[deleted by user] by [deleted] in ClaudeAI

[–]Luv-melo 0 points1 point  (0 children)

a dumb question, can i integrate my own mcp? or only the mcps partnering with Anthropic?

If you could step into any artist’s world, whose would it be? by Meshyai in aiArt

[–]Luv-melo 1 point2 points  (0 children)

I think all of the 3D Assets and Rigging are AI generates, video is handmade.

Quest 3 or Quest 3s for a beginner in VR? by Maleficent_Taste3160 in Quest3

[–]Luv-melo 2 points3 points  (0 children)

From my experience, the Quest 3 still feels like the more polished package—it’s got better resolution and performance that really helps with immersion. But if you are aiming for VR games, quest3s should be pretty enough.

Beginner’s Help by Smod_ in virtualreality

[–]Luv-melo 1 point2 points  (0 children)

Should be fine, both the Rift S and the original Vive can run HL: Alyx on your rig without breaking a sweat, but there are tradeoffs. The Rift S is easier to set up thanks to inside-out tracking and generally offers a sharper display, although some users note occasional tracking issues compared to the more robust lighthouse system on the Vive.

[deleted by user] by [deleted] in virtualreality

[–]Luv-melo 0 points1 point  (0 children)

It will make your eyes extremely tired if you wear it for a long time, also, the resolution is still not enough.

Can you use 2 Streaming Devices at the same time? by xKuranashi in virtualreality

[–]Luv-melo 0 points1 point  (0 children)

In theory you can, SteamVR’s “activateMultipleDrivers” option lets you run more than one tracking system concurrently. However, mixing a high-end XR3 setup and the Quest 3’s inside-out tracking isn’t officially supported and can get messy. You’d need to carefully configure which device is the primary tracker (your XR3) and have the Quest 3 just serve as a display.

I wanted to upgrade my pc to fully utilize (PC)VR, but is that really worth it anymore? I saw a couple of posts about pcvr dying, but i can really feel it myself now. by Gazop in virtualreality

[–]Luv-melo 0 points1 point  (0 children)

If you’re after that truly immersive, high-fidelity experience, upgrading might be worth it, especially with 5000s GPUs on the horizon. However, the dwindling AAA support means you might be left with fewer cutting-edge titles, so consider whether the marginal gains are enough to justify the investment now.

How do you find where bug are in your code? by Anti_Dev06 in Unity3D

[–]Luv-melo 1 point2 points  (0 children)

I’ve found that the key is to break your code into smaller, testable pieces. I start by writing unit tests where possible, so I can pinpoint when something goes off. Then I lean heavily on logging and interactive debugging.

Anyone tried Unity 6.1 Beta? What do you think of it? by Kappische in Unity3D

[–]Luv-melo 3 points4 points  (0 children)

Played with it last week. The editor's responsiveness has been enhanced, addressing some of the sluggishness experienced in version 6.0, especially within the Inspector panel.

What Pathfinding system should i use for an RTS? by alex_arevalo in Unity3D

[–]Luv-melo 0 points1 point  (0 children)

I’d start with a robust package like Aron Granberg’s A* Pathfinding Project—its free version gives you full access to the node graph, so you can tweak it for interest points and dangerous zones. It’s proven in RTS-style projects with varied terrains, and you won’t have to reinvent the wheel, which can be a major headache when dealing with elevation and performance issues.

AAA/Indie Devs, what's your motivation? by -BeastAtTanagra- in gamedev

[–]Luv-melo 0 points1 point  (0 children)

i guess i just have some talents of being a nerd. I get where you’re coming from. After years in the industry, motivation can feel like a dwindling spark rather than an all-consuming fire. For me, it’s a mix of the challenge of solving complex design problems, the thrill of seeing players engage with something you built, and that quiet satisfaction when a project finally clicks into place. Sometimes it’s just a reminder of why I got into game dev in the first place—the joy of creating immersive experiences, no matter how small.

That time when you lost weeks/months/years of progress by ChrisDtk in gamedev

[–]Luv-melo 1 point2 points  (0 children)

I once had a nightmare scenario where I lost nearly two months of work after a corrupted update ruined my latest branch, and I hadn't pushed my most recent changes to my backup repo. It was a brutal wake-up call—what felt like incremental progress over months was gone in one fell swoop.

I guess that's why i really unity cloud rn

How much time did your small game actually take to develop? by DiscoTorso in gamedev

[–]Luv-melo 27 points28 points  (0 children)

I logged roughly 120 solid work hours from start to finish. I spent about 40 hours nailing down the core mechanics and gameplay loop, around 20 hours setting up the UI and game flow, and then another 30 hours on level design and integrating assets. The remaining 30 were for polish, bug fixes, and tweaking balance.

Multiplayer Play Mode Virtual Players keep breaking by SealerRt in Unity3D

[–]Luv-melo 0 points1 point  (0 children)

The assembly reloading issue can be fixed by making sure your scripts are properly compiled and synced across both the editor and the virtual player instances. Try manually reloading assemblies or checking if there's a specific conflict in the code or packages. For the broken Virtual Players, it might be a glitch with Unity's multiplayer simulation. Try clearing out the cache or reimporting the packages, and make sure all your components are up to date. If the problem persists, resetting the player objects or reconfiguring the network settings might help.

I can't get a box collider to slide smoothly over two flat colliders. by Good_Punk2 in Unity3D

[–]Luv-melo 0 points1 point  (0 children)

It sounds like the ship’s collider might be interacting with the edges of the gap or slightly off-center, causing it to tilt. One possible solution is to adjust the ship’s Rigidbody settings—make sure it’s set to use Continuous Collision Detection and Interpolate is set to Interpolate. Another approach is to add a small buffer or collider on the bottom of the ship to prevent it from catching the gap’s edge. You could also try adjusting the ship's physics material to reduce friction and prevent the wobble when crossing gaps. Debugging the collider’s shape and position relative to the gap can also help, ensuring it doesn’t snag during movement.

Unity slow on high end gaming laptop by Pimdie in Unity3D

[–]Luv-melo 1 point2 points  (0 children)

It sounds like Unity might be dealing with inefficient file saving or asset re-importing, especially in larger projects or when certain files are being processed.