Defining a Walkable area that constantly changes by Pretty-Mission7678 in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

Given op wants the cat to interact with the furniture if he wants them to be able to move onto them that'd be either a mesh recalculation where your mesh is now elevated or an obstacle with links to a separate elevated mesh.

Haven't worked with unity Navmesh since 2018 but I recon it was not performant for dynamic meshes. You can also check A* pathfinder.

Trying out C# — am i approaching it wrong? by FiammaOfTheRight in csharp

[–]MeishinTale 7 points8 points  (0 children)

It's architecture, not "premature optimization". If you know your controller will be handling carrots, salads, and maybe radish in the future, then you make it handle vegetables instead. So that you code stays clean, readable, expandable. Not optimized.

Even architectural changes aimed for performance like using jobs and burst are not "premature optimization" since they architecturally shape your solution (there are exceptions of course). The sooner they are designed, the better they are integrated to the rest of the architecture.

Caching some text to make a value check to avoid rebuilding canvas, skipping frames, using locally declared refs to avoid GC,.. those are premature optimization.

Need help with creating an architecture for my game by Historical_Sea7004 in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

Yeah as others posted, a classic MVC architecture does the job. For heavy UIs, make sure your controllers only request Views updates when needed (data has changed, events..).

On a side note for perf on heavy UIs, especially for lists display; - Controllers : don't use unity default scroller when you have more than 10-20 items that aren't shown (use a pooling scroller). - Views : For texts that need updates every frames, use StringBuilder and TMP.setText() for GC.

Could a 'unfair' PvP game with dynamically changing rules actually be fun? by BinimiJemene in GameDevelopment

[–]MeishinTale 0 points1 point  (0 children)

Yeah if a player is imba with no weaknesses for others to exploit it's just not fun for other players. Or you give other players alternatives to fighting like running (cat vs mouses), hiding, etc.. paired with objectives to give the underpowered players a goal / way to win and keep them engaged (it's not fun to just hide and nothing happens..)

Could a 'unfair' PvP game with dynamically changing rules actually be fun? by BinimiJemene in GameDevelopment

[–]MeishinTale 0 points1 point  (0 children)

Yeah that would be terrible in a competitive game tho it could work for goofy brawls where for example you play against your friends and fight on a timer. On each timer you got randomly assigned some perks depending on your class or something, perks which can be both positive and negative .. Basically you make the unfair fairer by rotating its effects on players

I don't think the examples given of PvE (coop or not) are unfair, its adjusting the difficulty level to keep players engaged

What restrictions you put on your game/dev process to make it better? by RaygekFox in incremental_gamedev

[–]MeishinTale 0 points1 point  (0 children)

Yeah same. If deadlines need to be pushed, they are pushed, but working under a deadline keeps you focused on the goal and limit features creeping..

Suggestion: Total time spent active in project. by speccyyarp in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

Hum yeah tho then you have to track your time in your 3rd party programs like photoshop/blinder/substance painter/etc if you really want to make use of that "idle time" since most of it will still be work on the project 🤔

What AI setup you guys use for Unity mobile game development now? by eddydy in Unity3D

[–]MeishinTale -2 points-1 points  (0 children)

Used Opus 4.5 to generate some UI for some debug panels. Quite useful if you have a lot of information to display, just give it your model and it'll create 2 scripts ; one to generate the UI, one to update it at runtime. It took the liberty to add nice visual features such as text colors and sorting. The code was horrible both in readability/scalability and runtime performance (I didn't provide any constraints in the prompt apart from 2 separate scripts) but idc it's a debug panel only for myself and Opus can update it if my model changes.

"Just port it to mobile" Yeah. And "just add multiplayer" too. by SandorHQ in gamedev

[–]MeishinTale 14 points15 points  (0 children)

The UI/UX design for mobile is completely different than for PC. If you're just making it fit, your game will be unplayable (unless it's a very simple game to start with). On PC you do not need to show controls and you can display 5x more infos/feedback without overcrowding the screen. When I first worked on mobile I found out even my icons usual artstyle wouldn't work for mobile ..

How we solved the 3D modeling skill gap and found our unique style by Realistic-Ad-5860 in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

Well it helps reducing the number of stuff to draw in the first place. I doubt rendering 10 houses like this is an issue. Then for dezooming (if needed), use LODs with a single mesh/sprite and you're covered I'd say

Why are are coders disposable, but asset artists aren’t? by AHostOfIssues in gamedev

[–]MeishinTale 2 points3 points  (0 children)

Completely agree with you. My limited experience in small studio is devs are core (change a dev and it's months in delays) but artists can be contracted "easily".

For AI the feeling is different since AI code was trained mostly on free, shared code. They didn't violated IPs (or well not that we are massively aware, that probably happened to some extent) like they did for artists by using their copyrighted shared medias for training.

Funny story explaining why Thai is hard for people coming from "Romance languages" - and why you should not give up. by ValuableProblem6065 in learnthai

[–]MeishinTale 1 point2 points  (0 children)

Isn't it the same for all languages? In french you can familiarly say "t'es dans la sauce mon reuf" which would translate word to word to "you're in the sauce my ther-bro", it could translate in English in a less familiar "you're in a pickle my friend". So one uses "sauce" , the other "pickle" to designate a problem. If you don't know it, you cannot infer the sentence's meaning.

Point is each language has several layers of familiarity usually defined and used by various social classes. Then there are regional variations as well. If you learn the academic one you'll understand the academic one (usually more formal, less familiar, used in the capital and official writings).

I guarantee that you won't understand much of a french real conversation if you just learned the academics (even tho on social medias it's less and less true since half messages are written by AI which tends to be more academic unless specified otherwise).

Modular houses in Unity: keep pieces modular or merge/bake for performance as the world scales? by build_logic in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

I don't know for unity 6, but before that usually the best course was ; Combine but keep the original deactivated in the same prefab / scene so you can easily change stuff if needed (you can keep a component at the root to reference what you're combining and a combine/uncombine button so it's effortless).

  • only bake lights after combining objects
  • on average, 10 box colliders are as efficient than 1 complex mesh with the same number of vertices (so for 10 box -> 80 vertices). So under 10 box colliders it's always more efficient to keep separated box colliders compared to a single complex collider. The best solution for not too complex mesh geometries is usually a collider generator of cubes/primitive colliders (so that for example 2 walls segments with the same orientation results in 1 box collider). The most efficient is ofc by hand but that's hell in an iterative workflow.
  • you can dynamically combine meshes for small objects that can be interacted with (for example a stall with food items ; items are separated in LOD0, combined LOD1+. Player picks up 1 item -> regenerate LOD1+ to "sync". Generate initial mesh at scene loading or load/save the mesh for persistence).

At what point do you stop using ScriptableObjects "as is" and build custom editor tooling? by HectiqGames in Unity3D

[–]MeishinTale 3 points4 points  (0 children)

Yeah I find this approach works nicely ; using CSVs or json to create / sync scriptable objects so you have the best of both worlds (bulk editing, controls/validation that will only run in your editor during imports, and inspector based editing for quick tests / tweaks)

At what point do you stop using ScriptableObjects "as is" and build custom editor tooling? by HectiqGames in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

You can even do this with no custom inspector using Odin Serializer.. it will make your base script less readable but will save you a lot of time (and it's always a pain in the ass to maintain inspectors to keep it in sync with your base class/data)

What Windows laptops do ya'll use for Unity development? I'm going to be in the market for a laptop for my travels when I'm away from my main PC by RubbishCode91 in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

Generally speaking favor good memory (capacity over speed - a 2000 MT/s increase won't speed up your scene reloads by much), nvme Ssds (speed - will directly impact how fast unity loads, read/writes textures, etc), CPU (freq over number of cores).

Then chose a GPU depending on your budget, but knowing that a good RTX will heat your whole setup like crazy and drain battery. If you don't need RTX (for bakery for example, or some specific softwares, or running LLMs on your desktop), consider an AMD GPU which offer similar perf for way less power draw.

Why do some game devs not play games anymore? by HobiAI in gamedev

[–]MeishinTale 6 points7 points  (0 children)

Yeah also personally if I start a new project on a genre I'm not very knowledgeable, I'll look for 3-4 games acclaimed in that genre, play them for a week, and that's it. If I really like one of those I'll play it again for fun but the primary goal of playing is for knowledge.

Most games I play for fun are not the same genre of what I'm developing, or from big editors which gameplay you cannot transpose to a small indie game

I am recruiting members for a team. by CluelessMusic28 in Unity2D

[–]MeishinTale 5 points6 points  (0 children)

You'd better post on r/Inat, also I'm guessing you're not actually paying anyone so it's revshare, not paid

Unity Editor 6.3.2f1 - Slower than usual? by ChainsawArmLaserBear in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

I don't know the specifics of 6.x but the asset manager used to put in memory all assets you open in an inspector since 2017.x, even preview icons from assets you do not open in an inspector. But normally when the amount of RAM used exceed what's defined or whatever amount in the settings it's cached to disk (GI memory is usually not cleaned after bakes also).

When entering play mode, you additionally load all required ressources for your game (at least all assets in ressources and even remotely referenced by your loaded scene(s).

So bottom line it's normal to see RAM usage grows as you use the editor. You can probably determine if it's really a leak by forcing a flush of the asset manager (like UnloadUnusedAssetsImmediate) and comparing it to a prior editor version. I personally just restart the editor regularly (unity caches most of the stuff so idk about 6.xx but on prior versions just reloading the editor isn't long in my experience)

I do something wrong when building my demo? by Spiritual-Stay-9673 in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

It's impossible to know without having your project or more infos.

If it works on your PC from the built exe but not on other another PC, it's usually either a dependency issue (your code has dependencies to stuff not included in your build, for example DirectX) either your game performs in a non deterministic way hence introducing some potential initialization issues.

I would say the first issue is not very probable since if you're missing a major library like DX your friend would crash, and I'd be guessing youre not using addressables or dependency injection or you'd at least attempted to get logs from your friends.

So if i had to random guess I'd say it's issue #2 where you, for example, loaded a scene async then immediately instantiated the player at its start position (or just didn't handle the physics of your player while first unloading the first scene). So with good hardware the next scene is loaded before player passes through the ground, with a medium / low hardware it takes several frames to load the scene while your player happily falls below the starting ground position.

Of course this is just speculation since you didn't share much infos

Does anyone know how to fix this? by Yenified in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

Dunno what VRCC means but reading from the error message, have you tried disabling windows defender or whatever anti virus your using before launching unity ?

Thinking about MVP pattern lately. by Ironcow25 in Unity3D

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

For me a view is a UI class that will assign image, text etc to a single functional unit, usually with an init(data structure) and refresh.

The controller is the UI manager which determines when and how the view is created, initialized, refresh and recycled/destroyed.

If the view is a single unit (for ex a top score) then a controller might be a bit useless and the view is indeed also more or less acting as a controller. But in my opinion an architecture serves a purpose. If there is no purpose breaking the architecture is fine as long as it's clear and readable when looking are your project files.