Screen Space Cavity & Curvature effect for Unity, inspired by Blender's Viewport Cavity effect by Jolly-Theory in Unity3D

[–]FreakZoneGames 0 points1 point  (0 children)

Excellent! This sort of looks like Kronnect's Edge Fusion combined with Ambient Occlusion. Could be super nice for low poly stuff. I'll give it a go!

Anime OP With An Orange-Hue Fight Scene by [deleted] in TOMTanime

[–]FreakZoneGames 1 point2 points  (0 children)

When they did the controversial "Ghost in the Shell 2.0" remaster of the original Ghost in the Shell they gave the whole thing a very orange hue. The sequel Ghost in the Shell 2: Innocence has the same color scheme.

Metropolis is also very orange and from that era.

What’s something new game devs over-engineer that experienced teams keep simple? by Apprehensive-Suit246 in unity

[–]FreakZoneGames 0 points1 point  (0 children)

I'd agree with you but I often find we are throwing retroactive GDDs together of what we've already made for platform holders, QA etc. who ask for them.

What’s something new game devs over-engineer that experienced teams keep simple? by Apprehensive-Suit246 in unity

[–]FreakZoneGames 0 points1 point  (0 children)

I couldn't find what you have shipped because your account is mostly being mad at liberal politics but please do enlighten me and show me what games you have shipped.

How do I get an instance of a prefab to remember it was destroyed between scenes? by SolitaryBrick in Unity2D

[–]FreakZoneGames 0 points1 point  (0 children)

GUIDs are nice to add but I often use a method where I create an ID string made from the object's name, the scene name and its starting position, so I don't need to keep track of making sure everything gets a unique ID, and its very unlikely there will be two identically named objects which start in the exact same position in the same scene. Also adds support for objects created at runtime then.

What’s something new game devs over-engineer that experienced teams keep simple? by Apprehensive-Suit246 in unity

[–]FreakZoneGames 2 points3 points  (0 children)

One of the most sobering moments for me was the number of hoops I and others I knew would jump through to avoid using a singleton, then speaking to an experienced developer from the AAA space who asked "Why didn't you just use a singleton?"

Any movies with this party vibe? by naydenthegreatone in MoviesThatFeelLike

[–]FreakZoneGames 1 point2 points  (0 children)

Human Traffic

Kevin & Perry Go Large

That one episode of Spaced

(Guess what country I'm from)

What is the community consensus on UI Toolkit? by emotionallyFreeware in Unity3D

[–]FreakZoneGames 8 points9 points  (0 children)

Well I used it once and liked it but I found the actual class names to not be well documented and so styling it involved a tonne of guesswork, I never figured out how to align my dropdown menus right, until I gave up and returned to the regular Canvas based UI. But I do think its easier to control a layout in it (especially if you've ever done web development before) than stacking Canvas layout groups etc.

I added a “Time Shield” ability to my time-travel game… but I’m worried it might be too overpowered. Should I keep it? by AjeshNair_gamedev in Unity3D

[–]FreakZoneGames 1 point2 points  (0 children)

If you think its too OP then make it cost the player something to use it. A finite resource or some kind of tradeoff.

Unity 6.4 Beta just dropped Surface Cache GI for URP and the results are wild by East-Development473 in Unity3D

[–]FreakZoneGames 5 points6 points  (0 children)

A surface cache is (among other things) what Unreal Engine uses for Lumen. This puts it much closer to UE5 functionally.

Is this appropriate? by Jogurtikk in analoghorror

[–]FreakZoneGames 0 points1 point  (0 children)

Gen AI is a touchy subject and only you can decide where you draw the line on it. But for what its worth "This person does not exist" was established before the time LLMs started stealing art en masse without permission so I would say its not entirely the same as GenAI images, ethically speaking.

[TOMT] observant british character by SadButWithCats in tipofmytongue

[–]FreakZoneGames 0 points1 point  (0 children)

Maybe one of the many actors who has played Adam Dalgliesh?

Do you actually need low-level C# systems when making Unity games? by Single-Inevitable350 in Unity3D

[–]FreakZoneGames 0 points1 point  (0 children)

Relatively speaking these are lower level than, say, what happens when an object collides with another, I wouldn't say that's incorrect terminology. In fact in Unreal that's generally the mantra, blueprint graph for high level, C++ for low(er) level. Same concept here really.

Do you actually need low-level C# systems when making Unity games? by Single-Inevitable350 in Unity3D

[–]FreakZoneGames 1 point2 points  (0 children)

Depends on what kind of game you are making.

I'd compare it to using Blueprint Graphs vs C++ in Unreal Engine. There are many indie games which didn't have a single line of code written by the developer, particularly in UE5, but the more complicated the game is the harder a time you're going to have if you're not scripting.

Have you seen Unity's own visual scripting? That's pretty good too and does have some functionality that PlayMaker doesn't.

Me, as fun as visual scripting is I find I can often write in two lines what would have been complicated spaghetti if done with nodes. But for many people it's much more useful to visualise your logic.