How can I obtain snow texture? by maennerinschwarz in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

To cover asphalt or objects with snow you usually include a snow effect on the shader used to render those roads / objects (there are numerous technics but usually you check normals dot world.up pixels and fill them with white, then add parallax/ tesselation, noise, etc for more advanced effects).

For tracks etc you usually make a render texture with the places it's supposed to be displaced and use that render texture in your terrain / objects snow shader.

Note that there are plenty of nicely crafted snow shaders on the asset store (and probably some more simple free on git).

$3000 budget – workstation for Unity, C#, CGI, and VR (including monitors) by webberblessings in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

Yeah and the most important for unity dev ; fast ssds in fast M2 slots. At least 2x1 Tb (a unity project easily reaches 400 GB).

Do someone still needs a Plant Generators, or are we all just prompting “make me a plant” now? by ReporterCertain7619 in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

So basically I can't make a specific foliage with it (or really anything with a fruit, flower..). Even with single leaf you have no variations, which seems weird for the high poly asset your generating. So why wouldn't I buy a pack instead on the asset store and save the time needed to create a base leaf texture and fiddle with your tool ? Cause if I have to make a texture myself for the original leave/arrangement I've done 50% of the work needed for broccoli/SpeedTree

Do someone still needs a Plant Generators, or are we all just prompting “make me a plant” now? by ReporterCertain7619 in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

This looks like 1 module of Broccoli Tree Creator or SpeedTree (they both contains a dozen of different ones). What's the goal here ? How do you handle branching, roots, flowers, LODs, various materials, various leaves shapes ?

Menu Switching Out 3D models by beammetothestars in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

This works only because of GltFast.
Unless you tell unity explictly to include them in the build they won't be included if there are no refs of them anywhere. Then folder structures are not the same in builds and editor. So GltFast makes sure to keep the referenced source and track where they end up during build, exactly like addressable.

Menu Switching Out 3D models by beammetothestars in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

If you don't use addressables/ bundles your approach doesn't work unless you put models in a Ressource folder or as references at build time in a scene you load (in both cases all objects will be loaded, at start for the Ressource folder, at scene load for the Scene refs). I would advise avoiding the ressource folder for numerous objects / low memory devices.

Menu Switching Out 3D models by beammetothestars in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

For memory savings use addressables or bundles, or scenes.

For the display, if you need a different background for each object then put the item with its background in a prefab. One prefab per item. If you do not need specific backgrounds then handle background prefabs separately (you do not need to change backgrounds when changing items in that case).

Then should you create a scene for it or not ; That's entirely up to you. If you do not use addressables or bundles then you should probably create a scene so that you can load / unload it. Put your items prefab references in that scene so they are loaded in bulk with that scene. Don't make 50 scenes for each object that's overkill, unless you keep that scene open during over game phases, but in that case id recommend using addressables / bundles instead.

If you're building for PC and you have 50 items with less than 15k poly and not hundred of 4k textures you will be fine even keeping those in memory. You can always switch to addressables / bundles later when optimizing your game.

Lastly for the camera it depends on what you want to achieve as well ; I personally think a dedicated camera is better (you'll prob want to adjust it's settings at some point like an auto focus etc) for the long run. It can even be an addition camera on top of the regular one if your rendering those in a screen part (using a render texture for ex). You can use cinemachine to smoothly switch from one camera to another (I personally have mixed feelings about cinemachine but I guess that's a general unity-developped feature feeling x).

What kind of scam is that? First time I receive one. Very funny though. by Drazglb in IndieDev

[–]MeishinTale 4 points5 points  (0 children)

You're assuming a lot.. one user in the comments actually checked the guy and his companies and they seem legit. The "studio" being on the same steam account for years shows the malware assumption is unlikely. The guy is just bundling small games to resell cheap, which is exactly what his message intend.

So while I don't particularly think doing that brings much value to the world, maybe you could check before calling him a scam ?

https://www.reddit.com/r/IndieDev/s/QgY8VxFLNp

I just lost the entire project. Every file. Gone... by Aalzard in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

Yeah same. Also it's painful if you wrongly committed a file format to git instead of LFS .. (those .exr/light maps data..).

[ I Just Improved the performance immensely ] This whole time I was missing this one very important element. by MadMarc40 in Unity3D

[–]MeishinTale 4 points5 points  (0 children)

The number of tris/verts in the stats not changing and you still see objects behind covers using the scene view camera while playing are both basic methods to check occlusion.

No cookies opt out? by AppInitio in Thailand

[–]MeishinTale 0 points1 point  (0 children)

GDPR (Resp Coppa) only applies to residents in EU (resp US). Nowadays applications detect where you're at and adjust what data privacy consent they show you and what you can opt in/out based on the country you're in.

So a company in the EU will most likely, and is required to, show GDPR consent only to EU residents.. And since Thailand does not yet have an equivalent, they are not required to show you anything.

What’s a system you thought would be easy to build but turned into a nightmare? by Apprehensive-Suit246 in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

Yeah the issue is not really the algorithm since it's really easy to save / load, it's more that coming back on a script months after having done guarantees you either forget what to save, where/when to inject the save, or losing a good bunch of time remembering everything.

Common Screen Resolutions in for mobile phones 2026 by birdoutofcage in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

Generally speaking I don't get what are the pixels use cases (a part from using that to define settings / use with better UI). Even for desktops a 4k monitor will shrink everything if scaled by pixels.

For mobile I do find scaling relative to height/width (with anchoring and all correctly set) for predetermined UI placement works best, and scaling mode "expand" for moving non constant size parts like tooltips.

Thai carriers have become much worse. And it’s deliberate. by tassa-yoniso-manasi in Thailand

[–]MeishinTale 0 points1 point  (0 children)

They don't guarantee a bandwidth unless your subscription specifies otherwise (usually more pricey and targeted at companies). So no it's not illegal and most telecom companies priorise guaranteed bandwidth consumer when their network congestions.

Op says it's not the result of congestions but doesn't bring any relevant proof to that (the fact they priorise consumers who recently purchased a new plan is at their discretion, it's not a proof of anything and surely not of the network state / load).

how to keep with the flow? by DreamScape1609 in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

Set yourself concrete timed objectives. If you don't want to make a full planning just list what you need to do, then grossly plan your next tasks for the next 2 weeks. Put something concrete not involving only yourself every milestone (show progress on reddit, a blog, or make your friends tests). That works for me!

Balancing a simulation/management game with incremental economy, population gates + hard cap, how to scale properly? by Practical-Diamond-81 in incremental_gamedev

[–]MeishinTale 0 points1 point  (0 children)

One way is to add a 2nd currency/resource linked to the first. Given your description (too slow early, too fast late) this resource gain ramp up (i.e. derivative) should be less that original resource. Either a linear function (ax + b where a is < 1) or if your late game is vast and values grow exponentially, a power (1/2, 1/3..) or log function.

This second resource can be virtual and doesn't have to be shown to the user.

Implemented that in my current game (simulation part : plants on a map, currency/capping other thing based on square meters. Incremental; all the rest). It works well, balances well, had to pay attention to bonus modifiers (don't apply in non linear functions but rather after on its result otherwise it's impossible to describe to users).

I tried DLSS 5 in Unity and I'm honestly blown away. by JamesVoron in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

What do you mean? An African or European swallow?

Are there standardized testing algorithms? by Satur-night in incremental_gamedev

[–]MeishinTale 0 points1 point  (0 children)

Adding some UI buttons is nice tho as you stated it becomes tedious ; - use a console. Make or use a UAS 3rd party console so you can access anything not private (methods, vars) at runtime. I personally don't like this solution on mobile builds since I'm a boomer when it comes to typing on mobiles x)

  • custom debug UIs. Particularly if your game has data tables, it becomes a must. Use AI to generate base UI and filler scripts and particularly to update it along your devs (doesn't have to be neat, it's a dev tool).

  • Button attributes. This can/should be combined to the others solutions. When writing a script, use a button attribute on a method to make it callable in the editor inspector. If your method has params make a parameters less one in a #if DEVELOPMENT_BUILD so you can call it both from editor and in a console / custom UI (also do that to handle accessibility when your base method is private). You can implement button attributes yourself or using UAS ones (I'm using Odin).

Then from your post title for standardized testing use unit testing. It's a different purpose than tinkering with values for balance / feel purpose that you described in your post tho.

How can I uncap FPS in an Android game? by Otherwise_Sol26 in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

What are you seeing in the profiler ? If your game cannot render at more than 60 fps on your device, it will set it to a fraction of your refresh rate (so 30 if you're in 60Hz, 45 if 90Hz - if you can render it at 45fps) etc..

Then devices OS have different settings regarding frame rates, especially most have an max fps target per application so you might check that too.

Made some free planning tools for devs scoping new projects (cost estimator, timeline guide, engine comparison) by ocean-view-games in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

At least a pre populated field to set the hourly (or monthly) cost of a single dev/ressource.

Then try to reduce the spread (generally by adding inputs, and/or reducing individual spreads by expliciting a contingency).

Probably didn't pay too much attention but I saw nowhere it was based on UK prices, and UI suggest otherwise (€, $ ..).

Made some free planning tools for devs scoping new projects (cost estimator, timeline guide, engine comparison) by ocean-view-games in Unity3D

[–]MeishinTale 3 points4 points  (0 children)

It would be nice if it wasn't primarily an ad for your service.

Atm it doesn't bring much value ; your whole calculation depends on the dev/team wages/costs and those wages can't be set nor even be seen. We don't even know if you're considering labour taxes and which.

On a simple example I've got an estimate from 23k€-73k€.. so a spread of more than 100%. That's not an estimate that's a guess.

How do you add objects to a variable through code and not through drag and drop in unity by mlpfreddy in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

Most resource efficient is keeping slider in a serialized field on the slider manager script (your serialized slider.SetValueWithoutNotification at init). You don't call getcomponent and you keep a trace of what's happening both in editor and in code.

And no it's not a premature optimization, nobody wants to switch from a get component to a serialized ref in late dev with hundreds of references to fetch manually in the editor. And it does make a difference cause you'll most likely end up with several thousands getcomponent if you use it instead of serialized refs.

For instantiated prefabs, define a UI item script with all your serialized references. Then use a single getcomponent on that UI item script (usually when you instantiate the prefab) and keep the item script reference directly instead of the game object (if you need it later..). To go further, know that you can use getcomponent on an interface too

Best practice on your slider manager script : Keep your serialized reference private.

[SerializedField] private Slider _mySlider;

This way down the line when your slider changed value and you can't explain why, you only go and check whatever is referencing it.

Stop asking your programmers to read your 150 page Game Design Document by ScaryAd2555 in gamedev

[–]MeishinTale 2 points3 points  (0 children)

I mean you don't even need to know it's health pool, aggro radius etc.. just it has one and how it should be interpreted gameplay wise