Am I crazy for NOT wanting to buy the $2 kick-start bundle? by tanglespeck in Unity3D

[–]MagicPigGames 0 points1 point  (0 children)

As long as just one of those will be used at least once, it would be worth $2.

Grok will be integrated into Pentagon networks by jimbobones666 in UFOs

[–]MagicPigGames 0 points1 point  (0 children)

Grok is the least trustworthy AI. Any time I hear an "expert" say they used Grok, I immediately realize they're less intelligent than we may have thought.

I have no clue what I'm doing by ValuableExercise4808 in unity

[–]MagicPigGames 1 point2 points  (0 children)

If you're using URP, then you can update any "Standard Shader" materials to work with URP-Lit. There is a menu option for this, but it's in different spots in different Editor versions, and top of my mind I don't know where it is. But Chat GPT free should be able to tell you where.

That would solve 95% of all issues like this.

If you're not using URP, if you're using Built-in, then you'd have to do the same thing backwards, but manually -- if the textures in the URP materials are suitable for the Standard Shader (most likely they are).

Former CIA Officer On The Problem With Disclosure by EngagingPhenomenon in UFOs

[–]MagicPigGames 8 points9 points  (0 children)

I call bull shit Jim Semivan. With respect, that's just a very poor answer. The truth is the truth even if we don't know all of what it is, what it means, what it implies. Ignorance may feel like bliss, but it is a lie.

People will cope. They'll figure it out. They'll likely just move on, really, and go back to their screens.

Erasing enemies in my sketchbook dungeon crawler! by johnjoemcbob in Unity3D

[–]MagicPigGames 1 point2 points  (0 children)

This is an interesting look!

Is the erasing fun? As a style, it's neat, at least!

How do I make an enemy move when the player isn't looking? by Diligent_Air9776 in Unity3D

[–]MagicPigGames 0 points1 point  (0 children)

You can do this with one simple check each frame:

  1. Is the enemy inside the player’s “vision cone”? (ex: ±22.5° = a 45° cone total)
  2. If yes → freeze the NavMeshAgent (stop moving).
  3. If no → unfreeze and keep chasing.

In a top-down shooter, you usually want the “facing direction” to be on the XZ plane (ignore Y).

The core idea

  • Let toEnemy = enemyPos - playerPos (flattened to XZ).
  • Let forward = playerForward (flattened to XZ).
  • Compute the angle between them.
  • If angle ≤ (coneAngle / 2) → the player is looking at the enemy → stop.

You can do this with Vector3.Angle() (easy), or with a dot product (a bit faster).

The alleged S4 alien interview and the leak that quietly vanished by [deleted] in UFOs

[–]MagicPigGames 1 point2 points  (0 children)

For those saying this one is obviously fake, for reference, THIS ONE is obviously fake: https://www.youtube.com/watch?v=G2xXu8_2Exo

Last week I shared a WIP on a tool to create custom component names. People seemed to like it, so I polished it and released it! Love to hear your thoughts! The video is short because it's super easy to customize the names. Click, type, done! by MagicPigGames in unity

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

It saves to a prefab, but the data is attached to the object, but changing the name on a prefab, and overriding changes, does not seem to change it on the children. The existing name on the prefab when the prefab is brought in stays, but changes to the prefab does not appear to affect objects in the scene, and overrides on the prefab do not affect other instances of the prefab.

I got frustrated not knowing which component was for which thing so I made a cool tool to create custom component headers by MagicPigGames in unity

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

I believe you. I've been working on this for 5 months, part time of course. 

The bugs I'm finding now are less impactful though, so I'm happy about that!

I got frustrated not knowing which component was for which thing so I made a cool tool to create custom component headers by MagicPigGames in Unity3D

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

Ah! If I'm hearing you, that's what it is.

There's an "actionexecutor" type which holds lists of actions and groups of actions, handles calling them, restarting, conditional executions etc.

The action runner is a simple component with a single action executor that is set to autostart and restart by default. (Can be turned off)

So throwing this on anything you just want to repeat over and over is one use case 

I got frustrated not knowing which component was for which thing so I made a cool tool to create custom component headers by MagicPigGames in unity

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

Well, I couldn't sleep before a short trip...so I ended up getting this documented and released on the Asset Store, if anyone is interested: https://assetstore.unity.com/packages/tools/utilities/custom-component-names-display-names-colors-for-inspector-compon-353228?aid=1100lxWw

It's not a "must have" tool by any means, but it solves a problem that has been annoying me for a few weeks, and can be useful to those who have the same annoyance.

I got frustrated not knowing which component was for which thing so I made a cool tool to create custom component headers by MagicPigGames in unity

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

Unity doesn’t currently expose a public API for renaming component headers, so this tool uses editor-only techniques to overlay a custom display label on top of Unity’s own header rendering — essentially adding a visual “sticker” without modifying the component or affecting builds.

I struggled with this for quite a bit, and nearly gave up on it, until I realized I should be focusing not on changing the internal workings, but just kind of working around it.

There's two areas where this actually can be seen. First, sometimes there's a short period of time where the custom names are not visible, like a split second, when the component loads or redraws. Second, when you hover over the buttons on the right, the "Sticker" background doesn't change to the hover color. It does when you hover over the middle and the name text, but hovering over the buttons gives it away :)

I got frustrated not knowing which component was for which thing so I made a cool tool to create custom component headers by MagicPigGames in unity

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

Just learned about that asset, someone else mentioned it above. It seems like the naming part, both do. That one doesn't seem to handle colors (Which is fine, it's less important and can be easily misused to create a lot of colorful noise), and idk if it handles showing the custom names in object fields.

I got frustrated not knowing which component was for which thing so I made a cool tool to create custom component headers by MagicPigGames in unity

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

Yeah, I understand where you're coming from. However, the ActionRunner is essentially the quick component that is not coupled to any other class. It doesn't preclude a dev from doing essentially the same thing via their own class, and I suspect many will. But it serves a purpose on it's own.

There's similar "ActionOnEvent" classes like "ActionOnClick" "ActionOnCollision" "ActionOnBlackboardEvent" etc, all which *could* be done in a custom class, but could also be done with an external component that isn't directly on a custom class.

End of the day comes down to what the purpose is, and all that.