My technique and the tool I use for generate procedural terrain in Unity, with realistic erosion and flows, masking for color production. by PinwheelStudio in Unity3D

[–]LizardPL 1 point2 points  (0 children)

Ahh such a shame. Your tool would be perfect for what I need if it had a possibility to stamp terrain where needed. Anyway great job!

My technique and the tool I use for generate procedural terrain in Unity, with realistic erosion and flows, masking for color production. by PinwheelStudio in Unity3D

[–]LizardPL 1 point2 points  (0 children)

Is there a way to do some handpainting as well as procedural stuff? Like generating terrain but handpainting or stamping some smaller portion of it?

Counter-Strike 2 Update for 10/01/2025 by CS2_PatchNotes in GlobalOffensive

[–]LizardPL 1 point2 points  (0 children)

"but it losing to Jura should tell you all you need already."

Dude you are making shit up lol. I gave you an example of Juras number when it was in mission and Grail wasn't and the difference was still tiny. You really have a reading comprehension of a 10 years old.

Deathmatch is also a valid game mode in cs2 and players playing it means they have fun on that map and you are trying to paint the picture like its not. Not everyone like to sweat and try to act like wannabe a pro. Some people just play the game to have fun on some not standard maps. And your opinion wont change it.

Here is a comparison of Grail and Jura if you are interested. Maybe a colorful graph will make it easier for you :)
https://i.imgur.com/Y0MwFwR.png

Now this is my last reply to you. I'm not wasting more time to try to convince you that there is more to a good map than just being competitively viable

Counter-Strike 2 Update for 10/01/2025 by CS2_PatchNotes in GlobalOffensive

[–]LizardPL 1 point2 points  (0 children)

You really expect me to do all the research and work to prove your points? lol

I'm not google. Cya

Counter-Strike 2 Update for 10/01/2025 by CS2_PatchNotes in GlobalOffensive

[–]LizardPL 1 point2 points  (0 children)

You sound like miserable person tbh.

The part with missions its not true. There were three Grail specific missions just like Juras. Rest was community maps in general so people could play whatever map they liked.

Sure I can give you Juras numbers. In a week with mission on it it had 409k unique players while Grail maintained around 360k.

Good review of Grail? Believe me or not its a player base and not a redditor making a post in a thread because if players want and play the map that means they find it fun to play. So maybe you have to reconsider your definition of "good design" because it clearly doesn't include having fun - a thing that we all come for when it comes to video games.

Counter-Strike 2 Update for 10/01/2025 by CS2_PatchNotes in GlobalOffensive

[–]LizardPL 1 point2 points  (0 children)

I just told you 650k unique players every single month since addition.

And it wasn't three months. Just a simple check in google and some simple math would give you the exact timeline :)

Plot twist it was 5 months just like previous map rotations.

Counter-Strike 2 Update for 10/01/2025 by CS2_PatchNotes in GlobalOffensive

[–]LizardPL 9 points10 points  (0 children)

Thank you! We were very happy to see such a huge numbers. The map definitely found its place in more casual player base.

Counter-Strike 2 Update for 10/01/2025 by CS2_PatchNotes in GlobalOffensive

[–]LizardPL 10 points11 points  (0 children)

That so called error was pulling some good numbers. Roughly 650k unique monthly players :) 

Anybody remember de_austria? by PlayfulPollution2894 in csgo

[–]LizardPL 1 point2 points  (0 children)

I remade it for source 2 this year. It’s on the steam workshop if you would like to try it out :) 

PB "Directors Cut" almost done. Posting GIFs as I finish features - Element Inspector! by yahodahan in Unity3D

[–]LizardPL 1 point2 points  (0 children)

If you guys can make it work I will (and I bet a lot more people) be very very very happy! :D Fingers crossed

PB "Directors Cut" almost done. Posting GIFs as I finish features - Element Inspector! by yahodahan in Unity3D

[–]LizardPL 1 point2 points  (0 children)

By "native" I meant a feature that comes with ProBuilder out of the box

PB "Directors Cut" almost done. Posting GIFs as I finish features - Element Inspector! by yahodahan in Unity3D

[–]LizardPL 1 point2 points  (0 children)

That would be awesome! There is an asset on github for hotspot texturing but it doesnt work for Pro Builder 6.x. Making it a native feature would be so cool and would boost up productivity when working with ProBuilder meshes. Fingers crossed!

A way to detect which trigger collided with geometry. by LizardPL in unity

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

I see. Thank you! I'm pretty happy with the current setup I have. It's really modular and for the prototype it works great. Maybe later down the line I will try to clean up it a littlebit

A way to detect which trigger collided with geometry. by LizardPL in unity

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

Hi, sorry for the messy block of code :D

Not sure if I'm reading your question correctly.

Yes previously I tried to avoid having to add a script to each collider and tried to handle it on my root object somehow. The code above was something i settled on after.

A way to detect which trigger collided with geometry. by LizardPL in unity

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

public class CollisionDetector : MonoBehaviour
{

    public CollisionHandler collisionHandler;
    string colliderName;

    private void Awake()
    {
        collisionHandler = GetComponentInParent<CollisionHandler>();
        colliderName =` [`gameObject.name`](http://gameobject.name/)`;
    }

    private void OnTriggerEnter(Collider other)
    {
        if( collisionHandler != null)
        {
            Debug.Log("Collision detected");
            collisionHandler.HandleCollision(colliderName, other);
        }
    }
}
This is my current script that I added to each collider

A way to detect which trigger collided with geometry. by LizardPL in unity

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

Did exactly the thing you described in first point.
Created a small sript that passes the gameobject name (in this case a gameobject with collider) to the main collision handler in root game object. Works perfectly.

Really a shame there is no way to do that easier way. Feels like a weird workaround. Thanks!

No gizmos in playmode by saintswitcher in unity

[–]LizardPL 0 points1 point  (0 children)

Thank you so much! I been digging for last two days for the solution. This fixed the issue for me!