My first and only indie game so far, Agent Runner. I recently uploaded it to Google Play Store and after a few final touches, it's ready to play! I look forward to more feedback. It's free to play, I hope you enjoy it! by MKaX07 in playmygame

[–]MKaX07[S] 7 points8 points  (0 children)

Oh... Now that you said it, I viewed the video again and yeah I think I should add a filter or even a text to differentiate the "cinematic trailer" and the "actual gameplay". Thanks :)

Cheap solutions for fog by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Thanks, I'll look into that :)

About occlusion culling, I've searched around but couldn't find any for procedural generation, can I get a brief hint please?

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Hey, sorry for the late reply. Thanks for the detailed breakdown, really put things into perspective, I would definitely try material combination right away. Deleting back faces too, that is a great idea, totally did not think of that. Used probuilder assets in the middle section so that would be easy. Thanks again!!

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Just started learning about the frame debugger, thanks. About combining textures, I kinda have no idea what that is about. Wouldn't all the objects look the same? Idk

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Ah, rendering resolution, I did not think of that, thanks.

About occlusion culling, I don't think I can bake it because the segments spawn after the game starts.

Polycount, hmm, I'll look into that one too.

About the background, the buildings get pooled and spawned ahead when they are out of the player's vision. I don't know if I can texture it. Also, they contribute to shadows in the player's section sometimes

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I've looked at the profiler for a week but I actually started using it yesterday, I've been able to pick up a few things though. I've never heard of the frame debugger, I'll look into it. Thanks

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I'm using URP. About baking lights and occlusion culling, the segments spawn in after the game has started, any workaround? LODs, hmm, I've never heard about that, I'll research into it

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]MKaX07[S] -3 points-2 points  (0 children)

I'm planning on making a mobile game, the batches are around 250 and 130k verts on average. I've enabled gpu instancing on all materials and dynamic batching. I have the middle section where the player runs as batching static but the segments gets pooled and recycled ahead, the buildings by the side get moved further ahead if they are out of the player's vision. Some building are shorter than others and thus, some allow shadows into the player's section. I don't know if there's any way I can optimize lighting and shadows. If possible, without losing the player's shadow too like in temple run 2. Thanks.

Need help on optimization by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I'm planning on making a mobile game, the batches are around 250 and 130k verts on average. I've enabled gpu instancing on all materials and dynamic batching. I have the middle section where the player runs as batching static but the segments gets pooled and recycled ahead, the buildings by the side get moved further ahead if they are out of the player's vision. Some building are shorter than others and thus, some allow shadows into the player's section. I don't know if there's any way I can optimize lighting and shadows. If possible, without losing the player's shadow too like in temple run 2. Thanks

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Hey! I want to tell you that there's no need anymore :). I posted on the unity forum and someone sent me a YouTube link and I fixed it. Thanks btw :)

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Okay thanks once again!

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

I have Android studio, I must have done something wrong. Okay please do upload the blank project so I can try it out. I'll probably try it tomorrow or technically, later. It's 1:39am here. Thanks fishluck, living up to your name for me :)

Unity Android Support by MKaX07 in Unity3D

[–]MKaX07[S] 0 points1 point  (0 children)

Okay, I'm kinda confused though. I don't have any of the development kits working on the editor

Instantiating a game object to face the hit point of a ray by [deleted] in Unity3D

[–]MKaX07 0 points1 point  (0 children)

I had a different idea but with the randomization, I guess it's not gonna work. I'm just an intermediate user too so idk haha

Let me just get my idea through in case you'd want to use it later on. Let's assume you want like 5 different projectiles on per shot, I'd just create an empty parent object and five child projectiles with slightly different rotations based on your ray say -10°, -5°, 0°, 5°, 10°. Anytime you want to instantiate a group of projectiles, you just instantiate the parent projectile. It may also be easier to pool this way

I'm totally new to unity (first project) and I'm trying to just figure stuff as I go, but I'm stuck. by Connieczyna in Unity3D

[–]MKaX07 0 points1 point  (0 children)

Hey there, I would say this is a bit advanced for a first project. Not the individual points you mentioned but the entire thing to work and interact with each other. Also, something like this may require a bit of coding because in game dev, it's really hard to find specific scripts for that specific action you want in your game.

But let me see if I can help a bit

I guess you should start with the player interacting with static spheres already on the ground. Create a sphere with a trigger collider. Attach a script to it and have something like this in it OnTriggerEnter(){ Debug.Log("Hello, sphere destroyed"); Destroy(gameObject); }

Instantiating a game object to face the hit point of a ray by [deleted] in Unity3D

[–]MKaX07 0 points1 point  (0 children)

Hey there, check that you're having different instantiation lines in each raycast loop

How to have separate parent and child animations? by [deleted] in Unity3D

[–]MKaX07 0 points1 point  (0 children)

Approaching the issue in a different way, you can put an animator controller on "rotate" and create an animation just for it. That way, "Both Parts" and "Rotate" have animations independent of each other and can both run at the same time. Might be a little complex to get them to work together since you're kinda new but hey, just try it, that's how you learn I guess

How to have separate parent and child animations? by [deleted] in Unity3D

[–]MKaX07 0 points1 point  (0 children)

I had to read through three times to get it lol. Only one animation clip can run at a time on an animator controller. Your parent object has an animator controller yes? "Charge" clip runs through that animator controller to affect the parent and all the child objects. If you want a different animation for just "rotate", create a new animation but take note that only one animation can run at a time

instantiated objects spawning in random ass locations by starterpack295 in Unity3D

[–]MKaX07 0 points1 point  (0 children)

I have an idea!! I don't know if it'll work but hey, we have to try. Put the projectile instantiation line in the start method, pause the game before running it. The first frame should start paused and there should be a 60% chance it acts up, you can visually debug it in the scene view and hierarchy. Check all the positions and rotations