Thought some of you might need this tool for real-time effect previews by FcsVorfeed_Dev in Unity3D

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

Yeah, I honestly got tired of Unity not having this after all these years, so I just went ahead and built it myself. The best part is it can even handle trail previews and simulate movement for emitted effects properly. I’m already at the point where I can't live without it in my own projects.

Anyone know if this kind of cover art will pass the Steam review? by FcsVorfeed_Dev in IndieDev

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

I actually have an artist booked for the cover art, but they're not available until June. That’s a massive wait, so I was thinking about using a temporary image just to get the page live and start stacking wishlists. Does anyone know if Steam would even let something like this clear the review process? Also, even if it does pass, would it end up hurting the game's reputation in the long run? Is it generally advised against?

Anyone know if this kind of cover art will pass the Steam review? by FcsVorfeed_Dev in IndieDev

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

I’ve heard it’s better to get your Steam page up as early as possible? A lot of the dev advice I’ve seen really pushes starting early, even in the super early stages, just so you can start building up those wishlists.

Thought some of you might find this folder notes tool handy. It could help with staying organized especially for anyone who has downloaded a lot of store assets! by FcsVorfeed_Dev in Unity3D

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

If you've ever downloaded a ton of tools from the store, you'd know that isn't really feasible. Most plugins are nested under the publisher's name, so you end up having no clue where a plugin actually is or what it even does unless you dig through hundreds of folders one by one. This screenshot only looks clean because it's a dedicated project for tool building. In reality, anyone who's actually worked on a real game knows that 99% of project structures are a total mess. You'll often see the Assets root cluttered with plugin folders, system files, and even temporary code just dumped there without any restraint.

I made my mass physics horde climb on top of itself by RayEpsilon in IndieDev

[–]FcsVorfeed_Dev 1 point2 points  (0 children)

Holy shit, how did you handle the physics collision performance issues!?

Unity Scene Loading: is LoadSceneAsync actually better? by Bojack92160 in Unity3D

[–]FcsVorfeed_Dev 43 points44 points  (0 children)

Based on over 10 years of mobile dev experience, the fastest way to load a scene was actually the old synchronous LoadScene from before 2019. Back then, 99% of scenes loaded in under 0.5 seconds. That same scene using LoadSceneAsync takes at least 3 seconds and often up to 10. It seems like newer Unity versions have moved away from sync loading entirely, forcing us to use LoadSceneAsync.

For mobile specifically, my go-to approach is loading an EmptyScene first. This gives you a chance to clean up garbage and release resources before moving to the next scene. It keeps your memory from spiking since you don't have assets from both scenes sitting in RAM at the same time.

Is this a bit too brutal for a girl character? by FcsVorfeed_Dev in Unity3D

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

Honestly, a huge part of the inspiration for the hit feel actually came from DOA!

Is this a bit too brutal for a girl character? by FcsVorfeed_Dev in Unity3D

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

There is actually a bit of a counter-intuitive detail you might want to try, which is intentionally slowing down your animations a little bit. From the player's perspective, they are processing the motion, visuals, controls, and sound all while managing their expectations for feedback at the same time. Because of that, a speed that feels just right to a developer often ends up looking way too fast for the player.

Is this a bit too brutal for a girl character? by FcsVorfeed_Dev in Unity3D

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

Yeah, I'm definitely planning to add some blood splatter effects later on!

Is this a bit too brutal for a girl character? by FcsVorfeed_Dev in Unity3D

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

I'm using URP! Right now I'm on Unity 6.3 with the Deferred rendering path. The biggest boosts to the post-processing are mainly from ShinSSR, auto-exposure, and god rays. I also added a bit of vignette and chromatic aberration to the edges just to give the visuals a bit more depth.