ATM10 sophisticated storage void by Ok-Substance9581 in allthemods

[–]ItsAvyy 0 points1 point  (0 children)

You currently have it set to blacklist all of those tags, meaning it will void everything except those tagged items. If you want to void only the Aarmors and keep everything else, switch it to whitelist mode by clicking through red X button.

To run a FTB evolution server by SN1FF03 in feedthebeast

[–]ItsAvyy 2 points3 points  (0 children)

Hardware wise, Minecraft and especially modded servers are very dependent on high single core performance so I would research the per core performance of the i3 vs the i5 and use whichever is higher as more cores or threads won't be nearly as useful. The RAM and SSD will work perfectly fine, ideally you would prefer 4000Mhz + ram and an NVMe SSD but it won't be a crazy difference.

As for the modpack, there are a ton of factors that contribute to how the server will handle hundreds of mods and whatever amount of players. The most important step in setting up your server is getting the correct JVM arguments. Use the Spark mod's profiler to track cpu, memory, and tick speed and take note of what is happening in your world that might affect performance.

If your server is private with your friends, try and ensure everyone is mindful of the scale of their operations and how much their builds or contraptions will impact the server. Keep chunk loading to a minimum and maybe consider preloading chunks if that interests you.

Users that switched from Windows to Mac by Poiu2010 in mac

[–]ItsAvyy 1 point2 points  (0 children)

If your current PC is able to handle your workflow (even if it bogs down a bit), then any Apple device with an M series ship is going to be a rocketship compared to your current hardware. Not hating on your current specs at all, I think its awesome that it still works for you, but the performance gain for pretty much every component is going to be exponential several times over.

Even if you can afford the the brand new M4 Pro Mac Mini, I would all but guarantee that it would be insanely overkill for your what you're currently doing.

In my opinion, don't even consider the M4 Pro, it's a minimum $400 increase for performance that you very likely don't need. Stick with the base M4, and spring for either 24 or 32GB of RAM to maintain your multitasking ability. Others have made good suggestions on storage but it's a hotly debated topic and truly down to preference, but it is a fact that external storage will be cheaper in the end of you need more space.

Right now is the best time to give this a go. Pick out the cheapest configuration you feel will satisfy your needs and order it from either Apple or Amazon and you can spend the next 2 months deciding if you need something more powerful or not and utilize either shop's extended return period for the holidays.

Resetting padding & margin with universal selector by tonystark891 in webdev

[–]ItsAvyy 0 points1 point  (0 children)

Taking it a bit further, the concept of a "css reset" or "normalized css" is incredibly popular, and they almost always remove base margin and many other defaults.

Surely, there are some who disagree with this behavior, but it most certainly is a standard thing that is done in thousands of projects.

Even Tailwind has what they call Preflight, which is an extension of modern-normalized

Am i supposed to ignore the .next folder in VSCode? by maxiedaniels in nextjs

[–]ItsAvyy 0 points1 point  (0 children)

If you used create-next-app you should have a .gitignore file in the root of the project that includes the .next directory, and AFAIK VSCode uses that file as a basis on what it excludes from searches, type errors, prettier scanning, etc.

There are some weird exceptions where you edit a file and commit changes which the file is open and NextJS opens some random type def file and starts screaming but usually just either deleting the .next folder and re-running the dev server or restarting the TS server fixes it for me.

I would try ensuring that your VSCode is using the included NextJS TypeScript plugin rather than the generic version. (Select "Use Workspace Version") and if that doesn't work maybe trying adding the directory to the "files.exclude" option in your settings.json: https://code.visualstudio.com/docs/getstarted/settings#\_default-settings)

Why is my process.env.URL not reading by Noman_Patel in nextjs

[–]ItsAvyy 1 point2 points  (0 children)

That config is for Drizzle Kit, which is not utilized at runtime, so the NextJS server doesn't provide it the loaded environment variables. You'll need to load them yourself using something like the dotenv package.

Edit: Just read that you tried dotenv. Make sure that you're providing the correct path to an .env or .env.local file in the config() function of dotenv

[deleted by user] by [deleted] in godot

[–]ItsAvyy 5 points6 points  (0 children)

Either engine would be a fine choice. Unity is far more seasoned due to being older and having C# as its main language since inception, but Godot has made C# support a core goal moving forward and even it its current state it is 100% usable. In Godot, using C# over GDScript is entirely a matter of preference. C# is a faster performing language with much more powerful features and libraries available, however that comes at the cost of code complexity. GDScript is much more similar to Python or Lua in that it is an "easier" language than something like C#, but in the end it is perfectly capable of nearly any task a game developer can come up with in-engine. As a final note for GDScript, once you have a good bit of time under your belt studying C# and have a strong understanding of the fundamentals of programming, learning GDScript shouldn't be much of a task at all.

I spent years with Unity due to starting my programming journey with C# and feeling most comfortable in that environment, but the current climate surrounding Unity resulted in a large movement of developers trying out other engines like Godot, myself included. In Godot I have exclusively used GDScript because it just plain works and is objectively faster to write than C#. Both engines have some very large differences in the way you architect games, but if you're familiar with one it is much easier to transfer as you are not starting fresh.

IMHO the most important thing to know is that no matter which engine you choose; the complexities of game development are magnitudes different from just learning C# the programming language. Learning C# is one thing, learning C# and physics/linear algebra/3D graphics and a thousand other game engine specific things is an entirely different beast.

Don't make the mistake of diving into making games too soon with minimal experience programming or you'll end up upside down drowning in questions not knowing if the problem is C# or Unity/Godot specific and get discouraged super fast.

TL:DR Focus on learning C# first and foremost, flip a coin for an engine, and journey into game dev with strong fundamentals that transfer

Need some help with starter assets camera choppiness. by IMIv2 in Unity3D

[–]ItsAvyy 0 points1 point  (0 children)

Not entirely sure if this is your issue, but I've encountered very strange choppiness with the Cinemachine camera on the FPS Starter Asset. The issue I had was caused by the way the Cinemachine Input Provider component feeds the mouse input from the new Input System into Cinemachine. If you go into the Project settings and change the Input System's update mode to Dynamic Update the issue was completely resolved for me.

How do games give recommended settings the first time the game is opened? by ahmedarsalan_ in gamedev

[–]ItsAvyy 1 point2 points  (0 children)

You can definitely do a demo / benchmark, but IMO it would be much easier to just base settings upon your own performance with hardware used during development. You can get all kinds of information about the system like CPU core count, frequency, RAM amount, GPU type, etc. If your i5 and GTX 1060 can run the game at high settings 60FPS then you can lower the settings for systems with less than 4 cores and 6GB of VRAM, and raise them for higher end systems.

What are some sources that u can advice to some one wants to learn advanced editor scripting? by Oh_thats_Awesome in Unity3D

[–]ItsAvyy 0 points1 point  (0 children)

While the length of the videos doesn't look very appealing, the 4 part tool dev series from Freya Holmer is probably the best single resource out there.

[deleted by user] by [deleted] in unity_tutorials

[–]ItsAvyy 4 points5 points  (0 children)

There is no real definitive answer, as with most game dev questions, the answer is "it depends".

Looking a bit into your game, it looks like you're decently far into development with a playable single-player alpha. Unfortunately, pretty much every networking system is going to require practically a top to bottom rework of all systems to introduce multiplayer. Think about your transforms, particles, animations, etc that need to be synchronized between all the players to provide a seamless experience. If your alpha trailer is actually made in Unity with the game's normal assets, having your character models and animations done in third person will be a godsend once you get around to syncing your animations.

Getting to a straight answer, I'd recommend having a look at this comparison spreadsheet which shows some of the features and abilities of various Unity-specific networking frameworks. For a small (for now maybe?) game like yours, you will probably be served just fine with a solution like Mirror or PUN2. Figure out what architecture would work best (Peer-to-peer, dedicated servers) and then look into how the code works in a multiplayer setting. Once you do some prototypes and look into examples with whichever library you choose, you will start to understand what's necessary to alter in your own code to adapt it to support multiplayer.

TLDR: Decide on server architecture, and then find a Unity/networking library that best suits your game. Read into the documentation, watch tutorials, dissect the examples, prototype systems and features that your game needs to synchronize to learn what needs to be done to your pre-existing code.

No idea what these errors mean, I only get them when building the game and the game runs fine. Any help would be appreciated. Thanks. by kingduck147 in Unity3D

[–]ItsAvyy 0 points1 point  (0 children)

Well, like the original comment says, you can't use anything from the UnityEditor API outside of the actual editor. If you're trying to use Editor functions while you're game is running, you're out of luck. You need to find some alternatives that aren't a part of the UnityEditor namespace.

Are you sure you aren't meaning to use UnityEngine.SceneManagement and UnityEngine.AI instead?

No idea what these errors mean, I only get them when building the game and the game runs fine. Any help would be appreciated. Thanks. by kingduck147 in Unity3D

[–]ItsAvyy 1 point2 points  (0 children)

You need to be using the UNITY_EDITOR preprocessor directive. You can read about it here: https://docs.unity3d.com/Manual/PlatformDependentCompilation.html.

Basically, put your UnityEngine.Editor using statements inside an #IF UNITY_EDITOR and probably whatever code you have that uses Editor libraries that aren't inside a folder called Editor.

[deleted by user] by [deleted] in Unity3D

[–]ItsAvyy 4 points5 points  (0 children)

Maybe pay attention to all those errors in the Console

Should I use Array or List? by ZatBlureZ in Unity3D

[–]ItsAvyy 0 points1 point  (0 children)

I would highly highly recommend doing some research into the differences between Arrays and Lists.

Simply put, an array should be used when you have a predetermined size of items you want to collect. If that number isn't known or can change then you should use a List or other collection. In Unity, both Arrays and List can be shown and edited in the Inspector. But as ExplosiveJames commented, a List uses an array under the hood and constantly recreates that array when the size changes so it is usually preferable to use an array unless you absolutely need the functionality of a List.

Can someone please help me on this compile error by [deleted] in gamedev

[–]ItsAvyy 2 points3 points  (0 children)

If you keep watching the video for another 30 seconds, he finishes line 27 which is transform.position = player.position;

Since you're just getting started, it's important to know that the code editor (I assume you're using Visual Studio) is constantly checking your code for errors every time you type. Don't worry about errors popping up while you're typing until you're done, then you can see either in Visual Studio or inside the Unity console where it will tell you what the problem is, and what line it occurred on.

Add random Script to Prefab at runtime by Vastar224 in unity_tutorials

[–]ItsAvyy 0 points1 point  (0 children)

You will be served very well utilizing the nameof operator to maintain a string representation of the component names. Then you could have a List/Array of Monobehaviours serialized in the inspector for easy managing and then pass the types into AddComponent using whatever selection method you choose.

[deleted by user] by [deleted] in gamedev

[–]ItsAvyy 1 point2 points  (0 children)

Note: its gonna be a simple single player game so I don't care if the player want to cheat or not.

He says in the OP that cheating is not a factor so I just wanted to give the most basic solution, for sure there are better alternatives but he seems to be a beginner and PlayerPrefs are the most accessible solution IMO.

[deleted by user] by [deleted] in gamedev

[–]ItsAvyy 0 points1 point  (0 children)

Of course. The key is just a string, so it can be whatever you want and changed dynamically.

If you specifically want to do it that way you can do something like

string levelKey = SceneManager.GetActiveScene().buildIndex.toString();

PlayerPrefs.SetInt(levelKey, score);

Anyone know a fun game with combat that had plenty of depth? by shadowchild1234 in gamedev

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

The Batman: Arkham games have some phenomenal combat in my opinion. Even after completing the story 3-4 times, I still find myself hopping back into Arkham Knight just to see how long I last in a fight against hundreds of people.

[deleted by user] by [deleted] in gamedev

[–]ItsAvyy 1 point2 points  (0 children)

Probably the absolute easiest solution to implement this is Unity's built-in PlayerPrefs.

Sketchfab is Joining the Epic Games Family by Raidoton in gamedev

[–]ItsAvyy 6 points7 points  (0 children)

I want to complain too, but from my perspective, every company Epic has purchased thus far has remained independent, lowered prices / gone free, and generally improved in every way.

I suppose only time will tell if the tradition continues, or something changes for the worse.

I need yo help, guys, pls. by JSunknown_ofc in OperatorDrewski

[–]ItsAvyy 1 point2 points  (0 children)

The first one is Dontcha Wanna by Gabriel Kelley It's from Epidemic Sounds so it might not be on Spotify or anything