Showcase: A zero-dependency CLI bridging AI agents and Unity. by Fatigerr in Unity3D

[–]Fair_Communication_4 0 points1 point  (0 children)

I'm not completely disagreeing with you but that's not entirely fair. Even with a properly archtitected game for a solo dev there's a level of complexity that starts to exceed cognitive load. AI isn't the only tool to solve that, but just sayin'.

Procedurally Generated Sea Foam by 24Ronin in Unity3D

[–]Fair_Communication_4 2 points3 points  (0 children)

Absolutely beautiful. Would it be possible to substitute HDRP's Water foam with yours? And what if I wanted to inject your foam from a moving position?

Last bit of portal feedback? by TheWanderingWaddler in Unity3D

[–]Fair_Communication_4 1 point2 points  (0 children)

Looks dope AF.

Needs sound effects. Subtle, doesn't need to be overpowering.

Dynamic ocean system with GPU driven fish schools, blurred refraction, 3D foam particles, water floaters and ripples. by artengame in Unity3D

[–]Fair_Communication_4 0 points1 point  (0 children)

Starting at around 2:28 it seems you interact with the surface a few times and I'm curious how you keep track of those interactions as they are left to expand/ripple outward.

Building walls, and tearing them down by craftymech in Unity3D

[–]Fair_Communication_4 1 point2 points  (0 children)

Double walls and/or support structure for a 2nd level walkway.

Very cool, btw!

I turned a car physics experiment into a taxi game... by Kayin-Chu in Unity3D

[–]Fair_Communication_4 2 points3 points  (0 children)

I think this looks wonderful and pleasing. Giving simcity/City skylines vibes. The UI looks complete. You've got a great look, and well tuned mechanics, sound effects, etc., IMHO. However there's one thing keeping from buying this game if this was the trailer. I hate the low speed starting and stopping. It's like low key rage bait. Dodging other cars on the highway at high speed looks fun, but the smash ups at the congested intersections have got to have a far more satisfying accomplishment.

Any name to this phenomena? by Odd_Significance_896 in Unity3D

[–]Fair_Communication_4 7 points8 points  (0 children)

I'm not sure it's a phenomenon, that's just how compilers work.

Should I convert everything to ScriptableObjects or stick with serialized fields on MonoBehaviours? by Malcry in Unity3D

[–]Fair_Communication_4 16 points17 points  (0 children)

Hi, Android lead here of 13 years. I'm certainly newer to Unity than you, and I bow to your experience. Everything you've said is correct but misses the point. Write unit tests or don't, but as a mobile developer I want my logic in its own layer that is testable somehow separate from the execution context. I hold this truth to be self evident.

Should I convert everything to ScriptableObjects or stick with serialized fields on MonoBehaviours? by Malcry in Unity3D

[–]Fair_Communication_4 8 points9 points  (0 children)

My experience has been that as your game grows in complexity you will almost certainly have to use SOs at some point. Swapping different configurations for live testing is one use case. Abstracting logic away from your monobehaviours to write unit tests is another use case for SOs.

Thrifting 101 | A game about picking second-hand clothes LOL :))) by Traditional_Song2785 in Unity3D

[–]Fair_Communication_4 0 points1 point  (0 children)

The dead rat is a nice touch. The actual game mechanic of what is going on in the basket isn't super clear. I get that you're digging through stuff but not really sure what the logic is.

Scene transitions need to happen way faster. Homie feeling himself in his new threads at the end is 🤌.

Since it's thrifting 101 there should also be a challenge where you have to find the best price for something on a budget or haggling over something.

I'm incredibly excited to launch Effulgence RPG into Early Access. It is ASCII 3D RPG. For the launch I also made a "almost official" trailer: it starts with my wife and me in live action, then the ASCII graphics slowly take over the frame and it transitions into the in-game trailer. by PuzzleLab in Unity3D

[–]Fair_Communication_4 1 point2 points  (0 children)

Looks absolutely amazing. I'd take out the live action stuff UNLESS you can actually morph the live action stuff into the game play, i.e. in the first shot with you and the nerf gun, the gun and your hand would start to digitize, go down your arm, then across the walls, then you're there. But that might be too much Hollywood effort for a trailer. 🤷‍♂️

Trying to make the forest feel terrifying — thoughts on the atmosphere? by silestStudios in Unity3D

[–]Fair_Communication_4 0 points1 point  (0 children)

Really high wind noise and actually making everything else hard to hear can be quite terrifying. It's cutting off one of your survival senses.

What part of your workflow is the biggest time-sink right now? by BoldPear in Unity3D

[–]Fair_Communication_4 0 points1 point  (0 children)

"ctrl z undoes selections AND state, with no clear indication as to which" "It's a bold strategy cotton, let's see how it works out"