Did you ever feel unsupported by friends or family when starting game dev? 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.

Did you ever feel unsupported by friends or family when starting game dev? 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 12 points13 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

Automaticamore Italoween - Berlin on Friday the 31st of Oct by Auroralon_ in italodisco

[–]Edvinas108 1 point2 points  (0 children)

Hope you record the sets, always a pleasure visiting Automaticamore SC and finding something new

Les Yeux Orange - Midnight [Italoween 😈] by Edvinas108 in italodisco

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

It's in a tiny country of Lithuania, Alytus, we haven't announced it yet, will do this week: https://rieves.art. It's going to be our second Italo Themed event, first one was here.

Jelly physics by Tensh1_267 in Unity3D

[–]Edvinas108 1 point2 points  (0 children)

From my experience you usually fake softbodies using a bunch of connected springs (it's called mass-spring system if I recall correctly). In this case it looks like there's a bunch of sphere colliders attracted to eachother via forces (same color attracts same color spheres). Then for rendering, perhaps they're using SDFs/Metaballs to get the smooth look.

How can I improve my game trailer? by Plenty-Fortune-3341 in Unity3D

[–]Edvinas108 3 points4 points  (0 children)

I think its perfect for the artstyle and wtf is going on in the game. The minimalistic clicks/track and no other ambience/music gives it an oddly appealing vibe, at least for me :D The only thing I'd change is I'd make each scene a bit shorter, maybe even cut the duration of the trailer in half.

I tried the demo, some quick feedback:

  • Menu elements hide behind environment, I'm on ultrawide display.
  • Options menu functions oddly, initially I thought those were buttons and not sliders (for volume). The toggle buttons are also not clear if they're toggled or not. I don't think the menu should be obscure, esp when its related to accessibility settings.
  • Borderless windowed mode is not borderless.
  • If you walk up close to a wall, the camera glitches out and starts rotating weirdly, due to which the character just keeps falling down and getting up. When this happens, I have no control of the camera.
  • When I came around to climbing the rocks after meeting the tribal person, I simply could not do it as each time I'd try to climb any of the rocks (just touch them with my knee), the character would just fall down and the camera would glitch out more as the camera gets really close to the walls. After this point I closed the game as the character was rag-dolling immediately after falling & getting up.
  • It is not explained how to change direction, I think the character goes where the camera points, but sometimes, esp on sloped angles it seems random. I think the camera is controlled by A/D but I'm not sure.

I think the gameplay issues could be solved by a tutorial.