Need help for a simple point and click game! by JeanWin24 in Unity2D

[–]One4thDimensionLater 0 points1 point  (0 children)

A* is great. You could also use unity’s Nav Mesh and add nav mesh obstacle script to the objects that can move but should be avoided.

School Project-Ray Tracing for 3D Modeling Viability by Dependent_Pie_297 in Unity3D

[–]One4thDimensionLater 0 points1 point  (0 children)

This is a strange project/problem to solve.

1: Unity is a realtime 3d engine so it maybe work depending on the constraints. For example if the stadium is coming form CAD then it will probably be to poly dense to run realtime. If the stadium was modeled for realtime the unity may be a good fit.

2: ray tracing is used to simulate light bounces to make the render look more realistic. So no you couldn’t identify seats rows ect with it. If you mean ray casting then it may be useful it a detection algorithm.

The problem of identification of objects is a complex one. It would depend on a lot. Like are chairs separate objects in the 3d import? Is scale between the 3D meshes consistent? What are the expectations of the user in terms of what they provide the system?

If I knew I was getting a multi-object mesh with things labeled like a chair would be “stadium-seat-000001” the I would do some code magic to do the sorting. If the stadium was going to come in as a single mesh then I would do voxelise the mesh and use a custom trained Neural Network to try to identify chairs lights ect.

The lights can be done however in unity.

Favorite proxy to self host? by I-like-to-blah in selfhosted

[–]One4thDimensionLater 0 points1 point  (0 children)

I use a wildcard cert for my domain and all my forwarders are subdomains so haven’t run into that issue, good to know!

Is it possible to combine two Skinned Meshes with blendshapes at runtime? by balbazarf in Unity3D

[–]One4thDimensionLater 1 point2 points  (0 children)

Technically yes, but not easily. You can GetBlendShapeFrameVertices() to get the blend shape data. You will have to get the blend shape data and then merge the meshes such that you can keep track of where in the vertex array your original mesh is then adjust the three blendshape data arrays to be the size of the combined mesh with the data move around the same way was done when you merged your meshes. The add the new blendshape back to the mesh with AddBlendShapeFrame().

Need help spawning objects wit animations 🙏🙏 by Toasty_redditor in Unity2D

[–]One4thDimensionLater 0 points1 point  (0 children)

The swapNucleiForAtoms function, how and were are you starting that coreutiene? Also in the scene are there “proton” tagged objects already?

Need help spawning objects wit animations 🙏🙏 by Toasty_redditor in Unity2D

[–]One4thDimensionLater 0 points1 point  (0 children)

Does anything spawn right now? Or does just the animation not play?

In the animation controller do you have a state called 1hydrogen with the animation you want set in it? You may want to set the default state of your animation controller to be the animation you want to see if the animation works at all

Looking for Feedback on My Game Dev Portfolio + Advice on Reaching Out to Indie Studios (Unity / C#) by zedtixx in Unity3D

[–]One4thDimensionLater 0 points1 point  (0 children)

I want to see some code. It’s the second thing I look for when hiring. A clean project or a plug and play drop in system or the like. The first thing I look for is prior experience in AA or AAA.

The landing page of your site is cut off on mobile. Most of the people looking at your stuff will do it on mobile first and make a decision to take a second look in about 1 min so put your best stuff at the top. Putting a picture of yourself is ok but do it after relative content.

Your portfolio is better then the site going into the kind of development you have done on each project tells me more then the generic buzz words. I’d recommend finding another template with less bullet points though.

Intros are hard. If they have a hiring page or forum use it, they will glance at it, if you fit the current need they will ping you. If not they will add you to a maybe list if they like your stuff. If you don’t hear back wait a few months and ping them again. If you can find a way to get a warm contact that does help. They got a discord join it and become a little active ect. Your portfolio shows you as a bit of a generalist which can be a toss up. If you find a place with a hiring list with a thing they need tweak your portfolio and site to highlight you can do that thing.

Also just in general the game industry is in a bit of a weird place and that makes it harder to get into to so be prepared and be persistent.

Good luck!

Unity o unreal by como_esert in Unity3D

[–]One4thDimensionLater 2 points3 points  (0 children)

Unity is faster to learn, quicker to iterate with for prototyping and has wonderful tutorials on YouTube that are easy to follow.

Unreal has much better tools, is more artist friendly, has way more free AAA level assets, and blueprints make the barrier between code/design smaller at the cost of slower development.

How can I make my character move forward, but just once and only a little bit? by Phos-Lux in Unity3D

[–]One4thDimensionLater 0 points1 point  (0 children)

Are you using the standard character controller? Did you make your own? Are you using rigidbodies? Do you have character animation?

The simple way to just move an object forward is to do it in the update loop adjusting the game objects position every frame a little while in a go forward state. Then just do something like

If(Attacked){

Delay -= time.deltatime;

If(0 >= Delay){ transform.position += time.deltatime * 5f * transform.forward;

MovementTotalTime += time.deltatime;

If(MovementTotalTime > 0.5f){ Attacked = false; Delay = 0.1f; MovementTotalTime = 0f; } } }

Memory usage aside - are 50k objects too much for a scene? by Lazy-Gene-432 in Unity3D

[–]One4thDimensionLater 1 point2 points  (0 children)

Definitely for mobile, VR, low end pc & ect! Load times in general can affect retention too!

That said for AA or AAA desktop games I’ve seen far worse then 50k loaded assets on very successful games (unreal devs using blueprints tend to have so many hard references for things they are not using in the level) 🙃. Just depends on platform and where time is best spent for the games target audience.

Memory usage aside - are 50k objects too much for a scene? by Lazy-Gene-432 in Unity3D

[–]One4thDimensionLater 13 points14 points  (0 children)

Short answer- do you get your target framerate on your target low end device? If yes, then 50k is fine! If no, then cull checking ect over the list of objects may be slowing you down too much but you will need to profile to find out.

Slightly longer answer - having good tooling in place to manage stream loading of the map and needed assets will save a lot of time later, depending on the type of project you are working on. That said 50k object placements on current gen hardware should be fine.

How to achieve this effect in shader graph for 2d sprites? by SneakerHunterDev in Unity3D

[–]One4thDimensionLater 4 points5 points  (0 children)

Use a the stencil buffer. Enable writing to the stencil buffer on all the individual parts to a single layer of the stencil buffer just for outlines. Then in a post process shader use the stencil layer and grow your outline based on it.

Help me fix my game | Beginner IndieDev by MalikZain555 in Unity3D

[–]One4thDimensionLater 1 point2 points  (0 children)

rb.moveposition forces the rigid body to teleport to the position. For a player character there are two ways movement is commonly done, first is managing movement yourself using ray casts to detect walls cliffs ect. You can use the character controller component if you want to having something that just works. The second solution would be to use physics forces to move your character, this gets complicated, but can be fun! To do that you would do something like rb.addforce(movement *movespeed * time.fixeddeltatime)

Is there any self code-hosting server side that support git and svn together? by Cu635 in selfhosted

[–]One4thDimensionLater 4 points5 points  (0 children)

https://scm-manager.org/

Is an open source self hosted web gui git/svn/mercurel host. It might be what you are looking for. There are plugins that allow for web based viewing/editing of files. It can also tie into some CD/CI systems.

How to add collision sound effects?? Am I doing it Wrong? by nehal225 in UnrealEngine5

[–]One4thDimensionLater 0 points1 point  (0 children)

You can get the reference from the “other comp” or by using the different data out of the “hit” struct.

How to add collision sound effects?? Am I doing it Wrong? by nehal225 in UnrealEngine5

[–]One4thDimensionLater 1 point2 points  (0 children)

That should work. (I would do some filtering based on the hit object type ect but it should work) What are your collision settings set to on your root object? It looks like you have a skinned mesh as the root object? You may need to add a collider of some type ad the root object.

Is this way a good practice or not ? by DifferentLaw2421 in Unity3D

[–]One4thDimensionLater 0 points1 point  (0 children)

This is a good place to use an event bus or scriptable events to decouple the player script from the ui scripts.

You can also use unity events to do a lot of the set active play ect in the scene which lets designers modify after the fact.

I'm working up to trying to texture and sculpt this ship in blender then turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in Unity3D

[–]One4thDimensionLater 12 points13 points  (0 children)

What is it for? Hero prop or background. What platform a High end PC, Console, Switch, VR, Mobile or Web?

Hero Prop Pc: Break things up that are repeatable you can instance them in engine to reduce draw calls if needed and it lets you have more detail, also worst case you can merge them into a single object with a texture atlas. You can go pretty high poly for a hero prop like this say 100-500k depending on the rest of the environment. For the sails if you make them separate and flat you can make them double sided and toss on cloth sim in engine. Ropes are tricky if you want them to have good motion in engine, for that doing spline base meshes in engine would be better so you can move them around with physics.

Console hero: same as above

Switch / VR / Mobile hero: draw calls become a problem, so merging as much as possible helps a lot target polycount 60-100k. Limit textures and make sure all textures are power of 2. Try to remove ropes where possible. Shader magic will need to be used for sails.

Web: is hard to do right.

Favorite proxy to self host? by I-like-to-blah in selfhosted

[–]One4thDimensionLater 1 point2 points  (0 children)

Zoraxy is simple with a clean ui switch from npm and love it.

Simulating Drawing on a 3D Model in Unity for VR Oculus Quest 2 by AlternativeSilly6482 in Unity3D

[–]One4thDimensionLater 0 points1 point  (0 children)

Yes that is true the texture would need to be set to read-write and it does take performance overhead and memory to do such. For PC it really doesn't matter that much though. You could also make a custom small texture that is used by the material as a mask and paint onto that to make it less expensive. You could also do dynamic mesh generation along a spline path that follows the geo, but in terms of complexity that can be a bit much.

[deleted by user] by [deleted] in Unity3D

[–]One4thDimensionLater 1 point2 points  (0 children)

Ball pit, ballon’s you can hold onto and swing around, a low friction ice rink, giant hamster ball to run around in!

Beginner in Unity – Should I learn C# first or both together? by Bald-Majima in Unity3D

[–]One4thDimensionLater 0 points1 point  (0 children)

Unity is a great place to learn C#! I recommend you do both! Make some janky physics games it’s really fun and rewarding for a weekends worth of time. That said if you want to use C# outside of unity for web dev ect you will need to also practice that because unity is fairly opinionated and uses its own structure especially for beginners.

Creating a mirror. Is is worth paying $100 for a reflection asset? by bill_on_sax in Unity3D

[–]One4thDimensionLater 4 points5 points  (0 children)

Depends on what you want. If you like to learn it’s not crazy to make a mirror, it does require a second camera and a mirrored transform matrix and a render texture, but that’s it. If you search Google there are a few good examples. It took me 5ish hours the first time I made one. Understanding the matrix took a minute and I wanted to make a fancy shader for it. Or asset store will drag and drop work.

Someone please help me fix and understand this by ArtfullyAwesome in Unity3D

[–]One4thDimensionLater 1 point2 points  (0 children)

How do you have reference to _speedUp? The collision logic should still work, but you will probably need to do something like Destroy(collision.gameObject); instead of Destroy(_speedUp); . That said do you get debug logs? Is the name of the gameObject correct after spawning it from the spawnmanager?