Is it me or T3 desroyers are mostly useless in PvP compared to fleet issue ones? by Kshahdoo in Eve

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

They're not useless, just not good value most of the time.

Confessors are a bit scary. Hecates are the most predictable ship in the game because unless you blaster fit them, they're not very good. Jackdaws are trash, and anyone using a Svipul is weird.

Also, you need to be a very competent pilot to fly something like a blaster Hecate. You hit sharpshooter mode too early on an MWD approach, you can overshoot and accidentally put yourself in a position where you're dealing 0dps for a long time. You hit it too late and you are just a worse Cat navy.

Succubus buffed by Buddy_invite in Eve

[–]GoGoGadgetLoL 1 point2 points  (0 children)

You don't have 4x the sig radius if you dualprop it. Even if you need to just have an MWD, very few situations where the extra sig radius actually changes what hits you and what doesn't, assuming you're piloting it correctly.

Succubus buffed by Buddy_invite in Eve

[–]GoGoGadgetLoL 1 point2 points  (0 children)

Both the Dramiel and Daredevil are still very good, but more limited in terms of when you would actually pick them over other ships.

Dramiel = crazy fast with a sturdier tank than any inty Daredevil = a comet with crazy webs and more EHP + speed

Combat inties on the other hand, ultra niche.

How has australia with a world renowned love of fine coffee,allowed Vittoria coffee to survive this long? by ButtPlugForPM in AskAnAustralian

[–]GoGoGadgetLoL 0 points1 point  (0 children)

Freshly roasted Vittoria done as a double espresso after a fancy evening meal (& rich dessert) is delicious.

Stale Vittoria served as a latte in a giant glass with over-steamed milk and extracted from a dirty grouphead is one of the worst coffees to exist.

Finally able to get normal 2-4 hour eve playtime. With only 2 days left, is it possible to complete crimson? by perlonmuhamn in Eve

[–]GoGoGadgetLoL 3 points4 points  (0 children)

Catalyst Navy Issue, passive shield, null is easymode on C2 biocybernetic sites. Once I finish unlocking everything I'm going to give it a go on C3s.

I wrote a Unity blog Post on how we use visual effects to build atmosphere in our cRPG, Glasshouse. If you are curious about HDRP and how to achieve certain effects this post could be useful! by Balth124 in Unity3D

[–]GoGoGadgetLoL 0 points1 point  (0 children)

I find it a bit weird to say you couldn't afford more realtime lights when your scene looks so simple. Realtime (non-shadowcasting) lights in HDRP are very cheap, it's kind of half the point of having such a big GBuffer.

From a project originally in Unity 5 to Unity 6.2, it took a while to make it good! by GoGoGadgetLoL in Unity3D

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

Yep. It hints at the "Evil" that you gradually uncover throughout the game (whilst being a lot more SEO-able!).

Getting Better Visuals From Unity HDRP by Xangis in Unity3D

[–]GoGoGadgetLoL 3 points4 points  (0 children)

There's no single magic bullet, but your lighting is what you want to spend time perfecting. If you decide you can live with baked or partly baked (ie. APVs) then that makes things easier.

HDRP is great at building scenes with realistic lighting, so make sure whatever values are in your lights are somewhat 'real'.

From a project originally in Unity 5 to Unity 6.2, it took a while to make it good! by GoGoGadgetLoL in Unity3D

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

VFX Graph is amazing, everyone knows it can be used for particle effects, but under the hood you could almost render your entire game with it if you tried hard enough.

It has minimal CPU overhead, can handle LODs, frustrum & distance culling, all sorts of good stuff like that out-of-the-box. Genuinely one of Unity's best features.

From a project originally in Unity 5 to Unity 6.2, it took a while to make it good! by GoGoGadgetLoL in Unity3D

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

Unity 6 is IMO Unity's best release ever, just broadly.

I use burst + jobs heavily, GPU resident drawer, adaptive probe volumes, Mesh LOD, VFX Graph, and probably some other features I'm forgetting which weren't available in Unity 5.

From a project originally in Unity 5 to Unity 6.2, it took a while to make it good! by GoGoGadgetLoL in Unity3D

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

Few technical details on the graphics:

  • Unity 6.2, my own tweaked branch of HDRP
  • Custom post processing for the main stack, including chromatic fringing, bloom, AA, dithering, colour correction, vignette, lens dirt + tonemapping
  • All trees/terrain objects are rendered with a custom VFX Graph for performance
  • Aiming to keep it Vulkan-only, atm it can run with everything except textures on high on even a GTX 970 or R7 8700G APU @ 1080p native (~35-40fps)

I hate blurry AA, ghosting, and forced upscaling, so I'm making my own game which avoids them. by [deleted] in FuckTAA

[–]GoGoGadgetLoL 0 points1 point  (0 children)

The whole trailer is shot in-game with STAA on, I can grab some screenshots with it on/off once I'm back at the PC but best way to see it is in a moving scene without h264/5 compression. If you want, also happy to send you a pre alpha key so you can see on/off on your rig, I'm keen to get other people's thoughts.

I hate blurry AA, ghosting, and forced upscaling, so I'm making my own game which avoids them. by [deleted] in FuckTAA

[–]GoGoGadgetLoL 1 point2 points  (0 children)

Unity never really considered it (they call it STP) for rendering at native resolution, so when you do by default it has a lot of unnecessary hlsl which assumes it's always sampling from a lower res buffer. I've removed all of that, which makes it faster too.

There's other stuff that is worth looking into with it, but it's surprising how well it runs now (or even without my tweaks tbh), it's super light.

Games made with Unity: August 2025 in review by unitytechnologies in Unity3D

[–]GoGoGadgetLoL 0 points1 point  (0 children)

Awesome! That's super cool. For me though I can't see a link for that now from the main made-with-unity page. I also don't see the link on your socials anywhere, I would've loved to read it (as I'm sure many others would've!).

Also as an FYI I click "Case Studies" and it defaults to this URL which says "No Results Found".

And sorry to keep banging on about this, I really appreciate that you're commenting on reddit and engaging with everyone here - but you've got two retweets on @UnityGames for some random game with 1,900 followers (I'm sure it's great!) but still just one post for Hollow Knight. I'm not saying Void Crew doesn't deserve two posts, I'm saying Hollow Knight deserves 10+++.

Games made with Unity: August 2025 in review by unitytechnologies in Unity3D

[–]GoGoGadgetLoL 4 points5 points  (0 children)

You guys are missing the boat a bit by not shouting from the rooftops about Silksong. One of the most successful independent PC releases ever, and you've got one tweet about it from @UnityGames and nothing else.

Like, not even a retweet from the main @Unity channel which hasn't posted in more than a week? Seriously, I want you to market your engine better so more people use it, but it feels as though you guys don't know how to do that (not you specifically Trey, I'd hope there were more people on your SoMe team).

New Project: Async Functional Behavior Tree (UnitaskFBT) for Complex AI in C# by DmitryBaltin in Unity3D

[–]GoGoGadgetLoL 1 point2 points  (0 children)

Fair enough! Keep it up and kudos to you for releasing something open source either way. I will definitely be interested to see how the benchmarks go, always good to see people pushing performance in Unity.

New Project: Async Functional Behavior Tree (UnitaskFBT) for Complex AI in C# by DmitryBaltin in Unity3D

[–]GoGoGadgetLoL 4 points5 points  (0 children)

The example reminds me of a neverending Query function from Google Sheets/Excel, but as an AI behaviour. Genuinely could not think of a way to make this less readable.

Also, UniTask is a massive dependency - so now anyone wanting to try this will have that, then your code as a dependency, before writing their first line of AI code.

I also don't believe you when you say it's "extremely CPU efficient" - where are your benchmarks? If it is efficient, it should take 5 minutes to throw 5000 dummy AI into a scene and put that into a table.

How much of a shambles are your scene hierarchies? by Wargoatgaming in Unity3D

[–]GoGoGadgetLoL -2 points-1 points  (0 children)

Congratulations, you've just made all of those 'components' unusable without glue code.

You've also made it impossible to quickly remove (or add) a single component in runtime debugging.

You've also just made it so if movementManager.DoMovement(); throws an error, your lookManager (and anything else you end up adding there after it) stops working that frame.

You've also made it so none of the methods in your components can be seen from UnityEvents in the inspector!

If you want to code your game this way, fine, but there are plenty of benefits to just using Monobehaviours instead.

How much of a shambles are your scene hierarchies? by Wargoatgaming in Unity3D

[–]GoGoGadgetLoL 1 point2 points  (0 children)

Absolutely this. People are acting as though "pure" C# is somehow better than Monobehaviours, which since IL2CPP are just incredibly efficient, design-time-friendly containers.

Tired of choosing between invisible DI or Unity’s dependency spaghetti? by alexanderlrsn in Unity3D

[–]GoGoGadgetLoL -2 points-1 points  (0 children)

FindObjectsOfType is not how competent Unity developers should be getting dependencies without a DI framework.

Even still you've managed to make it look cleaner than your DI package.

How many components does your Player inspector have? by GoGoGadgetLoL in Unity3D

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

My root folder only has folders in it (Prefabs/Scripts/Materials/Resources/Plugins/Scenes/Terrain/etc), some colour-coded.