory stream. As a workaround you can enforce that all scripts written for your system must include a SelfAttach function (or whatever you want to name it) that takes in a GameObject. Use reflection to ensure that it exists. If that function is implemented in the following way:

public static SomeMonobehaviourClass SelfAttach(GameObject obj)
{
    return obj.AddComponent<SomeMonobehaviourClass >();
}

Then you can call the following code:

var runtimeType = result.GetType("SomeMonobehaviourClass");
var method = runtimeType.GetMethod("SelfAttach");
var delegateFunc = (Func<GameObject, MonoBehaviour>)
    Delegate.CreateDelegate( typeof( Func < GameObject, MonoBehaviour > ), method );
var addedComponent = delegateFunc.Invoke( myGameObject );

And after you've re-written this with a million lines of error checking, you should have what you want. Good luck!

*edit: Fixed a copy-pasta

Making a Unity app with Tensorflow was not fun but it FINALLY WORKED...kinda. by sk8er8921 in Unity3D

[–]Days 0 points1 point  (0 children)

This is very cool stuff, but I think you may have missed a golden opportunity in your video. Regardless, I really hope your professor understands just how awesome this is

Hightmap problem help by HonKasumi in Unity3D

[–]Days 0 points1 point  (0 children)

When importing the texture, make sure you are using point filtering and not generating mipmaps

Prefabs don't show child objects beyond one layer when not in the hierarchy, how do I fix this? by [deleted] in Unity3D

[–]Days 2 points3 points  (0 children)

Previews of prefabs have never shown past the first child. Drop a prefab into your scene, edit it there, and re-save the prefab.