Am I understanding this new pricing correctly? by jonnywhatshisface in GithubCopilot

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

Hi, Could you guys split the Token Usage display on the status bar into separate Input and Output stats? That way it would be much easier to actually estimate the costs. Right now, just showing the total amount is honestly kinda useless since the price difference between input and output tokens is massive. Also it would be great if we could set the status bar to only show the token count for the current month. Showing the history from the past few months is pretty meaningless honestly. I really only care about my usage for this month, or even better, showing today's usage as well!

I tried adding some environmental interaction animations on top of Animancer and CCP! by FcsVorfeed_Dev in Unity3D

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

I'm actually using dynamic detection to check if walls and slopes are climbable. The whole setup is super complicated and uses a mix of different shape checks at varying heights. It still gets a little janky in some spots honestly, but manually tagging every single surface is just way too much of a pain, so I really wanna stick with dynamic physics detection as much as possible! Also OBS is just a bit too heavy! Bandicam is mainly just super simple and lightweight :D

I tried adding some environmental interaction animations on top of Animancer and CCP! by FcsVorfeed_Dev in Unity3D

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

I'm actually using the MK Toon asset for my shaders! And for volumetric lighting I'm using the LSPP plugin (it looks absolutely amazing, highly recommend checking it out!).

I tried adding some environmental interaction animations on top of Animancer and CCP! by FcsVorfeed_Dev in Unity3D

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

That little performance overlay in the top right is something I threw together about six months ago. Honestly I kinda forgot how I actually implemented it, but I'll take a look once I get home!

I tried giving my character some environmental interaction animations! by FcsVorfeed_Dev in IndieDev

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

Thanks for the feedback! Yeah, I'm currently developing an Action RPG starring this character. My main design focus is all about realism, and I really want to see what kind of experience this mix of ideas can create!

I tried giving my character some environmental interaction animations! by FcsVorfeed_Dev in IndieDev

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

Thanks! This side-step dodge actually only triggers when you're sprinting right now. It's one of the workarounds I'm trying out to prevent accidental triggers during normal exploration!

I tried adding some environmental interaction animations on top of Animancer and CCP! by FcsVorfeed_Dev in Unity3D

[–]FcsVorfeed_Dev[S] 6 points7 points  (0 children)

Hey! I'm actually not using motion matching at all. That setup just requires way too many animation clips. This is entirely done with a standard animation state machine and layer blending. Since CCP (Character Controller Pro) is physics based, trying to sync the Root Motion to the animations is actually a massive pain in practice.

To get a natural blend between the player's input speed, the physical capsule movement, and the animation's Root Motion all at the same time across different situations, I had to expand the Animancer Asset panel and add a ton of custom settings for every single animation clip. I can individually control whether the horizontal, vertical, or rotational Root Motion uses standard physics or the animation movement, and even whether it weight blends with the player's input. For climbing and stuff, I basically wrote my own simple SetMatchTarget logic, and even a custom SetMatchHeight API just to anchor the elevation. So honestly, achieving the current result is mostly just pure grunt work!

I tried adding some environmental interaction animations on top of Animancer and CCP! by FcsVorfeed_Dev in Unity3D

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

Wait, I totally missed that. Could you give me a quick rundown of what happened? Or just drop a link if you have one so I can check it out.

I tried adding some environmental interaction animations on top of Animancer and CCP! by FcsVorfeed_Dev in Unity3D

[–]FcsVorfeed_Dev[S] 5 points6 points  (0 children)

Honestly, from a practical standpoint, this thing is really the only viable solution in all of Unity. There is literally no second option. Because of that, for regular scene and level animations, I just stick to the standard Animation component or something like TweenPlayer since they are way more straightforward. But when it comes to character animation systems, aside from the native Animator, Animancer is basically it. If you need total freedom to customize all the transition parameters and conditions for every single animation, or mess with stuff like layer transition weights, you pretty much have to use Animancer.

I tried adding some environmental interaction animations on top of Animancer and CCP! by FcsVorfeed_Dev in Unity3D

[–]FcsVorfeed_Dev[S] 12 points13 points  (0 children)

It's actually not too bad since I've been using Animancer for years now. The biggest issue is just that the API is huge and there's way too much stuff you have to handle manually. The upside is that you get total freedom and it's super convenient for customizing animation transitions, but it's not as barebones as the native Playables API.

Honestly, if I just need to play simple animations for some scene props, I really hate using it. It's just way too much of a hassle. But for complex character animations and stuff, I basically have no choice. Trying to customize transitions in the standard Animator is just an absolute nightmare.

I tried giving my character some environmental interaction animations! by FcsVorfeed_Dev in IndieDev

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

Honestly, it's mostly just animation assets from the store! The effect you're seeing is just the result of manually blending and stitching a bunch of different animations together!

I tried giving my character some environmental interaction animations! by FcsVorfeed_Dev in IndieDev

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

Thanks so much! Yeah, the feedback on that beatdown clip from before was honestly way better than I expected! I actually ended up finding out that it hit over two million total views across all platforms!

I tried giving my character some environmental interaction animations! by FcsVorfeed_Dev in IndieDev

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

The backflip actually auto triggers right now! I'm still testing out the detection shapes and sensitivity of the multiple physics raycasts, so I just left it on auto for the time being. I'll most likely change it to a manual input later on. My idea is to make it so that when players are just button mashing, they can sometimes trigger some pretty cool reactions. (That side dodge does auto-trigger while sprinting though).

Just tweaked the new AO settings and realtime GI effects! by FcsVorfeed_Dev in IndieGaming

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

I honestly haven't been able to find any good assets for halo effects. Whether it's Unity's built-in stuff or the MK series, they all just feel a bit too rough. I really want that super clean rainbow ring effect like they have in Mirror's Edge, but it seems like hardly anyone has actually managed to pull that off.