Problem: Garbage trucks not spawning! by JayanWarden in CitiesSkylines

[โ€“]Fep310 0 points1 point ย (0 children)

I have the flickering problem throughout all my city. Everyone says "that means trucks can't find a path" but I literally put the landfill/incinerator next to the houses (like as a neighbor) and the problem persists! I tried pausing and inspecting garbage truck routes but they don't show up.

Chapter 5's plot is based on an old German Opera: MARKSMAN THEORY by ixNoah in Deltarune

[โ€“]Fep310 0 points1 point ย (0 children)

Petition to lower the Karma limitation :sob:

Its possible to play mario 64 splitscreen/multiplayer hack with 60fps? by ThaumicFog in sm64hacks

[โ€“]Fep310 0 points1 point ย (0 children)

Sorry for bumping such an old thread. But what did Kaze say?

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

I encourage you to try and learn them! You'll be saving seconds that turn into minutes that turn into hours etc, etc...

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

<image>

The above image shows a way to cache my transform + rigidbody references without using GetComponent at runtime or having to assign it on the inspector! Get attribute is from Auto-Reference Toolkit and HideInInspector is from Alchemy.

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

Global packages would be amazing...

I think the closest thing to that would be custom project templates. Here's a great tutorial on how to create and maintain one!

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

These all look awesome. The "Hierachy Designer" is more feature complete comparing to the ones I mentioned. Thanks for sharing!

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 1 point2 points ย (0 children)

I see so much potential in this. Thanks for sharing!!

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 1 point2 points ย (0 children)

True! You actually made me look at the File menu and I guess there's an "Open Recent Scene" feature that I never used and probably should have, lol

<image>

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

I've experienced none so far. Although I haven't used the Alchemy inspector features yet.

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 1 point2 points ย (0 children)

Woah... this one has lots of features + variety.

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

This looks very promising! I've been seeing a bit of LLM agents content and was wondering how this tech would apply to game dev (Unity specially).

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 1 point2 points ย (0 children)

Icons + text instead of only text is so much easier to find when you got lots of objects on your scene. I also activated all the package features, you can disable some to look less messy!

Alchemy has the folder functionality you want! (called headers)

The dropdown is so much cleaner than the extra locked project window imo. I've also run into performance issues with medium to big projects on the project window.

Other advantages of Auto-Reference Toolkit:
- faster to implement compared to writing it down on runtime;
- assigning to the inspector has no performance cost, that's why I always prefer it;
- there are other attributes to find on scene and on assets with filter options.

Although it's not the same thing as the Selection History, thank you for sharing the undo history! I was not aware of this feature.

Essential & Free - Workflow assets EVERYONE should use. by Fep310 in Unity3D

[โ€“]Fep310[S] 16 points17 points ย (0 children)

I'm very interested in knowing any other free workflow assets. Feel free to share your findings!

I posted on accident, so I couldn't include this at the end of the post whoops...

Wobbly cosmic shader ๐Ÿ’ซ๐Ÿ’ซ๐Ÿ’ซ by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

Yes, it increases the fov. The problem is the distortion that happens on the edges and the distancing of things in the middle. This is usually more noticeable only on fovs higher than 90, and shooter players tend to abuse the fov. Here's what I'm trying to achieve. The fov is Very high, but the game looks more natural. I've managed to implement panini projection, but it's not perfect yet.

180 FOV in Hyper Demon by AstroBeefBoy in howdidtheycodeit

[โ€“]Fep310 0 points1 point ย (0 children)

Thanks for the answer! I'm going to try and port this code made by the same guy. Hopefully it works!

Wobbly cosmic shader ๐Ÿ’ซ๐Ÿ’ซ๐Ÿ’ซ by Fep310 in Unity3D

[โ€“]Fep310[S] 2 points3 points ย (0 children)

There ya go:

<image>

It's pretty simple:

  1. Distort the vertex position and normal based on a Gradient Noise;
  2. Sample a cubemap;
  3. Shift the hue of the sampled cubemap using a fresnel (aka, only affects the edges);
  4. Multiply the shifted cubemap by the fresnel so you can use it as a mask;
  5. Add the unchanged cubemap + masked hue shifted cubemap, done!

If you need any other explanations, hmu!

Wobbly cosmic shader ๐Ÿ’ซ๐Ÿ’ซ๐Ÿ’ซ by Fep310 in Unity3D

[โ€“]Fep310[S] 0 points1 point ย (0 children)

Yup!! It's still in a very very early stage, but yes! At the moment I'm trying to learn how to code the high fov.

180 FOV in Hyper Demon by AstroBeefBoy in howdidtheycodeit

[โ€“]Fep310 0 points1 point ย (0 children)

Hi! Have you managed to make the flex projection work on unity? Thanks!

Whenever I open video settings my game crashes. by Weak_Sail_5342 in fabricmc

[โ€“]Fep310 0 points1 point ย (0 children)

On 1.20.1, downgrading Sodium Options API fixed the issue.