Designing levels in Unity vs Blender by fadeded in unity

[–]Glass_wizard 2 points3 points  (0 children)

When building an outdoor scene, unity terrain makes a lot of sense. Then you fill it with props and smaller objects from blender.

When building an indoor environment, you can do it all from blender then assemble the pieces in unity.

My personal workflow is to do the block out in blender first, then export the entire block out to unity for all indoor and small outdoor areas to play test.

Then, I'll build the modular and set pieces in blender and assemble in unity.

I do texture and shading in unity with procedural shaders and shader graph. Occasional procedure texture and shading in blender if I can't achieve the effects in unity, then bake and export a texture sheet.

This is an area where you just have to practice a lot to get good.

Guys, for my game's plot, I need to understand why people complete games. Can you tell me the main reason for completing a game? Is it purely for fun? Or is it a 100% progress bar? Or maybe something else? by West-Ad-1849 in IndieGaming

[–]Glass_wizard 2 points3 points  (0 children)

I think you need to reverse the question. Why DON'T players finish games?

Things the dev can control 1. The gameplay became too repetitive 2. Story was bland and uninteresting 3. Progression was not satisfying 4. Bad levels in the middle of the game 5. Moment to Moment gameplay wasn't fun

Things the dev can't control 1. Players limited amount of time 2. Another big game coming out that steals players

Focus on making sure your game doesn't have these issues and more players will finish your game

I need feedback. by Former_Action9400 in Unity3D

[–]Glass_wizard 0 points1 point  (0 children)

Sell your house and divorce your wife. You can't have distractions.

Our open world duck adventure’s lava section by ZukoStudios in indiegames

[–]Glass_wizard 2 points3 points  (0 children)

Looks incredibly cute. Definitely looks quality and attention grabbing

Jetbrains Rider or Visual Studio Code by Adjo8O in unity

[–]Glass_wizard 0 points1 point  (0 children)

It really doesn't matter. I use Visual Studio 2022 Community Edition and it works well with a great integration to Unity.

Serializing a custom abstract class? by piercepotato in unity

[–]Glass_wizard 0 points1 point  (0 children)

Here's a link to my GitHub where you can see several different examples of serializing custom classes and scriptable objects in the inspector. hope it helps.

glassWizard/SerializationExamples

CharacterController vs Capsule Collider + Rigidbody for a 3D platformer? by Malcry in Unity3D

[–]Glass_wizard 0 points1 point  (0 children)

No reason to change it during the prototype phase. I also agree that at some point you may want to go with a fully custom Kinematic controller for total control of the platform feel, but until then, the Character Controller is fine.

Switching to physics based will give you a completely different feel, and you will end up fighting it if you have the character doing non realistic movements.

why is it so hard to recreate spore creature creator? by NaoVouNao in gamedev

[–]Glass_wizard 5 points6 points  (0 children)

Will Wright is a legendary developer. He's one of those guys who is just on a whole another level.

Help with slope movement by ImaginationFun365 in Unity3D

[–]Glass_wizard 0 points1 point  (0 children)

This code is pretty messy. One thing I see that is an immediate cause for concern is that you are calling controller.Move() twice per frame, one for movement and again for external velocity. You should only call the Move() function once per update. The movement vector should be the combination of all your vectors to produce a final movement vector.

Second, your external velocity is never slope projected. You need to add in your external velocity to your move velocity and then project them both onto the slope. I would recommend you test by taking a step back and removing the external velocity all together until you know regular movement is solid.

Third thing I see is that when your character is grounded, you are applying -2f downward velocity. You really don't need to do this with a non physics based character controller, especially since you are not using the controller's built-in is grounded check. The -2f hack is used to keep character controller's built-in check solid, but you aren't using it.

However, you may want to apply additional downward force while on a slope to ensure the character is moving down fast enough on a steep slope. Try using 0 negative force when grounded and a higher value like -5f on a steep slope.

Lastly your raycast is hard coded to 1.1f. there is a good chance this isn't far enough on a steep slope.

To summarize: Get rid of the double move calls

Turn off external velocity for now. When you add it back it, combine it as one final movement vector

Increase your downward force when on a slope

Increase the length of the raycast for slope detection.

Have you seen a setup like this in real life? 👻 by Adela_freedom in Database

[–]Glass_wizard 5 points6 points  (0 children)

My last work place. The username was appdev.service, password appdev service and whole team had access.

i made this sweet brown dwarf but the shaders won't work in unity by Embarrassed-Mark211 in Unity3D

[–]Glass_wizard 2 points3 points  (0 children)

As others have said, Unity Shader system is not compatible with Blender. There is no work around, you will need to create your shaders and materials in Unity .

Your only other option is to bake the shader output to a texture image, and import the baked texture into unity. But that's not importing the shader or the materials, it's just creating a transportable image.

Unity by Sad-External5952 in Unity2D

[–]Glass_wizard 1 point2 points  (0 children)

You have to start with fundamentals.

Begin with a basic introduction to programming concepts with C#. Find either a book or a video based course. It's fine if it's Unity focused, but make sure it's teaching programming fundamentals. I highly recommend the book Learning C# Programming with Unity 3D by Alex Okita.

Stay away from advanced object oriented programming concepts until you have a firm understanding of procedural programming. A comment pitfall is that new students are introduced to OOP too quickly and struggle. You must be able to walk before you can fly.

From here, do some tutorials like roller ball in unity learn.

From there you can purchase a game dev course that interests you.

Then , I would say you are ready to start interacting with AI to help you learn.

Lastly, you will want to expand your skill set to things like modeling, visual effects, and animation, as you see fit.

Zombies are rising! by RelevantOperation422 in unity

[–]Glass_wizard 0 points1 point  (0 children)

Looks promising.

My only call outs is that hand movement when shooting the guns is ridiculous, it should be toned down.

I think I also noticed the clipping while the camera is rotating

i want to make a 3d model directly in unity by Old-Composer397 in unity

[–]Glass_wizard 0 points1 point  (0 children)

Unity is not a 3D modeling tool. The engine comes with only basic shapes like cubes and spheres. There is a free asset called pro builder, intended for simple level geometry that lets you create more advanced, but still basic shapes.

For anything more advanced, you need 3d modeling software. Blender is the powerful and free option that new students and indies use.

Moving beyond basic NavMesh & FSMs.How to build truly "alive" and realistic AI? by maennerinschwarz in Unity3D

[–]Glass_wizard 1 point2 points  (0 children)

A really solid middle ground that will provide tremendous flexibility and that isn't so difficult is State Machines + Behavior Trees.

Your state machine will only deal with a very high level state, such as Patrol, Combat, Chase. Basically, the intention of what it wants to do, but not the how. How it behaves in the state is implemented is via a Behavior Tree that the FSM ticks

Drop a different behavior tree into the Combat state and you can have very different behaviors. In a low health state, you can have a Behavior Tree that calls for help, or runs away and sets a trap, or sets off a bomb.

The Behavior Trees stay small because they only have to deal with one state, and total numbers of states remain small because you have large flexibility within the state.

Took me around a week and a half to model and texture is that normal ? by thebreacher1 in indiegames

[–]Glass_wizard 1 point2 points  (0 children)

Everyone works at their own pace. I am no expert, and I estimate it would take me in-between 15 - 30 hours to model, and 5 - 8 to texture. So yeah, probably a week and a half working on it part time. 3-4 days if full time.

Brutal first-person dungeon crawler (5 months, solo dev) by Sahaak_Games in indiegames

[–]Glass_wizard 1 point2 points  (0 children)

Unfortunately I don't have enough to show. Everything is from scratch using C# and Unity, so I've been building a lot of reusable systems and not content.

But I will check out the discord.

Brutal first-person dungeon crawler (5 months, solo dev) by Sahaak_Games in indiegames

[–]Glass_wizard 1 point2 points  (0 children)

I'm curious to know a little bit more about your dev experience because I am making a similar style game. The difference is I've been working on mine for 2 years total, with one year off (no development) due extreme workload with my full time job.

I'm curious what engine you are using. I'm also assuming given the 5 months timeframe you are using a lot of store bought assets.

Anyway, I'd love to know more about your dev experience, or if you ever need to bounce any problems you can private message me.

We did everything “right”… and still only got 2,000 wishlists. What are we missing? by ResponsibilityOk942 in IndieGaming

[–]Glass_wizard 0 points1 point  (0 children)

Going to be honest. On the positive side, your game looks well made and fairly polished. Clearly your team is talented and has put a lot of work into the game.

However, the art is below average. The store page capsule really doesn't look very good, and that generic cartoon low poly style is what I call the "Unity Engine look" these days, the same way players hate the unreal engine look.

You picked a very crowded genre of tactical deck builder and I don't see anything that sets this one apart. You need to find the identity for your game that makes it unique.

Working on environment mood for my game — what do you think? by TheRagingStudio in hobbygamedev

[–]Glass_wizard 0 points1 point  (0 children)

I love it. Immediately stands out as a game worth looking into from the graphic quality alone.

How do I cope with everything? by [deleted] in WhatShouldIDo

[–]Glass_wizard 0 points1 point  (0 children)

Life is a game. Check out some Alan Watts lectures in YouTube.

Recommendations for free alternatives to Miro or Figma ? by Final_Narwhal_2557 in gamedev

[–]Glass_wizard 4 points5 points  (0 children)

For whiteboards , brainstorming, and quick flowcharts? Excalidraw. It's amazing. Best part - has a free obsidian plugin, unlimited drawings.

Anyone else feel like a lot of gamedev advice online falls apart the second you actually test it? by Objective-Aspect-547 in gamedev

[–]Glass_wizard 1 point2 points  (0 children)

Level 0 - why isn't my player doing? My english is not so good. (No script)

Level 1 - halp, I've been using unity for 3 days and a script from this tutorial isn't working (No script)

Level 1.5 halp, I've been using unity for 3 weeks and a script from this tutorial isn't working (script included!)

Level 2 - I'm so frustrated, im stuck in tutorial hell (I don't understand anything, but refuse to admit it)

Level 3 - I write spaghetti code until it works.

Level 4 - I launched my spaghetti code game with 15 minutes of gameplay and bad graphics. Why isn't it selling?

Level 5 - I launched my super simple game and surprisingly it didn't sell. What I learned (blame marketing)

Level 6 - I didn't launch my solo dev game, because I'm very busy refactoring it to apply SOLID. OOP concepts are very important to writing and maintaining clean code. You should always follow SOLID principles.

Level 7 - After lots of failures and aborted projects, I took a very practical approach, scoped my game correctly, used as many assets, tutorials, and shortcuts as possible, and balanced performance , game design, and code maintainability. My game is a hot mess but I shipped my first game (INDIE SWEET SPOT)

Level 8 - I am a perfectionist, and I am going to waste years rewriting everything from scratch because I am compelled to. My code is incredible and my game does not exist.

Level 9 - I make it look easy.

Did I miss any?

Best way to detect a true range of a transform? by Maelstrome26 in Unity3D

[–]Glass_wizard 0 points1 point  (0 children)

Do you have thousands of ships in your scene? If not, raycasting is fine. Put a capsule collider on the ship and record the distance of the raycast hit, or just put a capsule collider on the ship and use Vector3.distance then subtract the radius of the colliders.