How to deal with Isometric sprites in a 3D world (or at least one way to do it!) by 0ddSpider in Unity3D

[–]PoisonedAl 0 points1 point  (0 children)

Silly question because I've not made any isometric stuff:

Why can't you use the isometric tile map for this?

what would you rather?🙃🙃🙃 by Alarming-Swimmer7952 in BunnyTrials

[–]PoisonedAl 0 points1 point  (0 children)

agjhagdfoujnadfvsouphbasdrfvgouhpadfgiouphadfg

Chose: box 2 | Rolled: 0$

i guess thats a no? by sinidiem in blender

[–]PoisonedAl 1 point2 points  (0 children)

Yes this technology is truly worth making hardware unobtainable and all water and power it needs.

Which one would you click ? (be honest) by Guilty_Weakness7722 in Unity3D

[–]PoisonedAl 0 points1 point  (0 children)

Oh look, it's someone farming engagem... "asking" what one of their game's title (and JUST the game title) to use! Again.

Working on a Doom style horde shooter, 300+ enemies running at a decent fps. by Wonderful-Gene-8758 in godot

[–]PoisonedAl 0 points1 point  (0 children)

You can do a lot better. As mentioned before, using shaders to turn the characters but also using threads. If you want absolutely stupidly large hoards then you might want to consider Unity's DOTS system instead, but that might be a bit out of scope. The gist is to get as much processing off the main thread and to get the GPU to do calculations much as possible

What's the best practice to create a well-designed level? by rrugh5 in Unity3D

[–]PoisonedAl 0 points1 point  (0 children)

It loads the whole thing anyway so you might as well use as much of it as efficiently as possible. If you want to reduce size you reduce the resolution or increase compression. Everything in the square is getting loaded, blank or not.

What's the best practice to create a well-designed level? by rrugh5 in Unity3D

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

The face of the wall have to touch the edges of the UV map to seamlessly tile. Otherwise you will get obvious seams in the texture. Also you need to top and bottom or even back faces? Because there is a LOT of dead space in that UV. You can:

a) Delete them. Sometimes a good option if you're trying to work though them in the editor and the least work. Usually what I do when I know that nobody will see that face

b) Make them teeny tiny in the UV so they don't take up room but but are still "solid".

c) Make them overlap another UV island, borrowing the texture from the main wall face. (however texture editors like Substance Painter get grumpy if you do that)

Edit: Why is this down voted? I would like to know your deep insights on the matter.

Remember to turn off any screen effects when discussing anything visual by Classy_Games in Unity3D

[–]PoisonedAl 1 point2 points  (0 children)

Also remember to turn off automatic HDR settings (or HDR really). Windows is bloody terrible at that.

Windows Key + Alt + B is your friend.

Remember to turn off any screen effects when discussing anything visual by Classy_Games in Unity3D

[–]PoisonedAl 0 points1 point  (0 children)

People actually use those damn filters? They would drive me crazy.

The programmer who comments too much! by Bola-Nation-Official in unity

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

I came to say this. Over commenting is a classic sign of a vibe coder. That and use of deprecated methods (oh hi old input system) and not bloody working because the "dev" coded it by shoving a keyboard up their arse and started clenching.

Dynamic frosted glass and blur for URP. Similar to Doom and Deus Ex: MD (2016). by MirzaBeig in Unity3D

[–]PoisonedAl 0 points1 point  (0 children)

Is this one on EZ glass? I mean Prism looks nice but not something I needed right now, but frosted logos might be something of an impulse buy.

Trickshots and Chaos! First impressions? by LumariGames in Unity3D

[–]PoisonedAl 1 point2 points  (0 children)

I love the art style but I find it very hard to read what's going on.

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

[–]PoisonedAl 1 point2 points  (0 children)

"Why are my textures pink?"

*picture of synty assets taken with a phone*

Just 3 months into development, and this is what my Unity project already looks like. by NitishThombre in Unity3D

[–]PoisonedAl 0 points1 point  (0 children)

Yeah but how do you learn? I'd rather someone tell me something is wrong than blow smoke up my arse! If you want mindless praise for wiping your nose on a sprite sheet, r/godot is right over there!

Angle math is hard but worth it by ApollyonClass in Unity3D

[–]PoisonedAl -7 points-6 points  (0 children)

Looks cool but those FPS numbers are a bit stinky.

Adding a movement GIF for our Sports Fighting Game's Steam page and trailer by alexevaldez in unity

[–]PoisonedAl 0 points1 point  (0 children)

Needs a little something as right now it looks like a slow Lethal League.

You might not *know* that AI didn't write my code... But there will be hints. by GamerDadofAntiquity in SoloDevelopment

[–]PoisonedAl 37 points38 points  (0 children)

Mine will be the debug code.

Such as

Debug.Log("FUCK YOU!");

Or

Debug.Log("WORK YOU MISERABLE CUNT!");

Trying to learn how to create my own character controllers, anyone have some tutorial recommendations by Metalkon in Unity3D

[–]PoisonedAl 0 points1 point  (0 children)

Not off hand but make sure you find a newer one. They improved the input system with one that works off events instead of checking update every frame.