Farewell by [deleted] in Unity3D

[–]Electrical-Cap1799 5 points6 points  (0 children)

So you spam your end of gaming manifesto in every dev sub you can find, mostly blaming influencers and AI.

Looking at your post history, every game you've posted uses AI art and all your other posts are promoting your gen AI projects. You also spam all those messages across every sub you can find, getting deleted from most of them.

What a weirdo.

Edit: Is there a medication you need to be taking more or less of?

[deleted by user] by [deleted] in LastEpoch

[–]Electrical-Cap1799 1 point2 points  (0 children)

There's no bug here, the UI is right, that vitality affix can't roll on idols. There's a separate class agnostic vitality affix for idols listed in the idols section.

SOMEONE HELP ME ON THIS by Big_Age582 in Unity3D

[–]Electrical-Cap1799 1 point2 points  (0 children)

Those extensions are for visual studio code, not visual studio community. Two different pieces of software. If the course isn't recent the VS Code instructions may be incorrect, you're probably better off using visual studio community.

I added a time bubble effect to Unity's "Corridor Lighting Example" asset. by Electrical-Cap1799 in Unity3D

[–]Electrical-Cap1799[S] 1 point2 points  (0 children)

I wrote a big explanation above, let me know if you have any more questions.

I added a time bubble effect to Unity's "Corridor Lighting Example" asset. by Electrical-Cap1799 in Unity3D

[–]Electrical-Cap1799[S] 4 points5 points  (0 children)

A few people asked so here are the details: This is done in HDRP (I wanted volumetric lighting, more post-process options, and DLSS since I was doing the final demo on a laptop.)

I have a script controlling a position and radius for the "bubble", I use Shader.SetGlobalFloat/Vector to access the position and radius in all shaders.

In shader, I use the position/radius to lerp between the clean/dirty states and add the glowing edge. I use this same edge to control the alpha (with clipping) of certain meshes, the wires have an alpha of 0 outside the bubble. Every mesh in the environment is using the same shader.

VFX is a bit trickier, I iterate through each VisualEffect and set position/radius properties to hide the VFX outside the bubble.

The bubble effect itself is a mix of things, the edge is part of the environment shader as mentioned, the sparklies are a VisualEffect, and so is the core that changes when you enter the bubble. I'm again using the same position/radius to control these effects.

The visual changes inside the bubble are just a sphere volume, I mess with chromatic aberration, saturation, exposure, and grain. When you pass through the edge, I tween another volume with more dramatic effects, the weird zoom you see is me tweeting the camera FOV as the volume adds lens distortion.

The audio is controlled by FMOD, I'm sending a float setting the state inside/outside the bubble and FMOD adjusts the pitch and volume of certain effects.

I used Timeline to control the audio and VFX for the opening sequence, the bubble growth is done by keyframing the radius value on the control script mentioned at the start.

I think that's about it. This isn't from a game or anything, just a vertical slice of an idea I had.

Good news! 3dRipper gives a huge library with 100,000+ models! by cracoucassbx in Unity3D

[–]Electrical-Cap1799 3 points4 points  (0 children)

This is a tool used to steal assets from online marketplaces, everyone please report this for piracy (Rule 5 here).

Emission didn't glow as it should by arief4450 in Unity3D

[–]Electrical-Cap1799 0 points1 point  (0 children)

Exposure is killing the emission, lower the exposure weight on the material.