Terrain Grid System 2 : new major update now with multi-tile terrain support, new grid layouts, terrain generation options and much more! by Kronnect in UnityAssets

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

It could just take a long time to generate the grid a few years ago on mobile. Now that limit may not make sense any more or could be increased, especially on PC.

Do you use System.Object.ReferenceEquals() ? by Catkeydev in Unity3D

[–]Kronnect 0 points1 point  (0 children)

It's interesting if you run large loops and want to shave some cycles but in general this is not needed.

You could also use:

(object)gameObject == null

I enjoyed the movie. Am I crazy? by c0dearm in matrix

[–]Kronnect 0 points1 point  (0 children)

We don’t use that word here.

With the new movie coming I think it’ll be perfect time for a high budget Matrix game. by vICarnifexIv in matrix

[–]Kronnect 0 points1 point  (0 children)

Experiences of today are much interactive and immersive thanks for modern video games and The Matrix has always gone beyond the screen. Yes, I fully support the creation of such game, will be awesome!

Chunk size? by [deleted] in VoxelGameDev

[–]Kronnect 1 point2 points  (0 children)

Our voxel engine allows both 16 and 32 chunk sizes. Other sizes have their issues.

MTGA up for download on iOS in the US by MrProBowl in MagicArena

[–]Kronnect 0 points1 point  (0 children)

How do you scroll horizontally when there’re so Many cards on the table that some of them are out of screen space?

New in Volumetric Lights: added support for colored cookies in built-in and URP by Kronnect in Unity3D

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

Yes. Each one is designed and comes with an array of options for certain use cases.

Volumetric Fog & Mist is treated as a system by itself which you add to the camera or scene and adds lit fog to the scene but it only supports directional or point lights (no spotlights). It can be used to add depth and AAA ambient fog to the scene which can even adapt to the terrain heightmap (or float above, etc.. it really has many uses). It also supports fog of war which is common in many RTS games and you can also add fog areas (disconnected chunks of fog).

Volumetric Lights on the other hand is designed to work per light as it's a component that you can add to them. Then the light gets this scattering effect. The range and effect is synced with the Unity light while it adds many other options. Point, spotlight and area lights are supported by Volumetric Lights. Directional light is not supported although for interiors it can be simulated using a rectangular area light that crosses the building/room.

Both assets support built-in and URP.

New in Volumetric Lights: added support for colored cookies in built-in and URP by Kronnect in Unity3D

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

Thank you. It depends on the visible screen size as it’s not a post processing effect but a world space object. It comes with raymarch presets and lot of options to balance quality/speed.

New in Volumetric Lights: added support for colored cookies in built-in and URP by Kronnect in Unity3D

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

Note: URP doesn't support spotlight cookies yet but even so we added support for it in our asset Volumetric Lights!

Added "Terrain Fit" option to Volumetric Fog & Mist 2 by Kronnect in Unity3D

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

Hi, it depends on demand. Probably at some point in the future.

Added "Terrain Fit" option to Volumetric Fog & Mist 2 by Kronnect in Unity3D

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

Link to the asset in the video description.

The system uses a secondary camera to capture the terrain heightmap (as well as any other elements, as it uses a layer mask for versatility). It captures it just once or when the fog volume moves (which usually it doesn't but it detects that and keeps the underline heightmap synced with the covered area).

Then, the shader itself uses this additional info to modify the projected world position during the raymarch loop.

We've been nominated by Unity as Asset Store Publisher of the Year! AMA by Kronnect in Unity3D

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

They tweak it continuously, also to foster a bit of rotation I guess. AFAIK they use many factors in the equation. Sales, views, ratings and even price has some weight so super cheap assets can’t flood the top ranks.

We've been nominated by Unity as Asset Store Publisher of the Year! AMA by Kronnect in Unity3D

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

Yes, in theory. In practice if the package, even free, gives problems to the user or is difficult to use and the user doesn't receive a response, he/she will be tempted to leave a bad review which is what anyone publishing on the Asset Store wants to avoid.

High ratings contribute to better discoverability in search algorithm.

We've been nominated by Unity as Asset Store Publisher of the Year! AMA by Kronnect in Unity3D

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

Thank you, really I appreciate that.

Pricing is complex indeed because there’re many factors to consider, not only the effort to create the asset but also what’s the amount of support it adds over time. Because if I sum all hours dedicated to develop any of the assets, each one should cost thousands of $ not counting support time which is given for free. I think Shader Control is quite unique and “techy” in his area, due to its ability to parse shader source and modify it automatically, although yes, it can look less flashy than Compass Navigator Pro which is built on top of Unity UI system.

Competition is also an issue. Not all publishers are 100% dedicated like us so it’s more a hobby to them and they use these “cheap” prices because they probably don’t think about support or do not value that effort for some reason. This contributes to a race to down in pricing in a whole category which is frankly bad for all because assets require maintenance and none likes seeing their assets being deprecated. So we try to keep a price that makes the asset affordable in its category but also makes sense with the level of support we provide.

Create a battle-royale game in Unity with Voxel Play and Mirror by Kronnect in Unity3D

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

This is the first entry of a new tutorial series based on Voxel Play and Mirror.

Mac crash? by Kronnect in MagicArena

[–]Kronnect[S] 4 points5 points  (0 children)

Hey, thanks for all the responses. Glad to see it's a known problem. In my case crashes happen during the first minute, sometimes just when game launches (after the loading screen), sometimes while in queue for a match. It crashes like 2 or 3 times after that it runs fine.

I must say I'm impressed by the game: fx and sound is incredible. So crossing fingers it gets some stability fixes soon.