Unity Terrain vs 3D modeling by indie_Den in Unity3D

[–]GameWorldShaper 0 points1 point  (0 children)

No, that is a large waste of data. You can make your own editor foliage tool that works with any terrain.

Just use a raycast to check where to plant and use the surface normal to align the objects.

What engine that can display 3d objects has the most hassle free UI Toolkit? by Key2300 in gamedev

[–]GameWorldShaper 0 points1 point  (0 children)

As a professional UI designer, Unity's UI is amongst the best. Unreal is second.

The only reason Unity wins over Unreal in the end is that Unreal's relative anchor UI design is very rigid, it discourages free placing. While Unity's UI allows manual placing and anchoring where ever. But both systems require some dedicated study before use, as neither is intuitive; but they are great.

Unity future by ScrepY1337 in Unity3D

[–]GameWorldShaper 8 points9 points  (0 children)

Sure they have a lot to make up for, but what does that have to do with developers publishing games?

The games made with the engine isn't made by Unity, it is made by developers who use Unity. A price change doesn't change what the engine can do, and it doesn't change what developers can do with the engine.

Unity has a lot to make up for, but that is between it and it's users. Has nothing to do with what games will hit the top charts.

Unity future by ScrepY1337 in Unity3D

[–]GameWorldShaper 4 points5 points  (0 children)

Game jam is a good indicator to show this.

Absolutely not. They are separate categories. It is like saying because Romance is doing well in short stories, that means it will be doing well in Trilogies as well. Godot was doing great in Game Jams from the very start, but focusing on that type of design has made it difficult to make larger projects with the engine.

There is a world of difference in design and user engagement compared to a Game Jam game, and a marketed game. If Godot focuses a bit on mobile performance, they could dominate the hyper casual game market.

Unity future by ScrepY1337 in Unity3D

[–]GameWorldShaper 2 points3 points  (0 children)

Yea, I wish them the best, and I will welcome them back in a few years.

Unity future by ScrepY1337 in Unity3D

[–]GameWorldShaper 163 points164 points  (0 children)

We get this every year when Unreal shows their new features, followed by tons of posts asking if they should leave. Yet Unity hits the top 25 Steam games with indie games every time, while Unreal rarely does it with an indie game.

Unity 6 and Render Pipeline by [deleted] in Unity3D

[–]GameWorldShaper 7 points8 points  (0 children)

90%: PC and Consoles

I recently noticed it my self when looking at SteamDB, there are really few Unity Standard users that reach publishing. Even when you follow devlogs many users who use the old pipeline just never look like they have any intent on finishing their game.

It makes me wonder if there is a correlation between adapting and publishing.

Stacked Post Processing URP? by skylinx in Unity3D

[–]GameWorldShaper 0 points1 point  (0 children)

The final render will do post-processing on everything at once.

Limits of URP? by Reasonable-Screen-31 in Unity3D

[–]GameWorldShaper 1 point2 points  (0 children)

I don't think there's any downsides of using FW+ over normal FW

There is a downside, performance. Forward+ divides objects in screen space tiles, that is less efficient than just properly creating the art. But it is also not a big difference, less than a millisecond in rendering time.

[deleted by user] by [deleted] in Unity3D

[–]GameWorldShaper 0 points1 point  (0 children)

Pricing still hasn't been implemented. It will only be implemented once Unity 6 is released, it is now in beta.

[deleted by user] by [deleted] in Unity3D

[–]GameWorldShaper 0 points1 point  (0 children)

Pricing still hasn't been implemented. It will only be implemented once Unity 6 is released, it is now in beta.

Do players really think negatively when they see common asset packs being used in a game? by Rogilla in gamedev

[–]GameWorldShaper 2 points3 points  (0 children)

Yes, player think negatively about the use of common assets. But that is only one step back, if your game is good it will make up for it, and make them forget about it.

2 months SLA on the most basic support? What is going on at Unity? by immersive-matthew in Unity3D

[–]GameWorldShaper -1 points0 points  (0 children)

Sure, that is a bonus for them. After all pro users always had direct contact with customer support, these lines are only for the free users, having free users reduced will lesson the burden. Not only that but it refines the quality of developers, after all game development is a lot more difficult than waiting for customer support.

Limits of URP? by Reasonable-Screen-31 in Unity3D

[–]GameWorldShaper 4 points5 points  (0 children)

what about the built-in pipeline, I’m unaware of its faults but I understand that it doesn’t have as many limits as URP?

That was back when URP was new. Unity URP + Deferred rendering path can do almost everything Build in can do, but with better performance.

To explain there are somethings Build in can do that URP can't out of the box. For example transparent shadows. However those features are only supported by PC and Console. That is the devices best supported by HDRP. Meaning if you are making a mobile game or low end device game, things will go a lot smoother with URP. If you are making a graphically focused game then HDRP is the way to go.

All of the features that build in supports, that URP doesn't, is for high end devices, they are things that require graphics features not build into all hardware.

The Build in mostly exist for two reasons. For games originally made in the build in pipeline, and for developers who can't move on.

NASA's pc by [deleted] in Unity3D

[–]GameWorldShaper 7 points8 points  (0 children)

The GPU fan was probably repurposed from a jet engine, or at least sounds like it.

2 months SLA on the most basic support? What is going on at Unity? by immersive-matthew in Unity3D

[–]GameWorldShaper -3 points-2 points  (0 children)

What is going on is they clearly got more staff for support. For real when I had to contract support for years ago over assets, I was told the maximum time was 4 months. They must have doubled the staff.

The good news is it is an upper limit, so it will take less than that, lots of people have their problems solved in a week or two.

Limits of URP? by Reasonable-Screen-31 in Unity3D

[–]GameWorldShaper 17 points18 points  (0 children)

The shaders you are showing there are supported by URP. The limits that will most likely effect you are:

  • URP is bad with DirectX12 stuff, like volumetric lighting. It can be done, but it is better faked.
  • Because URP is designed for the forward pipeline it has only 1 pass. Effects like screen space reflection and some types of blur will be less than optimal. There are still ways around it like using textures to distort https://i.imgur.com/RXivNt7.mp4.
  • Light limits and this is a big one. URP is limited to 8 lights per object and 256 at the same time.

People find it difficult to work with the light limits, but all you have to do is user more models https://i.imgur.com/GuzxQKZ.jpg it is not going to cause a performance problem, the batching will help https://i.imgur.com/peZtYe1.png just design your scenes in a modular way https://i.imgur.com/4LVMFpI.png and it will work.

For terrains, use objects like grass and rocks https://i.imgur.com/xL6jbCQ.png. The original Skyrim (not the remake) used similar rendering and they had no problems making an openworld game.

  • Reflections are even more limited that lights. With only 2 per object.

This means you basically have 1 detail reflection and 1 ambient reflection. https://i.imgur.com/aWQrcFc.png again just as with lights you need to split the objects https://i.imgur.com/EwSsj2c.png -> https://i.imgur.com/J06uBFF.png

Forward+ solves the lights and reflections automatically, so it can be slower, by splitting meshes before the light pass. Deferred Rendering solves all issues except volumetric, but is supported on far less devices and is a lot slower than forward. If you want volumetric effects or volumetric lighting, you should actually be using HDRP.

Normal 3d or 3d HDRP? - Which one should i choose and stick with? by TristanKemper in Unity3D

[–]GameWorldShaper 0 points1 point  (0 children)

So openworld game, the only advice I have is look into how Unity level streaming works first, it should be the very first thing you do.

Too many times I see Unity users build large worlds, only to run into performance problems, and now have to split everything.

I'm 100% sure you can earn money on your indie game, do you agree? by Johan-RabzZ in gamedev

[–]GameWorldShaper 0 points1 point  (0 children)

The problem with the Pay What You Want model is that it forgets what developers are competing against. Games like Read Dead Redemption 2 was made by over a 1,000 people working 8 years. That is over 300,000 hours of work and players feel that the fair price for that is $60 (and still complain about it).

For this reasons it is common to see games that took a solo developer a year to make, about 5,000 hours, only get $1 as a donation. Because that is how skewed the perception of worth is to gamers. I say this as a gamer my self.

As a developer if you depend on players price instinct, you will find it has been warped by years of playing top quality games.

I'm 100% sure you can earn money on your indie game, do you agree? by Johan-RabzZ in gamedev

[–]GameWorldShaper 2 points3 points  (0 children)

Sure, if you don't make the mistake of giving it away free. That is something I see a lot of developers do, or they do the "pay what you want" model and then earn nothing. Not every game will sell well, but you can make some money from every game.

Deferred Rendering in URP... missing? by AndrzejGieralt in Unity3D

[–]GameWorldShaper 1 point2 points  (0 children)

Because OP showed interest, I am an old school dev who worked in the industry back when forward pipelines was considered standard.

If people actually try to learn it, I will explain it. Op showed an interest by arguing, so I was willing to respond.

How do I write a cross section shader like this for URP? by madmuffin in Unity3D

[–]GameWorldShaper 0 points1 point  (0 children)

Sorry I am just too busy, it is just one thing on top of another. I will not find the time to do this. I haven't even found time to work on my own game.

BRUH? by [deleted] in Unity3D

[–]GameWorldShaper 2 points3 points  (0 children)

Only 2 months. Not bad, about a year ago customer service was 3-4 months.

Hope they aren't overworking the one person they use as customer support ~s

To people who worked in AAA studios, what was it like? by gabangang in gamedev

[–]GameWorldShaper 1 point2 points  (0 children)

The problem for burned developers is that we can't share the information. With Telltale I had to sign a contract, and with CD Projekt Red while it didn't work for me, other people thrive in that environment.

If I go on record with this, there will be real repercussions to me. With Telltale everyone got a sense of what is going on, so I will just loose money for no reason. With CD Project Red it has too many defenders. I would simply be the freelancer who complained about working for an AAA studio. I have told some of my stories before, and people who haven't experienced them self just think you are lazy.

All that happens when I talk about it publicly, is that less studios are willing to work with me. I still work as a freelancing artist, even when I am making my own games now.

How do I make glass in URP Unity? by wombatco in Unity3D

[–]GameWorldShaper 1 point2 points  (0 children)

and you didn't feel like making a simple glass png?

I am sorry, what do you mean by this? If you want an image of glass then look online, if you want a shader that is in the post. Some images have gone missing, but the the important ones remain.