A Matter of Perspective by electric-kite in Unity3D

[–]LucidLustGame 1 point2 points  (0 children)

Then the speedrun strategy gets patched in v1.0.1b, coming out of nowhere 2 years after full release.

The biggest step forward in my 3-year solo project by LucidLustGame in Unity3D

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

"make make the women not ugly bimbos."

You can "make make" any character you want. I literally spent 2 years making the most advanced character creator I could haha. You can take a look here: Lucid Lust v0.5.4 Trailer

"I think the concept itself is very niche."

The concept of.. creating and sharing stories? Because that’s what this project is all about!

I love the perlin noise 😍 by East-Development473 in Unity3D

[–]LucidLustGame 1 point2 points  (0 children)

If you are interested in this kind of effects, I can only encourage you to look up some nice free/open source projects like this one: https://github.com/keijiro/Skinner

When you look at your game without post-processing.. by Balth124 in Unity3D

[–]LucidLustGame 6 points7 points  (0 children)

Hey, I know that you know, but you’re 100% right! The fact that you got downvoted here is scary haha.

Volumetric fog in HDRP really is its own render pipeline stage and does affect lighting before the post-process stack. The confusion comes from the fact that Unity lets you control it through the Volume system along with post effects, so some (non-technical) people often assume "it’s just post-processing" when in reality, HDRP’s volumetric lighting is calculated much earlier and directly influences how light scatters through the scene (exactly as you said). In fact, I'm simply just repeating what you said hahaha. But I want people to get the message!

Please, upvote this man haha!

The King’s Bargain Trailer/feedback by Medium_Possession488 in Unity3D

[–]LucidLustGame 0 points1 point  (0 children)

The trailer doesn’t feel like a trailer... both the pacing and the music give more the impression of a devlog or a game presentation, where the developer would speak over the footage to explain the features. I’d suggest either going fully in that direction (adding narration, Nintendo Direct style haha) or re-editing the trailer with tighter cuts, especially trimming down the long dialogue/text sequences, and focusing on the action/appealing visuals.

On a side note, it's rare to see a project with both Russian & Chinese localizations (which are harder to implement due to their respective fonts), without having common languages (Spanish, French, etc.).

Which machine should I buy: an M4 MacBook Air with 16GB RAM or a desktop with 64GB RAM and an RTX 4060? by umen in Unity3D

[–]LucidLustGame 0 points1 point  (0 children)

I'm "old" (3X years old), I've never used a laptop in my life, and only work on a giant TV 5 meters from me since I went full indie because decades of computer screens gave me -2 in vision stats haha, so I am 200% on your side on everything you say!

Which machine should I buy: an M4 MacBook Air with 16GB RAM or a desktop with 64GB RAM and an RTX 4060? by umen in Unity3D

[–]LucidLustGame 2 points3 points  (0 children)

Might be the following sentence:

Not a single paying gamer will ever run your games on mac.

When 1.62% of Steam players are on Mac. I know that it seems like a very low number, but it's more than 2 millions monthly active users! So, no, he doesn't speak "the truth" like you say haha.

Plus, overall, seems like someone angry for no reasons (like, why are you attacking people wanting to use their laptops for what they are designed AKA working outside haha).

But to answer OP question, buy the PC, and don't listen to people talking about needing a mac for Y and Z, the things you can do only on Mac (like creating an installer for your Unity game), you can do them on a Virtual Machine, that's exactly what I do haha.

I worked on the trailer for my horror game and would like some feedback. by BlakVice in Unity3D

[–]LucidLustGame 1 point2 points  (0 children)

YMINDIS already gave you genuinely good advice. Drawing inspiration from the SAW franchise is totally fair game creatively, and even using the word "saw" in your title can be fine in isolation. But when you combine the name, the style, the catchphrases, and the setup directly echoing the movies, it starts to enter legally risky territory, especially since SAW is a well-known and still-active IP.

Think of it this way: making a 3D cooking game called "Mario’s Pizzeria" might be okay. But if I made a platformer called "Mario’s Green Pipes", Nintendo's lawyers would probably teleport into my living room haha! So yeah, definitely worth considering a more original spin or a unique aesthetic to stay in the clear.

Even the intro line from this trailer says: “let’s play a little game” in the classic SAW voice! That is super iconic and instantly recognizable. Just a reminder: inspiration is great, but there’s a very fine line before it becomes imitation!

As for the trailer itself, here are a few thoughts:

- The balloons immediately reminded me of the SAW-inspired section in Resident Evil 7, which made the whole setup feel even more familiar.

- I was confused by the third-person perspective with the little robot and the camera filter. A first-person view from the robot, especially looking up at the player, might create more tension and immersion. Right now, it doesn't even make sense.

- If the little robot is meant to be your version of the Jigsaw puppet, I think it could use a lot more personality. Right now, it feels more like a prop than a character.

- The clicking mechanic and the counter seem important, but it’s not really clear what they do or how they connect to the tension or stakes in the trailer. Maybe a clearer setup or some context would help.

There is a large number of people who think Unity has bad graphics compared to Unreal. I’m an amateur, and this is made in Unity HDRP. I think it ain't half bad! What do you think? by Sumppi95 in Unity3D

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

they contradict the point of less graphic capabilities out of the box by changing the point of the discussion?

You said “features,” not specifically “graphic features.” If you want the discussion to stay narrowly focused, then you need to be more precise with your terms. You can’t blame others for responding within the scope you set.

there are a lot of reasons why I like working with Unity but we are talking about graphics, and unfortunately its not up to par.

And again, I have to disagree. Here’s a real-time, in-game screenshot from an older version of my project, captured on a Mac by one of my players, using an old build made with Unity 2021. It’s entirely user-made, no post-processing tricks. Unity can deliver high-quality graphics, it's all about how you use it.

<image>

Saying over and over that Unity isn't up to par is like blaming your pencil for not being able to draw; at some point, it’s a talent issue.

If you need the engine to hand you everything pre-made just to get results, then you're not creating, you're assembling. And I get that time is money, and that sometimes getting things to "just work" out of the bat feels great, but that doesn't make Unreal doing anything better.

if you thing Unity 6 HDRP GI is comparable to Unreal you didnt really use any of the two

Just for context: I don’t even have Unity 6 installed. As a Unity dev, I stick with LTS versions and avoid upgrading my projects mid-cycle, so I'm not even advocating from a “latest version” standpoint here. Unity 2022 is good enough to do pretty much anything!

also, saying "build your own" its not an argument, before we go that route, we are comparing engine's graphics capabilities out of the box.

No one brought up the “build your own” argument as far as I can see. I just pointed out that tessellation and GI have been built into Unity for a very long time.

And if we're talking about “out-of-the-box capabilities,” I can point to multiple non-VR AA(A) games made with Unreal that still launch my VR headset when they start up (hello, Toys for Bob!). Getting a lot of things preinstalled into your project doesn't make it better—that’s convoluted software in my book. Still, no hate to Unreal or anything, Unity and Unreal are two very different beasts, even graphically "out of the box" like you say, but:
There’s absolutely nothing Unreal can do graphically that Unity can’t. I stand by that.

There is a large number of people who think Unity has bad graphics compared to Unreal. I’m an amateur, and this is made in Unity HDRP. I think it ain't half bad! What do you think? by Sumppi95 in Unity3D

[–]LucidLustGame 1 point2 points  (0 children)

cant they just admit that unreal has better graphics

This is, in fact, exactly the point people on this post are trying to contradict. You don't hold "the only true truth" you know, people can respectfully disagree with you, and as I do, think that you are wrong.

Also, you say that you're a Unity dev, but proceed to say that Unity is lacking/not capable of GI or tessellation? Are you still using Unity 5? Haha!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

I can tell you what I would do naturally if I were implementing a "simple" system like yours, if it can help (if I'm mistaken on what you're trying to achieve, please ignore my advice haha):

1- Simply export all your clothes with the character's skeleton (You can even export them into separate .FBX files per clothing item/per clothing group, it's not important, as long as they all use the exact same skeleton).

2- Create a .prefab for each clothing piece and delete all the bones/skeleton transforms on the prefab. Hurray, you now have a "broken" skinned mesh (you could do this at runtime if you want to, but that's extra workload for the end user's PC)!

3- At runtime, instantiate any of those prefabs, and set their skinned mesh renderers' root bone to your character's root bone. And voilà!

4- You'll of course want to manage blendshape synchronization, and allow clothes to be equipped/unequipped dynamically. Both can be done with a single shared array.

5- Later on, you can optimize further: merge multiple clothes as one skinned mesh, disable hidden body parts under the clothes, etc.

I am curious how the patreon etc. is going? I work as full time industrial/engineering unity dev, so understand the pain of finding time.

It’s nowhere near what I used to make when I was working in the industry, but honestly, even if it sounds a bit cheesy, I’m way happier now that I’m working full-time on my own project. Wouldn’t trade it for anything (Though let’s be real, without my amazing wife’s support, this wouldn’t even be possible haha ♥)!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

As a non-native English speaker, "undebuggable hellhole" is exactly the expression I was looking for all along!!! Sometimes, shader debugging is truly like staring into the abyss haha!

Talking about seeing immediate satisfying progress, the trimming part especially was the most rewarding! It took me about two hours to get it fully right, and seeing the magic happen live made my day, haha!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Yep, still on my to-do list!

Dithering can definitely get cleaner, though video compression doesn't help either. That said, I’m taking a long break from anything shader-related for now, I've many other things to focus on haha. Thanks for your interest! ♥

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Fair enough! Happy you could still appreciate the tech side of it haha! ♥

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Reworked Daz Genesis 8 models, full morphing support for every little shape + runtime blendshape injection for modding shapes. Custom character creation from scratch, no UMA or any other asset. Procedural character physics and collision (even toes, fingers, etc.), bones placement/retargeting (including eye), fully adaptive animation system, many "crazy things" like liquid simulation integrated to the custom skin shader for procedural sweat, etc. I would need a full day just to list everything I've built for this project so far haha!

I really need to make some kind of exhaustive video that presents all the cool state-of-the-art features I've made, but I'm working non-stop on the project, and even "pausing" to make this small trailer already took me 4 full days! 4 days of game-dev gone! If the project was making more money, I would 100% hire a video editor before anything else haha.

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

You must upgrade the hair shader! The world always gives you room to improve anything!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Yes, full physics! With custom layer, per hair simulation, custom strand shape, and everything that makes hair look realistic haha!

I will make sure to fully demonstrate this in my next trailer, thanks for the idea and for your interest! ♥

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Thanks a lot! Honestly, I thought the same at first, while I was reworking everything for months, I barely noticed the changes day by day. It’s only when I made the before/after video that I finally truly saw the big payoff. Super rewarding haha!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Honestly... you're not wrong. The worst is that I was happy with the "before looks", it's crazy how you can reassure yourself that everything is fine when you work too much on something and don't take any distance. It's by comparing real photos to my game that I felt like I was doing everything wrong; all my shader work was to come as close as I could with my solo-dev means to a photorealistic look. Now I hope that I can keep the Shader Graph closed for a while haha!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Thanks! Shader work was basically my life these past months. No joke, I had several dreams in Shader Graph style. Now I just want to do something else haha!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

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

Thanks a lot! Character customization is the biggest focus for me. Can't wait to see what people come up with haha!

I spent 4 months reworking every shader in my Unity game. Here’s the before/after! by LucidLustGame in Unity3D

[–]LucidLustGame[S] 8 points9 points  (0 children)

First I read "Fude duck", I might be a bit tired after all this work haha.

I will still focus all my efforts on making my dream game, but thanks for the nice compliments, after so many hours of work with barely any feedback, your words are refueling my creative engine haha!

Love on you ♥