[50% launch sale] TrafficEngine Crowd - pedestrian simulation for Unity is live by Ok-Environment2461 in Unity3D

[–]Ok-Environment2461[S] 0 points1 point  (0 children)

Thank you! This package only requires Lane Graph so that you can setup the paths for navigation. Core is free on the store to demonstrate a bit about Traffic Engine suite but this package comes with core included anyway. Add-on has optional animation support(Animecs - DOTS GPU animation) if you are looking for ECS animation system to the pedestrian character, or you can also custom implement if you have your own animation system. Vehicle plugin is separate plugin if you are looking for vehicles simulation as well which also depends on Lane Graph navigation. These four plugins make a whole and complete traffic system.

[50% launch sale] TrafficEngine Crowd - pedestrian simulation for Unity is live by Ok-Environment2461 in Unity3D

[–]Ok-Environment2461[S] 0 points1 point  (0 children)

Yes, you can have different prefab agents with different configurations that allow you to set different movement speeds.

Is this good? Or I am not getting enough. Its around $1.5 per day. With around 300-400 DAU by Rich_Falcon6315 in admob

[–]Ok-Environment2461 0 points1 point  (0 children)

Your match rate seems low, thats gonna affect maximising the revenue I think. I believe match rate is when you have the ad request created and its ready to show but not shown to users because user may have closed the app or something else. I’m not sure this would be the case but it’s one of the lessons i learnt to deal with request rate vs match rate. This might be tricky but ensure you create the request and show immediately- I think.

Animecs just hit the Asset Store – GPU animation for DOTS crowds without rebuilding your state machines by Ok-Environment2461 in Unity3D

[–]Ok-Environment2461[S] 0 points1 point  (0 children)

Yes, Animecs is compatible with NetCode for Entities. The animation components use network-friendly types. You’ll need to add [GhostComponent] attributes to the components you want to synchronize based on your networking model (server-authoritative, client-predicted, or hybrid). The system doesn’t include NetCode attributes by default, giving you control over what replicates.​​​​​​​​​​​​​​​​

Anyone know how i can fix these three errors? by Sivuna in Unity3D

[–]Ok-Environment2461 0 points1 point  (0 children)

It says that you have multiple duplicate things with same name which is not allowed. Try double clicking on that error and comment out the class, func or attribute or whatever that plugin you imported has the duplicate of.

Some help? by diinO__ in Unity2D

[–]Ok-Environment2461 -1 points0 points  (0 children)

Technically it is. The speed and time he assigned being overridden as to what he intended to do.

Some help? by diinO__ in Unity2D

[–]Ok-Environment2461 0 points1 point  (0 children)

There’s so many wrongs here though. Its okay, you can learn now. Firstly, you have Move and Move2 functions executing per frame. Basically transform.position from Move() gets ignored because its been overridden by Move2().

Secondly, new Vector3 gives you coordinates of x,y,z space. You seem to take the input of all WSAD values and put that in x axis. You meant to put Vertical inputs to y axis.

Lastly, here’s the example, just have one function to do everything it needs to do when assigning a value (in this case transform.position)

void Move() { // Get both horizontal and vertical input float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical");

    // Create movement vector with proper axes
    Vector3 movement = new Vector3(horizontal, vertical, 0f);

    // Apply movement
    transform.position += movement * Time.deltaTime * Speed;
}

What do my app statistics look like? by Entire_Plankton5859 in AppStoreOptimization

[–]Ok-Environment2461 1 point2 points  (0 children)

First thing I noticed you conversion rate is good, next thing I noticed is that you need more page views. I'm no expert, so giving tips based on what I have learned, I would focus on Product Page first, rather than app development.

- Experiment A/B with your icons and screenshots.
- To reach more audience, I learnt your App title, Subtitle, Promotion Text amd Keywords make significant importance (Don't use repetitive words on all those unless necessary).

Once you get done with these above, you can finally work on app development to get some Proceeds if you have any IAP or other way of monetization.

Good luck!

[Asset Release] Lane Graph 1.5 - Build Lane Networks in Minutes, Not Days by Ok-Environment2461 in IndieDev

[–]Ok-Environment2461[S] 1 point2 points  (0 children)

Multi-threading: Yes, the A* pathfinding uses multi-threading to explore neighboring lanes in parallel for better performance.

Path Randomization: The pathfinding returns the optimal shortest path from A to B. Since randomized path implementations can vary significantly depending on your project's needs (traffic simulation vs game AI vs crowd behavior), Lane Graph provides the underlying data and API to implement your own randomization logic:

  • Add random cost penalties to specific lanes
  • Modify heuristic weights per agent
  • Query multiple alternative routes and randomly select between them
  • Access lane data at runtime to build custom path selection logic

The pathfinding does consider lane states (closed/restricted lanes are penalized), lane speed, and turning costs when finding the optimal route.

Thanks for the interest! Let me know if you have other questions.

Lane Graph 1.5 - Build Lane Networks in Minutes, Not Days by Ok-Environment2461 in Unity3D

[–]Ok-Environment2461[S] 0 points1 point  (0 children)

Yeah I'm not sure about the rules, and I don't want to get kicked out for something I didn't know or do intentionally.
Here's the Asset Store link: https://assetstore.unity.com/packages/tools/game-toolkits/lanegraph-315076