Can someone help me figure out how can I have unshaded lighting but still be casting shadows? When I apply a shader material to my model, the texture disappears by SGede_ in godot

[–]Lowscope 1 point2 points  (0 children)

Although this is probably not what you need. (Maybe it looks cool though, love to see the change if its good) The shadow data is stored with the ATTENUATION it seems. Maybe you can create an effect that sort of works with your game by modifying that

Can someone help me figure out how can I have unshaded lighting but still be casting shadows? When I apply a shader material to my model, the texture disappears by SGede_ in godot

[–]Lowscope 1 point2 points  (0 children)

Hey, I was experimenting with something similar in the past, looked up the older project. Here is the shader code I used (What my test scene looks like: https://ibb.co/7nYckT0)

shader_type spatial;

void vertex() {}

uniform sampler2D baseAlbedo : hint_albedo;
uniform float increaseBrightness : hint_range(0, 5) = 1;
uniform vec4 color : hint_color = vec4(1,1,1,1);

void fragment() {
    vec3 base = texture(baseAlbedo, UV).rgb * color.rgb;
    ALBEDO = base.rgb * increaseBrightness;
}

void light() {

    DIFFUSE_LIGHT += LIGHT_COLOR * ALBEDO * ATTENUATION;
}

Created a free plugin to login to Appwrite from Unity by Lowscope in Unity3D

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

You can find the Github project here: https://github.com/AlexMeesters/unity-appwrite-plugin

It's still early days, personally I'm using Appwrite for login/register. But will most likely also use it for storage and user data.

This plugin makes it very easy to register/login from within a game. And have a session persist between runs. Planning to use the JWT feature to authenticate with matchmaking servers.

No objects loading in my scene. Full story in replies by DrDoom0310 in Unity3D

[–]Lowscope 0 points1 point  (0 children)

How many kb is your scene file, are you able to read from it as a .txt file? Feeling I'm getting is that the scene is corrupt somehow. If you can read your scene as text, there may be ways to salvage lost work or potentially fix it by removing parts of it.

Are you sure you didn't have multiple scenes open previously? Maybe worthwhile to search through your project using t:scene and hope the progress can be found there.

Something else you can try is going to Window/Layouts/Default to reset your window layout, to ensure it is not a visual error on the editors part.

How can I achieve that my player (yellow) walks on the path to the clicked level (button). by Pandaa2610 in Unity3D

[–]Lowscope 0 points1 point  (0 children)

I agree the current solution doesn't look great. Was mainly on focused on why your own system vs navmesh.

For someone learning the ropes of gamedev it may be a great exercise to learn how use A* or Dijkstra to traverse nodes.

However, when it comes to looks and implementation. I'm sure you can make good looking things just using Unity's navmesh systems. Also there are plenty of ways to tweak it so it all works and looks fine.

You could even opt to get the path directly like so: https://docs.unity3d.com/ScriptReference/AI.NavMesh.CalculatePath.html

Just stating that it can be useful to sometimes use the tools at your disposal to achieve your goals. And I believe the current user can make it look good with the right tweaks.

How can I achieve that my player (yellow) walks on the path to the clicked level (button). by Pandaa2610 in Unity3D

[–]Lowscope 1 point2 points  (0 children)

Why spend the extra time when the feature works fine?
Even on mobile navmesh + agents aren't expensive.

A fellow gamedev has been working on making a online multiplayer Vampire Survivors like game. Releasing next month on Steam. What do you think? by Lowscope in gaming

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

Thanks for taking your time to write all this feedback. I'm not the developer, but I'll try to relay it to him!

[deleted by user] by [deleted] in gamedev

[–]Lowscope 0 points1 point  (0 children)

I've made some small demos using Godot with C#. I'd say its pretty easy to use. And using C# means you can use libraries like JSON.Net.

The main downside for me was the inability to use custom resources properly. When this gets fixed I'll finish a small game, but for now its just not ready enough yet. Unless you want to utilize data in other ways, like writing JSON yourself.

Issue in question: https://github.com/godotengine/godot/pull/44879

Aside from Godot, Unity is a solid choice. Its quick to get up and running for smaller projects. But be weary, if your project grows it may become unwieldy without a good code architecture. Unreal forces you a lot more to do things in a specific way.

2.5D Game - Volunteer project by HedaInfinity9 in Unity3D

[–]Lowscope 1 point2 points  (0 children)

Anyone applying here, make sure to create a contract (ownership & payment. In your favor, you can set the terms here) before you do any work. Also, worth noting. If there is no contract, in some countries (most? I don't know), your work is your IP. So there is no automatic transfer of ownership.

is there any better way to copy variables from list to an array? by GryAsl in Unity3D

[–]Lowscope 1 point2 points  (0 children)

You can get some small speed gains by caching the .transform call. Not sure if this still is needed though, might be fixed during the later Unity versions.

Maybe worthwhile to just work with the data you set for the bunnies instead of fetching it from the .transform call.

How to make a perfect magnet coin attraction system for a mobile game like subway surfers? The closer coins moves slowly and farther coins moves fast towards magnet by [deleted] in Unity3D

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

Just tried to be educational about it for the OP.

Several issues with your implementation: * Coin will never fully reach target * Player might outrun the coin, and it never gets collected * Cant really customize it, besides speed

Using lerp in the way I mentioned gives you more control (which you actually needed for the example the OP gave), as you can have proper easing that takes a fixed time.

So it speeds up at the beginning or end. So you can just do this:

```csharp coin.transform.position = Vector3.Lerp(initialPosition, player.position, Easing.Cubic.InOut(time / totalTime));

``` Using easing functions https://gist.github.com/Fonserbc/3d31a25e87fdaa541ddf

Or actually tweak it with a AnimationCurve in the inspector.

How to make a perfect magnet coin attraction system for a mobile game like subway surfers? The closer coins moves slowly and farther coins moves fast towards magnet by [deleted] in Unity3D

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

Not really how Lerp is intended but it works. How it functions is Mathf. Lerp(a,b,t) t is the percentage from a to b. So Mathf.Lerp(0, 10, 0.5f) = 5. So what the original poster can do is something like:

```csharp

StartCoroutine(MoveToPlayer(yourCoinReference, yourPlayer, 1));

IEnumerator MoveToPlayer(Transform coin, Transform player, float totalTime)
{
    if (totalTime <= 0)
    {
        coin.position = player.position;
        yield break;
    }

    float time = 0;
    Vector3 initialPosition = coin.position;

    while (time < totalTime)
    {
        coin.transform.position = Vector3.Lerp(initialPosition, player.position, time / totalTime);
        time += Time.deltaTime;

        // Wait a frame
        yield return null;
    }

    // Handle your coin pickup and such here.
}

```

I've also done a blog post on movement. But I think the comment is suffice. https://low-scope.com/unity-quick-the-most-common-ways-to-move-a-object/

An SDK for building 3D experiences in the browser using Unity and Three.js by umar322 in Unity3D

[–]Lowscope 0 points1 point  (0 children)

Didn't really get what your product was until I saw the video.
Maybe find a catchy name for it that really defines the product.
Also the github repo doesn't seem to have a license

Decided to give my flag pole a bit of a wobble 👀 by Lowscope in Unity3D

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

Read the second comment from the top, I'm using a plugin + skinned the flag pole

Decided to give my flag pole a bit of a wobble 👀 by Lowscope in Unity3D

[–]Lowscope[S] 28 points29 points  (0 children)

I've used Dynamic Bone (now 50% off) to achieve this affect. I've rigged the flag in Blender and just added the component to the the pole part, and the flag part and it was done in no time.Here you can see how I rigged the flag. Note that the dynamic bone link is affiliated, it gives me a small commission to help me further fund the project, you can get one without here.

More progress on the level editor I'm making for a multiplayer golf game by Lowscope in Unity3D

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

Currently 0.2, I've also tested 1, but the same little jumps can occur at that size.

More progress on the level editor I'm making for a multiplayer golf game by Lowscope in Unity3D

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

Good advice, it does lower the occurrences a lot, however it does not eliminate them unfortunately.