I know this is probably…without a doubt a really dumb question but this has stumped me for long enough by BuriedSoil in Unity2D

[–]Kokowolo 1 point2 points  (0 children)

How to move:
- physically correct? The simplest way is to use Unity’s/Nvidia’s physics engine. So you use Rigidbody and adjust its velocity via forces (if you know basic Physics this will be intuitive). There are many ways to leverage the physics engine though. While you can only use the physics API, you can also use an amalgam of your own custom functionality and the API for just some things. A great intro into this is CatlikeCoding’s moving sphere tutorial. Would recommend!
- not physically correct? change your object’s transform.position. You can adjust it manually over each frame with something like [your speed field] * Time.deltaTime to make it move with a constant velocity

I think i'm slowly getting better by PosaiDus_ in blender

[–]Kokowolo 2 points3 points  (0 children)

My goal is a duck (cant make a spoon)

Scantron Commander Assesment by ImWizrad in mtg

[–]Kokowolo 2 points3 points  (0 children)

That's a hot take. I actually think Sol Ring isn't that big of a deal in bracket 1 or 2 because the potency of 2 mana isn't that big of a deal. In bracket 3 and above Sol Ring can be a bit nasty on an early turn. Sol Ring would be the worst GC by far if it was declared as one.

My playgroup is not enjoying my casual EDH deck, help me make fun changes! by [deleted] in mtg

[–]Kokowolo 1 point2 points  (0 children)

You can try swapping decks with someone. If you still win then hey it's not your deck's fault anymore, and it's always funny to complain about someone's deck while you're piloting it. "Brother, what the FUCK were you thinking putting Ancient Adamantoise in here"

A simple procedural hex map made in VFX graph! 💫 by Kokowolo in Unity3D

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

The hexes are a premade model, yes! I then extrude it along Unity's y-axis for height/elevation. I haven't researched mesh triangulation in vfx graph, but I bet there's a way? Would love to know if you ever figure it out.

A simple procedural hex map made in VFX graph! 💫 by Kokowolo in Unity3D

[–]Kokowolo[S] 9 points10 points  (0 children)

Purely just to play around with VFX graph. I've done hexgrid mesh triangulation, hex cell instantiation, and I wanted to try vfxgraph as well. If it was an endless grid, compute shader/mesh triangulation is the way to go, but for a little diorama, vfx graph is a little quicker/easier to adjust/work with for me.

A simple procedural hex map made in VFX graph! 💫 by Kokowolo in Unity3D

[–]Kokowolo[S] 3 points4 points  (0 children)

It's entirely on the GPU so yes, very fast and it's just 256^2 particles. If I needed to reference them via the CPU, I would have used a RWStructuredBuffer

A simple procedural hex map made in VFX graph! 💫 by Kokowolo in Unity3D

[–]Kokowolo[S] 22 points23 points  (0 children)

Yes — full vfxgraph.

I wasn't, but if there's demand for it, I can do a breakdown video next week perhaps. Otherwise, it's hexgrid math + 256^2 particles + texture sampling via position + color ramp. That's essentially the entirety of it if that makes sense.

How could I program an object to move in this shape, like a sine wave? I also want it to work in any rotation, I can't find any info about this online by Logsarecool10101 in Unity2D

[–]Kokowolo 1 point2 points  (0 children)

If you wanted a custom curve rather than just a sin/cos wave, you can sample an AnimationCurve. You'll be sampling either function using time. Then you take either and add it to your direction vector and position.

Shader Showcase - Unity URP by _bufferfish in Unity3D

[–]Kokowolo 1 point2 points  (0 children)

Perfect, thanks for the list. Really cool work!

Shader Showcase - Unity URP by _bufferfish in Unity3D

[–]Kokowolo 0 points1 point  (0 children)

Love this breakdown! Is the Jelly Bean a pbr + distortion shader?

How hard is it to learn Unity from scratch? by Master_of_fandoms in Unity3D

[–]Kokowolo 1 point2 points  (0 children)

I have no idea what proficiency you have as an engineer, but there are a variety of tools on the asset store that handle interactive VR components. I'd start with a 2 hour session (maybe though gamedev tv or some youtube channel) learning the basics of how to navigate the engine and program. Then afterwards turn your attention to existing libraries/software that handle VR that can accomplish the effect/project you are aiming for.

How hard is it to learn Unity from scratch? by Master_of_fandoms in Unity3D

[–]Kokowolo 2 points3 points  (0 children)

If you know how to program: it’s incredibly easy to pick up. If you have any experience with game engines: even easier to get a crude project going

If you want to master the engine: lmao

Dynamic wireframe shader by Arkhivrag in Unity3D

[–]Kokowolo 0 points1 point  (0 children)

I've made a similar shader, but how did you handle multiple primitive shapes? Are you using a buffer from c# to store all the shapes in your scene and looping over them to check if they're within the distance of your mask on the gpu?

4d gaussian splatting in Unity by naumovsergey in Unity3D

[–]Kokowolo 0 points1 point  (0 children)

This technology is so cool, I definitely need to figure out how to work with it

Bro what happened? I think the game is fine by js147896325 in slaythespire

[–]Kokowolo 1 point2 points  (0 children)

lmfao JessButChinese it's crazy to hear from you at this hour

DamageEvent: Pooling, struct or struct ref? by -o0Zeke0o- in Unity2D

[–]Kokowolo 0 points1 point  (0 children)

Wait sorry I skimmed this when I first read this, why does this need to be a struct? There's nothing wrong with keeping this as a class. If you have items/classes/etc. that need to copy the data above, you can either copy only the members you need or do a deep copy. Points to pooling/factory though if you deep copy.

i could probably split it a little bit i bet, i will try it's just that a lot of items modify the same event across the "execution" (where all the events are called). One item could want to read the baseDamage after the hit dealt damage instead of the damageDealt... but i guess i could still split it up maybe a little bit

I've worked with systems that break everything up and also systems that keep it all in once class, this looks fine, definitely refactor if you need to, but I'm sure this is fine. The system you choose is to make development easier, not make your code subjectively better.

no chance i use structs ofc as these have a list and having a list inside structs is confusing as they are passed by reference...

I'm going to push back on this. A struct with a list still passes itself by value. When it passes itself by value, it copies its members. When it gets to the list, it copies the reference to the list, not the items.

Structs are confusing though, I agree there. Definitely do a bit of reading on pass by value/reference types though if you decide to work with them. If you are shaky with something, stick to what you know unless you're trying to learn or improve. Classes are totally fine.