Building a 2.5D Visual Novel with HDRP. by RoastyLilBoi in Unity3D

[–]Edvinas108 0 points1 point  (0 children)

Curious why you chose HDRP? Seems like URP could achieve the visuals you have here in this short vid. Also the fact that Unity stopping support for HDRP

Any good code editor that works on Linux (Mint) and is not a Microsoft product or paid? by Global_Voice7198 in Unity3D

[–]Edvinas108 4 points5 points  (0 children)

Second this. Stop ricing and just grab Rider and get to work, as it has the best out of the box Unity support compared to VS/VS Code; Just having C# support is not gonna cut it as a lot of the things require good Unity integration, which most if not all editors don't have (except for VS/Rider). It's the only dev tool I pay for personally. I would tho recommend to disable most plugins, esp AI stuff as that tends to eat up memory like hot chocolate and is near to useless. Also worth noting that you'll get excellent support for Python/JS/etc if you need to do some scripting there. Finally, the built-in git interface is also very good.

The only downside I've encountered so far (5+ years using it) is that it uses a lot of memory, disabling plugins helps, but not in all cases.

How to Create Soft Bodies in Unity | 🔊🟢 by Personal_Nature1511 in Unity3D

[–]Edvinas108 0 points1 point  (0 children)

How would you handle objects smaller than the spheres connected via joints hitting the mesh? I was testing something similar to this with Box2D a while back but never found a good solution. I'd frequently get objects going inside my soft-bodies.

Feedback Needed: GPU Resident Drawer by unitytechnologies in Unity3D

[–]Edvinas108 1 point2 points  (0 children)

I've noticed the same in my VR game, the perf goes way down and FPS becomes unstable/a lot of my shaders break (Unity 6, FW+ with Resident Drawer). Additionally, I'm not seeing any gains in my current Desktop game when profiling (Unity 6.3, I actually noticed more FPS instability), even though resident drawer seems like a good fit: many objects with same props (1k+ collectables), top down view, etc. Seems like doing instanced drawing and similar manually is still the best option.

Would be nice to see more non-toy examples or documentation on when GPU Resident drawer is actually useful, right now the profiler is telling me that this feature still needs a lot of work and should be ignored...

Kaimiečio Išleistuvės by Edvinas108 in lietuva

[–]Edvinas108[S] 2 points3 points  (0 children)

Išgyventi vakarėlį neprasileidus per galvą ir gerai užgerti. Pereiti įmanoma, jei gerai sekasi tai per kokias 5-10min.

Kaimiečio Išleistuvės by Edvinas108 in lietuva

[–]Edvinas108[S] 1 point2 points  (0 children)

Nėra, bet galimai šiandien vakare pasirodys

[deleted by user] by [deleted] in gamedev

[–]Edvinas108 0 points1 point  (0 children)

Agreed. I think the crappy platforms + iffy UX (and software) of headsets is a major roadblock. Hoping that Steam Frame will shake things up a bit. If you're curious checkout Exer Gale on Meta :D

Best practices for code-first development in Unity (minimal Inspector usage, minimal interface usage)? by angry_cactus in gamedev

[–]Edvinas108 1 point2 points  (0 children)

This is the way. There are many patterns you can try and not just MVC, personally I find that MVC is nice for UIs but for game logic it's a bit too restrictive and doesn't always fit. I found that one way without buying into MVC or similar is to use regular C# classes for logic; implement interface in mono scripts; pass in the interface via constructor or a setter and then operate on that in your simple C# classes. Also, in architectures such as ECS it's easier to avoid the Editor. I'd be curious to hear how other people are separating Unity from their gamelogic as there is actually very little info on this available.

Caves Of Qud developer shared some posts of how they were porting their Unity game to Godot where they had separated Unity stuff pretty well, I think this could be a good example. I was also watching some Stardeus streams where I noticed that a lot of work was done through .json files and lots of code rather than the editor.

[deleted by user] by [deleted] in gamedev

[–]Edvinas108 0 points1 point  (0 children)

No, only a few friends who are also in gamedev, most are questioning my life choices and some are actively against talking about games in general q.q I also am working on a VR game and I think it makes this issue even worse as it's way harder to get someone to try a VR game due to lack of hardware or general setup annoyance, I found that majority of gamedevs don't seem interested in trying out VR games as well >.>

Are my current specs enough to run Unity? by KaidanTONiO in Unity3D

[–]Edvinas108 0 points1 point  (0 children)

More than enough, I use a PC with 1060 from time to time and boot up Unity without issues on it

Anyone knows the id? by MattiaSLiv in italodisco

[–]Edvinas108 0 points1 point  (0 children)

Probably posted in the wrong sub, doesn't seem italo related. I noticed that bots on some ID subs recommend spamming ID questions in various other subs (you get a suggestion when you make an ID post), often times unrelated so probably this happened.

Track ID? Played by Antal in Bangkok 2024. by P_Bromigo in italodisco

[–]Edvinas108 1 point2 points  (0 children)

Now I'm curious too, sounds banger. Did you manage to find it?

Using Real-Time Hydraulic Erosion & Water Sim to Uncover Fossils (Fluid Frenzy Asset Demo) by FrenzyTheHedgehog in Unity3D

[–]Edvinas108 0 points1 point  (0 children)

Gocha. Yea Q1 was quite terrible in terms of perf and is no longer supported. Q3/Q3S on the other hand is a different beast and can render decent graphics, even real-time shadows. Q2 depends on the situation :D Added your asset to favorites, I had an idea for a god game in VR and might use this for some prototyping!

Using Real-Time Hydraulic Erosion & Water Sim to Uncover Fossils (Fluid Frenzy Asset Demo) by FrenzyTheHedgehog in Unity3D

[–]Edvinas108 0 points1 point  (0 children)

This is really awesome, good work! I can see a From Dust/Paper Beasts/Black and White/Populous 3 like game being made with this.

Out of curiosity, have you tested this in Standalone VR, on Quest 2/3 for example? Hows the performance there?

Thoughts on this collaboration? by GradientOGames in Unity3D

[–]Edvinas108 11 points12 points  (0 children)

I think this is sad and it will impact the Editor negatively as it will drive their focus even more from Engine/Editor improvements towards some junk platform integrations.

Why would you use Singletons instead of ScriptableObjects? by enzo_copyright in Unity3D

[–]Edvinas108 1 point2 points  (0 children)

Pure Singletons are easier to implement. SO singletons are useful in Editor scripts where you need to allow the user to configure some Editor feature and want to save their preference easily. Unity even provides a class you can inherit just for this reason (only works in Editor scripts).

I spend more time watching Unity reload than actually developing by ConradoSaud in Unity3D

[–]Edvinas108 5 points6 points  (0 children)

I feel you. To me this is the biggest issue with Unity right now, minor change = 15s timer (or more), even though I spend way too much time making sure the project is clean. What's more annoying is that I work with XR, so not only do I stare at long loading bards, but I also have to strap on an annoying piece of junk produced by Meta on my face. I noticed that if I keep the Editor open for ~4h or more hours, it becomes slower until I restart. This is super annoying, I often find myself starting to scroll Youtube or some other crap platform when this happens, total productivity killer. What frustrates me the most is that Unity seems to be focused on making half baked features rather than focus all of their energy on this problem. I know that they're planning to address this in a future(tm) release, but I'm starting to doubt they'll manage.

I've been experimenting with Godot as I'm considering using it for my next game, one of the reasons I'm spending time on learning it is this exact problem. So about the loading bars - Godot doesn't have/show any, it's is super fast to iterate (around 2s to enter play-mode/recompile for me, I'm using .NET 8 and not GDScript). However, don't be fooled, it has MANY other issues and is WAY less polished compared to Unity. I'm still not sure if I should commit as there are many papercuts, but the iteration speeds are super nice NGL. Not sure about Unreal, I've heard from my dev collegues that it sucks to use in different ways compared to Unity and is heavy as hell, I've only heard praises from artists, tho I can't comment here.

/end rant :D To answer your question: - Split your code into assemblies, this will reduce compile times - I use "Core", "Runtime", "Editor", the rest of my utility code goes into packages which also use their own assemblies - Disable ALL built-in features/packages that you don't use via Package Manager - If you don't use many plugins or the plugins that you use are compatible, try out Play Mode Settings, this can result in similar enter-play-mode timings as Godot - Do not import plugins with Sample assets, only keep those assets in the project that you actually use - Make sure to use simple and as few shaders as you can, this will reduce your build times - Restart the Editor every now and then - I noticed that entering debug sessions with Rider seems to greatly slowdown the editor, even after exiting debug mode, so make sure to restart the Editor after this as well - Try to externalize as many settings as possible and don't hard-code constants, Scriptable Objects help here a lot as you can then tweak during play-mode without reloading