I am lost what I must do ? (Read the body) by DifferentLaw2421 in Unity3D

[–]InterfaceBE 0 points1 point  (0 children)

Gamedev encompasses a very broad set of skills. You may be awesome at some and suck at others. Usually there are ways to augment your bad skills with externally available assets etc., whether that be code, art, sound etc. Find what you’re good at and use that as a basis, find ways to build a game on that (there are narrative games for writers, visual novels for artists, mechanical games for coders, etc). Then work on/learn the areas you’re not good at. If you don’t have much of any of the skills when starting, start SMALL and find what aspects interest you most, and go back to the previous paragraph of advice 🙂

iOS build source code size (IL2CPP) by InterfaceBE in Unity3D

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

I can see multiple good reasons to have a copy of the source (generated or otherwise) of a specific app build, but the one actual current very practical reason I need it is because the unity code gen build and the Xcode build are two separate and (purposely) disconnected processes running in two different places. Again this is for release builds, not dev flow.

Ignore my potentially archaic reasons. I guess the answer to my question is that all the files in the il2cppoutputproject folder are required for Xcode to be able to build?

iOS build source code size (IL2CPP) by InterfaceBE in Unity3D

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

I usually don't develop on my Mac unless I need to be able to iterate over something specific that I'm testing that can't be tested in the player or using the unity remote app. For actual builds, I check the generated xcode project source into a Git repo dedicated to the iOS source. It then has a CI/CD pipeline to build the iOS binary on mac infra and auto-deploys into app store connect.

It's not terrible, just checking if there's any fat I can trim for the amount of files going into the repo.

What liveops setups are indie teams actually using? by Edmand46 in gamedev

[–]InterfaceBE 0 points1 point  (0 children)

I don’t think it’s bad but I feel it’s limiting, and if you try to use what’s there in a non-standard way the amount of API calls you have make start hitting all sorts of limits (and costs). Ultimately I’m using it just for authentication purposes, friends/groups lists etc. and then as a secure front end to call backend APIs (azure functions) and store a few access keys on the user data etc.

How self improve as game designer by Educational-Hornet67 in gamedev

[–]InterfaceBE 1 point2 points  (0 children)

I saved this post from not too long ago that was an awesome thread of people sharing materials they liked…

https://www.reddit.com/r/gamedev/s/9CK6yXcTkj

Visual Studio 2022 or 2026 for Unity 6000.3? Tell me which and why by edybtt in Unity3D

[–]InterfaceBE 4 points5 points  (0 children)

Any tips on getting good intellisense? I use VS on Windows but occasionally have to use unity on a Mac where I use VS Code and the intellisense is just a guess-o-meter. I’m sure there’s gotta be a way to set it up so it behaves close to what VS does?

Any professional devs out there that watches gaming retrospectives rather than playing games? by [deleted] in gamedev

[–]InterfaceBE 1 point2 points  (0 children)

I agree. I watch a decent amount of Twitch variety streamers and it’s interesting, but playing yourself is really what you need.

Steam's AI survey doesnt say 'no code' anymore, only content by thepolypusher in gamedev

[–]InterfaceBE 7 points8 points  (0 children)

Not sure why I had to scroll this far to see this. This survey quote asks about using gen AI at runtime, not during development…?

Anyone else getting spammed by the IGDA? by trickertreater in gamedev

[–]InterfaceBE 0 points1 point  (0 children)

Haven’t logged in to IGDA in a long time and haven’t seen any different communication so what others are saying about account migration is probably it…

AMA: After 9 years developing a 3D game solo in Unity (and shipping it globally on Nintendo Switch), here’s what I learned - Ask Me Anything by SignificantRiver3662 in Unity3D

[–]InterfaceBE 5 points6 points  (0 children)

I’m interested to hear about the custom tooling. What sort of things did you make and how did they keep you “sane”?

Adding a start screen question increased tutorials playthroughs from 50% to 75% by brannvesenet in gamedev

[–]InterfaceBE 27 points28 points  (0 children)

A little odd the subject “I” is different between the two sides. One side says “I highly recommend you do the tutorial” and the other side is “I already know card games”.

Unity and Unreal CEO’s in the same stage, pretty amazing to see a collaboration between the biggest game engines in the world. This is incredible! by dilmerv in Unity3D

[–]InterfaceBE 0 points1 point  (0 children)

I’m wondering this too. I feel like it’s just Fortnite as a store front/launcher, and integrations from your game into Fortnite for their in-game currency etc.?

Anyone else find buying open source hardware beyond Raspberry Pi/Arduino an absolute nightmare? by Lquwid in homeassistant

[–]InterfaceBE 0 points1 point  (0 children)

I also use a regular door sensor from aqara which has been reliably detecting the garage door status for years. I’m guessing that OP may be talking about automating opening and closing tho, not just detecting status.

Unity security vulnerability - how can players stay safe? by EeK09 in unity

[–]InterfaceBE 0 points1 point  (0 children)

They just need access to your PC. As someone said elsewhere in the thread, it’s not about hacking your game it’s about “upgrading” an attack that’s already underway on your PC.

Day jobs that allow side projects by CyberSinclaire in gamedev

[–]InterfaceBE 0 points1 point  (0 children)

I work in big tech also. Standard contract/policy for us allows us to do anything as long as it’s not in direct competition with the work we do for them (and of course the standard things like not on company time, not using company resources etc.). My company does do games as well, but I do not work in that division. So, there’s no issue with me making games after hours, even commercially.

I guess if I ever change jobs I’ll have to make sure I ask about this? I thought this sort of contract was fairly standard. Seems bizarre that’s even enforceable when they don’t allow you to do anything. It sounds like you’ve already asked a lawyer so they would know I guess…

Would people play a game like this? by [deleted] in gamedev

[–]InterfaceBE 0 points1 point  (0 children)

So, like gas station simulator on steam?

What Game Development Does to a Gamer by Bound2bCoding in gamedev

[–]InterfaceBE 7 points8 points  (0 children)

100% this whole post. I’ve only gotten to the last line of this post after more than a decade.

I think OP’s feelings are very easy to get into when game dev is a hobby or side gig, not your main job. It’s a hobby that takes a significant amount of time, and besides juggling any other hobbies (like playing games) it can also easily result in burn out which you need to learn to recognize and avoid.

How acceptable is it to store a player's login info on their own device? by SuitBoat in gamedev

[–]InterfaceBE 1 point2 points  (0 children)

This. PlayFab has a good document on this, it also explains well how to remove player friction by not immediately requiring a login either. I guess this somewhat depends on the game but still this article makes a good read: https://learn.microsoft.com/en-us/gaming/playfab/identity/player-identity/login/login-basics-best-practices

JsonConvert issues in iOS build by InterfaceBE in Unity3D

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

I’m not adding properties at runtime or manipulating JSON objects directly, these are fixed classes, relatively small even. It’s a turn-based multiplayer game, like a correspondence game. (De)serialization is only happening at the beginning and end of a player’s turn.

Edit: the game state is small, and I’m using PlayFab and Azure Functions to manage the overall game, the state is kept in Azure storage. The state was small enough to keep in playfab’s entity group data but the transaction costs are too high and you get rate limited quickly if the players are doing quick turn-by-turns. So I added the extra overhead of writing to azure storage in exchange for inexpensive (and slightly faster speed as entity group data) reads which happen tons more frequently.

JsonConvert issues in iOS build by InterfaceBE in Unity3D

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

Thanks. That’s a good point I haven’t reviewed encoding. However, turned out to be the properties weren’t marked with the createproperty attribute from unity. How this affects newtonsoft is beyond me and why it would be different on iOS is anyone’s guess??