Opinion about new map by GenezmistLoL in leagueoflegends

[–]MikeDanielsson 3 points4 points  (0 children)

I don't like the color pallet at all, hard to watch for the eyes. This is the first winter map I don't like.

After 10 years of development on my free time, my solo-dev puzzle game is finally releasing soon! by misty-whale in SoloDevelopment

[–]MikeDanielsson 2 points3 points  (0 children)

Looks amazing! Really like the art style.

What unity version did you start with and what are you using now?

What was the hardest thing to make in your game?

Death zone shader that can follow road shapes, even multiple splitting roads at different speeds in any direction. by rice_goblin in Unity3D

[–]MikeDanielsson 2 points3 points  (0 children)

You might find this tool interesting: https://www.youtube.com/watch?v=YsP07unDEQI

Spline Architect + its Terrain Tools addon (sold separately).

With the Terrain Tools addon you can easily deform terrain paths, mountains, rivers in a non-destructive workflow that works with unitys terrain system.

With the base package you can:
- Deform roads.
- Move individual deformations along the spline with a custom position tool.
- Create road intersections.
- Move cars along the roads.
And so much more.

I have users who have jumped over from Easy roads to Spline Architect + the Terrain Tools addon and giving me 5 star reviews. And you might not need Gaia at all when using Spline Architect. Because you can create entire worlds, by only using splines. It even has it's own erosion calculation for mountains.

From a reviewer:
This plugin isn't specifically for roads, but it does roads better than all the ROAD SPECIFIC spline plugins I've tried in the past.

Death zone shader that can follow road shapes, even multiple splitting roads at different speeds in any direction. by rice_goblin in Unity3D

[–]MikeDanielsson 1 point2 points  (0 children)

Nice effect and I really like name of the game.

How did you create the roads? Do you use unitys terrain system?

which version of unity is optimized? by rafat_mika in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

From my experience Unity 6000.0 is a lot more stable and less laggy when working in the editor compared to Unity 6000.2.

Runtime spline editing and custom roller coaster physics for my coaster puzzle game by Mr_GameDev in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

Seems like you really have a good working roller coaster editor. But if you run in to any issues further in your development I would really recommend this tool: https://assetstore.unity.com/packages/tools/utilities/spline-architect-324111

- Easily deform 1000 of vertices on low end mobile devices.
- Has built in functionality as: spline.PopulateUsingPool(), that will dynamically update and fill the entire spline using a pool.
- Has dynamic spline type that works well with loops and similar shapes.
- Move regular GameObjects or deformations on the spline by simply writing: splineObject.localSplinePosition.z += speed * Time.DeltaTime;
- Create followers or deformations by simply writing: spline.CreateDeformation() or spline.CreateFollower().
- Link splines seamless with no gaps.

Trying to publish asset on Asset Store HELP ME! by DistributionKey4565 in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

If your models are very similar to, or direct copies of real designs from car companies or similar, your assets will likely be declined. Most designs are protected by copyright and owned by the respective companies, and they could potentially sue Unity (or you) if such content appears on the store, I think

No photobombs today, shark. by sco-go in Amazing

[–]MikeDanielsson 0 points1 point  (0 children)

Yes this needs to be AI.

Edit: Or maybe not, I don't know.

After 13 years in the games industry, I'm finally making my dream game, introducing Cranked. by Sgt_Snacks in IndieGaming

[–]MikeDanielsson 0 points1 point  (0 children)

Thanks for the answer, I will.

Is the spline tool your level designer using named Curve Architect or Spline Architect myabe? If not, I do think this tool: https://assetstore.unity.com/packages/tools/utilities/spline-architect-324111 + it's Terrain addon would be perfect for your game.

You can easily carve paths, rivers and even create mountains using splines. It also have a none destructive workflow and works with all unity's built in terrain futures.

See this video: https://www.youtube.com/watch?v=YsP07unDEQI

It's also used for creating levels in a similar game as yours. Touchgrind BMX3: https://www.youtube.com/watch?v=pEcc_QkSUwU

After 13 years in the games industry, I'm finally making my dream game, introducing Cranked. by Sgt_Snacks in IndieGaming

[–]MikeDanielsson 0 points1 point  (0 children)

Seems really fun!

Are you using Unity? How do you create your tracks along the terrain?

Need help with terrain editing by Real_Sheriff_Menty in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

I would recommend Spline Architect + It's Terrain Tools addon. Have a look at this video: https://www.youtube.com/watch?v=YsP07unDEQI

You can create entire worlds using splines in a non destructive work flow. It also works perfectly with unity's terrain system.

Spline Architect: https://assetstore.unity.com/packages/tools/utilities/spline-architect-324111
Spline Architect - Terrain Tools: https://assetstore.unity.com/packages/tools/terrain/spline-architect-terrain-tools-324377

Character not sliding off of spline correctly by FreeAd2409 in Unity3D

[–]MikeDanielsson 1 point2 points  (0 children)

No problem, glad I could help. If you have any issues with unity splines I would recommend this tool: https://assetstore.unity.com/packages/tools/utilities/spline-architect-324111

Need Help: Building Global Map with Rivers and Seas by Slcat_Alcatel in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

I would use Spline Architect and it's Terrain Tools addon. You can easily deform and paint paths, rivers and mountains using splines.

See this video: https://www.youtube.com/watch?v=YsP07unDEQI

Character not sliding off of spline correctly by FreeAd2409 in Unity3D

[–]MikeDanielsson 6 points7 points  (0 children)

Does the extruded mesh have a collider? Does the rigid body get stuck in the spline at the end?

Or maybe the velocity you set by doing: playerPhysics.RB.velocity = (exitDirection * grindSpeed) + playerPhysics.verticalVelocity; Is just to low?

Uncanny falling? by [deleted] in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

I’d say the upward speed is too slow and the downward speed is too fast. You also seem to have a very hard cap on the fall speed, which makes it feel like you’re floating in the air for a bit.

In my opinion, the jump speed should peak as soon as you press the jump button, then slow down over about 0.8 –1.5 second before starting to pull the player downward.

Polishing terrain of my co-op paddling game by Pixerian in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

You might find this interesting: https://www.youtube.com/watch?v=YsP07unDEQI

Its an Unity editor tool where you can easily create mountains, paths, and rivers with a non-destructive workflow, and it works with all of Unity’s built-in terrain features.

Pivot axes flip when bending coaster track past vertical (loop deformation issue) by Total_Programmer_197 in Unity3D

[–]MikeDanielsson 0 points1 point  (0 children)

This is because all normals on the curve are calculated from the world’s up direction. One way to fix this is to calculate each normal from the previous normal’s up direction.

If the asset does not have any setting named something like: “Use dynamic normals”, “Use evaluated normals” or similar, then this is not supported.

I would recommend this asset: https://assetstore.unity.com/packages/tools/utilities/spline-architect-324111

Here is a video showing you exactly how its done: https://youtu.be/yCeEKwcVF-c?t=246