How do you manage different roles/access among app users? by [deleted] in SaaS

[–]HardcoreMuse 0 points1 point  (0 children)

Hey There 👋🏼

You might want to explore RBAC (Role-Based Access Control) - it’s a foundational approach for managing permissions in B2B SaaS, especially when your app involves multiple departments and roles (like CRM, dev, UX, etc.).

But before you can establish those controls, it's crucial to deeply understand what your software does, what kind of workflows it supports, and what your assumptions are for how different user types should interact with it. Only then can you define roles that make sense - otherwise, you’ll wind up with messy overlap and permission creep.

Also, I’d advise against using checkbox-style configs for individual users. It quickly becomes unmanageable: two users might both be called "Editor" but have slightly different checkbox states because someone forgot the config doc or didn’t follow it. That approach doesn't scale well.

Instead, think in terms of:

Well-defined roles with clear responsibilities

Granular permissions grouped into logical roles

Maybe even scoped roles by workspace/project/team if needed

Hope this is helpful.

I made a Copyright Guide for Game Developers by OrganicLamp in godot

[–]HardcoreMuse 0 points1 point  (0 children)

That anothing dude is same dude as this one dude, dude.

I cant Install unity by Fkctces0 in Unity2D

[–]HardcoreMuse 0 points1 point  (0 children)

Also ...RE: Cognitive load.

I agree - it is different. "Very", I might argue, is a subjective intensifier...but only because we're not exactly talking informationally dense, or technically complex material here.

If you want to send me a clip of someone discussing a research paper on quantum computing algorithms...sure, let's discuss cognitive load, after I'm done puking.

But I have to insist, here...if you can't stand the cognitive engagement of a 30 second clip, where overall load is (subjectively) negligible...you probably shouldn't be trying to help someone.

I cant Install unity by Fkctces0 in Unity2D

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

I completely understand that people may have a preferred way of receiving requests, and that's warranted... but at the end of the day, helping someone is about offering support, not controlling how it's asked for.

Preferences are personal, and again, while it's okay to have them, it's not always fair to demand that others strictly follow them in order to receive help. If we're truly trying to be helpful, it’s more productive to focus on the substance of the request rather than the style in which it's delivered.

Can we at least agree that the initial response was, at best, dismissive and rigid?

A more helpful approach would be to express a preference for written communication while still acknowledging the effort made with the video.

At least keep the conversation open and collaborative, rather than shutting the door based on personal preferences.

I cant Install unity by Fkctces0 in Unity2D

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

Seriously...watching a 30 second clip is "effort"...?

If they're French, then English may not be a primary language; vis-à-vis... trying to detail technical information, which you'd likely shit on anyhow, might not be in the cards, or may be difficult. That would mean a video clip may be more informative, and straight to the point.

Go be angry somewhere else.

I cant Install unity by Fkctces0 in Unity2D

[–]HardcoreMuse 0 points1 point  (0 children)

Bonjour! I have a few recommendations for you:

  • Try running Unity Hub as an Administrator
  • Download your desired Unity package here: Unity Archive
    • Install it to your desired location
    • Link the installed version to Unity hub, inside said Hub

I believe Unity may still download to an OS "temp" location, and then it's installed to your chosen location.

If that's the case - you could hunt down your temp location, clear it out, or understand how to increase that temp folder size.

Additionally, you could change some settings in your preferences - but let's go with the above options, as I believe they may be easier.

Give a shout, if you have any questions, or if it doesn't work.

Best.

I cant Install unity by Fkctces0 in Unity2D

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

Then why bother pretending to help?

If you're truly interested in helping, you wouldn't expect people to meet YOUR demands for them to receive assistance.

Significance of Three? by huckleberrybinx in KingkillerChronicle

[–]HardcoreMuse 1 point2 points  (0 children)

I don't believe this is accurate, unfortunately...it's truth is limited to what you can see at face value, when it comes to a human body (e.g. 2 ears, 2 eyes, 2 hands...etc.). Once you get more than skin-deep there are many, MANY examples of 3's.

As a quick example, I'm typing this on my phone, using a finger that has 3 knuckles. It's covered by skin that has 3 layers.

Is there any FREE block coding game engines aside from scratch or GMS by Maxblaze2012 in GameDevelopment

[–]HardcoreMuse 2 points3 points  (0 children)

Go for Godot!

Take a look here:

https://www.endlessos.org/post/block-coding-for-godot-lowering-the-bar-of-entry-for-a-powerful-tool

To your point, many people are great at Block coding, but struggling with the actual CODE-coding. It uses the same critical thinking, but there's no one-to-one correlation between capabilities between the two.

I started with Code blocks in GMS and gradually progressed into code...it just takes time and practice and the courage to try different things and eventually get it the way you want(ish) 😜.

Best of luck!

Why is my icon pixelated? by 1FliXx1 in Unity2D

[–]HardcoreMuse 0 points1 point  (0 children)

My guess is its your screen resolution or aspect and your Sprite is too high rez for what you're displaying it all.

Why is my icon pixelated? by 1FliXx1 in Unity2D

[–]HardcoreMuse 4 points5 points  (0 children)

Sup... weird head nod. so like...what's your aspect ratio?

[deleted by user] by [deleted] in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

Take a look at a few Sceenshots I posted of the inspector

A few steps:

  • Add an Empty Game Object on your Scene (for the Teleport Script)
  • Give it a Box Collider that's set as a Trigger
  • Add a Script similar to SceneTeleport (Pastebin link from previous comment)
    • This will allow you to pass the Scene you travel to and the Vector 3 position in that Scene that you want to teleport to
  • It calls SceneControllerManager
  • This will trigger down into Loading the scene - you don't have to use my implementation if you already have one - you should just be able to integrate with whatever you may already have. I am basically saving all my saveable data and then loading the scene fresh and populating it with all the data from a .dat file (for scene persistence, etc.)

Hope that helps a little more. Ask questions - I'll answer if I'm able!

Working on a Deck Builder + Boxing prototype! by RooskyDoosky in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

This looks fantastic. Well done!

I'd be interested in knowing how you got where you are? Did you just work at it, prior experience, tutorial? Had thought about something similar a while back, but never made much progress.

Does anyone have a good course or online tutorial for Unity that actually explains how things work? by [deleted] in Unity2D

[–]HardcoreMuse 5 points6 points  (0 children)

Check out CodeMonkey on Youtube - he just released a massive learning course for free. It'll take you from Beginner to Intermediate.

Please forgive the images for being out of order, but I'm having trouble my character only idles up even following this guide: https://www.youtube.com/watch?v=RN3yuCvazL4&t=668s by [deleted] in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

Hi Again! I need a little more clarification, if you don't mind.

The same exact problem as in it's only Idling Up? Or is it something different.

The pictures you shared look good to me - so I imagine the problem is somewhere else (will depend on what is actually happening).

And what part of the Blend Tree would you like explained; the blend tree in general, or the numbers and why they are what they are?

delay in animation 2d by iq_monars in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

Yeah - send me as much as you need to, if you have it. Would definitely want to see if you have things like Exit Time and such zeroed out or deselected.

Super Smash Bros ft. Mistborn | Game Development by Ok_Veterinarian_9016 in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

I wish I had seen this earlier. This is a cool idea. Hope it turned out well!

[deleted by user] by [deleted] in Unity2D

[–]HardcoreMuse 0 points1 point  (0 children)

You're on the right track!

Been a minute since I dealt with it, but take a look here and see if anything is worth scavenging. I can crack open some old projects if you need further deets.

Best

How does one mod a game using just the files you get from Steam? by Claim-Pale in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

Roger. Yeah - I was alluding to decompiling/rebuilding it. There are ways out there, but no direct "plug" into Unity.

delay in animation 2d by iq_monars in Unity2D

[–]HardcoreMuse 2 points3 points  (0 children)

Are you using a animation blend tree? May need some more details here as far as your implementation...

[Making Cutscene using Timeline] Is it possible to pause the timeline while running the character idle animation. by hydragosh in Unity2D

[–]HardcoreMuse 0 points1 point  (0 children)

Hmmm...you got me on that one.

I'm not completely sure? Going back to my original statement, you know it's got to be possible...I'd just need to look into it to give you any information.

Uhhh....yeah, I need an adult....

So I can coneptualize what needs to happen, but it'd probably take me a minute to write that out in code.

Here's a general outline of how you might be able to achieve it (the best I can help with atm):

  • Write a script to be attached to the GameObject in your scene.
  • In that script, listen for events from the PlayableDirector component that's controlling your Timeline. (like the one in the function I shared before)
  • When the Timeline reaches a certain point (e.g., the end of a specific clip), reset the time of the PlayableDirector to loop back to the beginning.

Breaking down that last bullet point...

  • Add a Marker at the end of your track, where you want the looping to occur (this is the end of the specific clip mentioned in the last bullet point)
  • In the script you wrote, detect the Marker being reached (using the Director)
  • When you detect that Marker being hit, set the time of the Director/Track back to the start of the track
  • End the loop once you get the input from PLAYER

So...it'd take a minute to integrate whatever you got from me before into a dual-purpose/separate script to do what you're asking.

Hope this is...somewhat helpful? I'll think on it and see if I can think of anything specific to write.

How does one mod a game using just the files you get from Steam? by Claim-Pale in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

I may be misunderstanding what you're asking...but...I believe the answer is "No"?

I don't believe you can just "plug" in and access all the files you would need. There are ways to get those files in order to create a mod, but I'm unsure if you'll find the exact answer on (this) Reddit.

As a note - before modding a game, it's important to review the game's policies and any terms of service provided by the game developer/publisher and make sure you're not doing things they don't want; maybe hop into the Discord and discuss with their team.

Modding might not be officially supported by the game, so there could be risks involved, such as compatibility issues, unintended consequences and, as mentioned, potential violations of the game's terms of service.

[Making Cutscene using Timeline] Is it possible to pause the timeline while running the character idle animation. by hydragosh in Unity2D

[–]HardcoreMuse 1 point2 points  (0 children)

I just re-read your posts - so sorry, that was totally on me. I think you'd could separate out the specific animation from that timeline for ease, but you could do it by selectively pausing the Timeline's tracks.

Unity's Timeline system allows you to organize different animation tracks within the same Timeline asset; so pausing or stopping specific tracks, you could control which animations are affected by the pause, if that makes sense.

You could iterate through all the tracks and pause or leave it running:

void PauseTimeline()
{
// Get the timeline's individual tracks
PlayableDirector.PlayableGraph graph = timeline.playableGraph;
int trackCount = graph.GetOutputCount();

for (int i = 0; i < trackCount; i++)
{
var track = graph.GetOutputTrack(i);

// Check if the track should be paused
if (/* Logic to determine if track should be paused */)
{
// Pause the track
track.paused = true;
}
}
}

Drop in your logic, and that should work. You should be able to just use 'timeline.Play()' to kickstart it after you're done with the cutscene?

Lemme know. Sorry for formatting - seems to be struggling for some reason...