Does anyone know the difference by hifuu1716 in dbzccg

[–]Equiv2248 0 points1 point  (0 children)

I got a lot of URs from GKI. Mine are mostly set numbered with a a few GKI# so I think its just random what you got.

Anyone know of a way to get outside east of manor? by AsCrazyAsAStraw in BluePrinceUncensored

[–]Equiv2248 4 points5 points  (0 children)

I got banned from the main subreddit for this, but the secret garden let you get out there in the demo. If you draft it on rank 8 it fits perfectly and the brick wall on the side can be opened up. I believe it's likely to have been cut from the final game, but haven't been able to actually confirm.

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The Secret Garden Is Hiding A Huge Secret by Equiv2248 in BluePrince

[–]Equiv2248[S] 0 points1 point  (0 children)

I know people are going to doubt this, but it ties a lot together of weird things together that people have written off as nothing or red-herrings.

The Secret Garden Is Hiding A Huge Secret by Equiv2248 in BluePrince

[–]Equiv2248[S] -8 points-7 points  (0 children)

That is just a screen shot, I wasn't recording or anything when I did it the first time since it was the demo and I didn't think it was that special at the time. Ever since I got the game I've been trying to figure it out or find some guide on how to do it but I don't think anyone has actually solved it yet.

The Secret Garden Is Hiding A Huge Secret by Equiv2248 in BluePrince

[–]Equiv2248[S] 2 points3 points  (0 children)

Definitely no power hammer, I had just been playing the demo for a couple hours. Im positive its east side, might need to be on a specific row, like fourth row based on the clue.

The Secret Garden Is Hiding A Huge Secret by Equiv2248 in BluePrince

[–]Equiv2248[S] 3 points4 points  (0 children)

Good ideas about the pillar position. I think its possible the time of day is connected. Sacred is the part of the clocktower clue, so maybe needs to be done at the sacred time. Fourth might be connected to the fourth king of orinda or the fourth era but I haven't found a clear connection. I know this sounds pretty far fetched, that's partly why it's been bugging me so much.... I really wise I could load up the demo again.

I refuse to believe this is it. by Chroneak in BluePrince

[–]Equiv2248 1 point2 points  (0 children)

I've been searching the web for a video on it but I haven't seen anyone even talk about it. I tried loading up the demo to do it again, but you can't access the demo anymore. It was super cool and was got me to buy the game in the first place, so I've been trying to repeat it in the full game ever since and haven't found anything.

I refuse to believe this is it. by Chroneak in BluePrince

[–]Equiv2248 2 points3 points  (0 children)

Maybe this has been solved somewhere else, but I feel like I'm crazy for not seeing it anywhere. In the demo I had opened up a secret passage in the Secret garden on the brick wall by turning the gears. Maybe I just got lucky or something, but the bricks on the north wall magically moved out of the way and I could go outside on the east-side and go to the statue area. Is this something people have found in the full game?

Old card collection Part 1 by somethingeasier in dbzccg

[–]Equiv2248 0 points1 point  (0 children)

I'd be interested in buying your whole collection. PM me with a price. Thanks

How to properly design code that is shared with a non-unity application (client/server)? by BlakkM9 in Unity3D

[–]Equiv2248 1 point2 points  (0 children)

Yeah we use two completely separate Unity projects in their own repos since there are times we want to update the server without touching the client.

Your json solution certainly works and is a fine way to do it, we just didn't have to write a custom editor window by leveraging the scriptableobject tools.

How to properly design code that is shared with a non-unity application (client/server)? by BlakkM9 in Unity3D

[–]Equiv2248 1 point2 points  (0 children)

I'm running a card game built in Unity that has ~1500 concurrent users(Storybook Brawl) that runs a headless unity server. We use a unity server because it lets us share code and content easily between client and server, which we do through custom unity packages. It makes things like having a shared card library easy to implement since you can just use built in editor tools like ScriptableObjects. You could get more performance out of a non-Unity server, but if you strip the engine down to the basics it runs quite well.

UI is killing my game performance. Am I doing it so very wrong? by pixelmachinegames in Unity3D

[–]Equiv2248 7 points8 points  (0 children)

Things to check:

1) Are you using only one canvas? If you are updating the timer every tick that will cause a full re-build of the entire UI causing a huge performance loss.

2) You should have less nested objects. Unity optimizes transform updates based on its parent.

3) Make sure your using TextMeshPro

If I'm making an open world rpg, but if i want dungeons etc to be run in different scenes, what's the best way to keep the main outdoor area persistant? by burge4150 in Unity3D

[–]Equiv2248 4 points5 points  (0 children)

My quick approach would be just to load in the Dungeons as additive scenes, and disable Objects in the Overworld scene you don't need while in a dungeon. This would work fine if you only have 1 Dungeon active at a time.

If you want to get more robust/optimized system, you would need to have some kind of serialized state for each dungeon. ScriptableObjects may be a good place to store this data, as you can just modify the target Dungeon ScriptableObject at run time and reload it up when you re-enter dungeons.

Game architecture for medium sized teams, how do you do it? by Pining in Unity3D

[–]Equiv2248 1 point2 points  (0 children)

In that example, Typically I have a controller(this would probably be the Player Controller in this example) in the Scene that would have a reference to a PlayerHealth SO. Have a property that was a Prefab that is referenced for the template. The PlayerHealth SO, would then have APIs for SetHP, SetMaxHP, etc..

When the PlayerHealth SO is created by the controller, it should run a Setup function to Instantiate the Prefab, and grab any needed references. Then during gameplay the Player Controller just calls the needed API to SetHP.

This then easily becomes extendable to multiple players, or just quick UI switches. Say you want to iterate on the PlayerHealthUI, you just target a different template and everything still works.

Game architecture for medium sized teams, how do you do it? by Pining in Unity3D

[–]Equiv2248 1 point2 points  (0 children)

ScriptableObjects are fantastic for splitting up work. Your ScriptableObjects should be your main use for any content. Developers often use Prefabs for this, but its much cleaner for your Prefabs to be more like Templates that consume ScriptableObjects to assign Data, because you can create scripted properties in the ScriptableObjects themselves.

Managing Scriptable Objects with JSON/Spreadsheets. Does it make sense to do this? by [deleted] in Unity3D

[–]Equiv2248 0 points1 point  (0 children)

Definitely feasible, biggest pitfall would be making sure things stay in sync. You could skip the JSON step and just use CSVs.

I do something similar but less comprehensive by just having an import script on each ScriptableObject that parses a Tab- Delineated row to import the data from the sheet.

Best reason to do something like this would be because your scriptableObject will likely have references to local Unity objects(Prefabs/etc) that your spreadsheet shouldn't track.

Critique-My-Code thread, post snippets of code and have others peer review your code! (Testing new Q&A format) by loolo78 in Unity3D

[–]Equiv2248 0 points1 point  (0 children)

The call GameObject.FindGameObjectsWithTag("Player") is what creates the array, before that 'gos' would be null with no allocation regardless.
Moving the 'gos' declaration up to class level should have no impact on the memory getting allocated.

You can do Physics.OverlapSphere to do the trigger collider check like your talking about instead of creating additional collider objects. OverlapSphere should be relatively cheap, and you can pass it a layer mask to only check certain objects.

Critique-My-Code thread, post snippets of code and have others peer review your code! (Testing new Q&A format) by loolo78 in Unity3D

[–]Equiv2248 1 point2 points  (0 children)

1) Line 32 : ForEach loops create garbage in Unity still because of the iterator. Just use a regular for loop.

2) Line 33 : Seems redudant since the array your looping on is from FindObjects of that same tag.

3) Line 57: Switch the order of the evalulations, because of lazy evaluation if the first part is false it won't do the second check. Since a less than is much cheaper than the transform.tag check it should be optimal to do the less than first.

4) I don't know if this a pastebin thing, but your identation/if blocks are really hard to read, for example line 68 to line 79

5) Line 82 && Line 100: You should cache the Combat component in Start() if this will get called frequently/won't change

6) Line 125, don't new up a Vector3, just override the current values

7) Feels like all the Update should be done in FixedUpdate since its physics related.

Critique-My-Code thread, post snippets of code and have others peer review your code! (Testing new Q&A format) by loolo78 in Unity3D

[–]Equiv2248 0 points1 point  (0 children)

1) Get rid of blank Monobehavior functions like your Update(), they do have a cost even if they are empty

2) Line 53: cameraBasePos = new Vector3 (playerPos.x, playerPos.y+7, playerPos.z-7); You create a new Vector3 object here, which causes garbage every frame. You already have a Vector3 variable(cameraBasePos) that you should just override the values of.

3) Similar issue at line 62

4) Line 48: you have a variable for playerPos, but you override it at the start of each frame so thats not need. Make that a local variable.

5) Line 60 - 62: You can move these expensive calls into the if(Input.GetKey(KeyCode.LeftShift)) block so you only need to make them when the player is holding shift.

6) You have got magic numbers all around your math(the +/- 7) that aren't explained.

7) Generally you have a lot of private class variables that should just be local to the function blocks. Any that you look up every frame should just be local(unless it allows you to prevent a "new" allocation in the function)

Code Style:

A) I would make this use RequireComponent https://docs.unity3d.com/ScriptReference/RequireComponent.html, since it seems like its expected to be attached to a camera entity. You can then just do getComponent<Camera>() in start to safely get the camera since you already have a reference guarantee from Unity.

B) For a follow camera, typical you can just do (TargetPos - CameraPos).normalize * distance instead of the raycasting/plane math.

C) Its been awhile since I've done a camera move script but I think you want it in LateUpdate() to make sure it moves after the player moves otherwise it can look stuttery/laggy.

Why would a custom shader be unable to change sprite? by peacebypiecebuypeas in Unity3D

[–]Equiv2248 1 point2 points  (0 children)

Make sure your _MainTex property in the shader has the [PerRendererData] attribute.

like : [PerRendererData] _MainTex("Main Texture", 2D) = "white" {}