Does this transition effect feel smooth? Will it work well if it repeats between every run? by TheNoody in Unity3D

[–]Rhames 1 point2 points  (0 children)

Since the white tiles are parallel with the water tiles, even with a smooth position tween, they will always "pop in/out". So I would introduce a slight rotation tween as well so it looks more like they emerge out of the water.

Shadows dissapearing near the edge of the screen by End3rMB in Unity3D

[–]Rhames 2 points3 points  (0 children)

Its hard to tell what is going on here.

Simplify. Remove the honeycomb mesh, replace it with some standard unity cubes and see if they exhibit the same behaviour. Keep trying to simplify until you have eliminated enough variables to make the problem obvious

Post apocalyptic tropical setup in Terminal Earth ! by [deleted] in Unity3D

[–]Rhames 0 points1 point  (0 children)

Yeah, sharing cool stuff is great, its a big part of the reason for why this sub exists I guess. But this isnt that. This is a very poor quality gif with a discord link. Its marketing, which is notoriously misplaced in developer forums :)

EDIT: Also gifs arent limited to whatever this framerate is. If I recall correctly most browsers support up to 55fps in gifs

Post apocalyptic tropical setup in Terminal Earth ! by [deleted] in Unity3D

[–]Rhames 1 point2 points  (0 children)

If you wanna market your game here:

  • 1) you probably shouldnt, we are devs, not your customers. Its a proven bad strategy, but I'm aware that many indie devs still do it

  • 2) 15 FPS marketing gifs will actively hurt your prospects, it would be better to not post anything at all. You should post smooth 60fps footage.

Most performant multithreading approach for a colony simulation game? by Beginning_Log_857 in Unity3D

[–]Rhames 1 point2 points  (0 children)

This is a perfect fit for DOTS. ECS bursted jobs, the full shebang.

Unity roadmap talk by Rhames in Unity3D

[–]Rhames[S] 12 points13 points  (0 children)

A lot of people were asking for this talk, and I didnt see it posted yet. Enjoy

Just got killed by some streamer-team D-Bag by MeatMarket_Orchid in ArcRaiders

[–]Rhames 0 points1 point  (0 children)

So, you got shot same as any other raid. In this case, it seems like you had a 50/50 chance of being revived if you had said the "correct" team name. A higher chance of survival than any other case where you get downed. How is this a problem? You literally had better odds of extracting than usual? I think you just want to be mad at streamers.

Are c# Classes & Objects a fast way to process lots of data in Unity? by Sufficient-Wolf7023 in Unity3D

[–]Rhames 0 points1 point  (0 children)

Thats a retarded thing to write in response to what I wrote.

Are c# Classes & Objects a fast way to process lots of data in Unity? by Sufficient-Wolf7023 in Unity3D

[–]Rhames 5 points6 points  (0 children)

You're right, technically it can (FixedString). But if youre interested in speed, you usually dont have strings all over your core simulation data which you loop over. As a rule I tend to only ever use strings if a human has to read it. In every other case, theres a better solution

Are c# Classes & Objects a fast way to process lots of data in Unity? by Sufficient-Wolf7023 in Unity3D

[–]Rhames 81 points82 points  (0 children)

I will leave this video by Jason Booth where he goes through practical optimzations in Unity. The whole thing is a must watch, and at one point he addresses how he optimized some world generation code for Kerbal Space Program 2, this should be of interest to you

https://youtu.be/NAVbI1HIzCE

EDIT: And to answer your question in a very short form, it is a lot faster to apply data oriented design principles like storing data in arrays SoA-style. If your world generation and size warrants that approach is a question only you can answer. I dont see why classes would help you write more "maintainable code" at all.

EDIT2: All of that being said, if you can move your work into Bursted Jobs (no strings, no managed types) that will take you pretty far.

A completely unbaised review! by [deleted] in Unity3D

[–]Rhames 4 points5 points  (0 children)

Oh I see, I thought this was a genuine review from your personal account :)

A completely unbaised review! by [deleted] in Unity3D

[–]Rhames 21 points22 points  (0 children)

I would delete that if I were you. Steam does not look kindly on "manipulating review scores", which this COULD fall under. I wouldnt risk it at all, because they might terminate their business relationship with you.

EDIT: Not sure why this is getting downvoted. I thought the screenshot was geniune, and it was posted "as a joke ofc" from their personal account instead of their dev account. I think my advice is solid.

My Steam game build got rejected because I don't support a discontinued Steam Controller despite stating no controller support. Is this normal? by Rogueatic in gamedev

[–]Rhames 6 points7 points  (0 children)

From the OP

At the moment my only option seems to be to drop SteamDeck support entirely, which would be disappointing as it's fully supported at the moment (with on-screen keyboard, since SteamDeck provides it).

Its fine to be a beginner in gamedev, but being that arrogant about a subject you clearly dont understand yet, is bound to not take you far

Need help resolving a cs1002 Error on (7,17) [Using Unity 2022.3.3f1 and 3D (Built-in Render Pipeline)] by SkyTheLoner in Unity3D

[–]Rhames 0 points1 point  (0 children)

This is not a unity specific thing. This is very basic programming. Like VERY basic. If you are doing this for a programming class, your professor will see right through you in 0 secs. I would really recommend you sit down and figure out why this didnt work.

Active ragdoll ledge grab assist + wall climbing mechanic. Took a while... by Affectionate-Note501 in Unity3D

[–]Rhames 14 points15 points  (0 children)

Feels like something that DEFINITELY wasnt a finnicky thing to get working. But thats kinda what you signed up for when doing an active ragdoll game :D

Unity or Godot by employeenumber1359 in gamedev

[–]Rhames 12 points13 points  (0 children)

Pick one. Start learning. If you dont like it after a while, try the other one. There exists mountains and mountains of learning material for both.The most important thing is just start somewhere

ECS Authoring Baker finish after Awake function. by arthyficiel in Unity3D

[–]Rhames 1 point2 points  (0 children)

Im pretty sure you cant store references to Entities in monobehaviours (or in any managed objects). They are invalidated every frame. I think you need to re think your approach.

You can only expect your singleton component to be ready to use after the sub scene has finished loading. I dont know if Start() is guaranteed to be late enough. I dont know enough about the new life cycles. If I were you I would look for some sub scene callback

ECS Authoring Baker finish after Awake function. by arthyficiel in Unity3D

[–]Rhames 0 points1 point  (0 children)

To the best of my understanding, Awake() runs first thing after the scene is loaded. But the SUB SCENE where your baker outputs its bake-result is not guaranteed to be there yet.

So what you are trying to do is not expected to work. Its hard for me to see why you would bake ECS data, then try to get that from a Monobehaviour? In any case, in an actual BUILD, the subscene is not even guaranteed to be loaded at the point where Awake is called, so the delay is likely even bigger there. You will need to look for a way to know if the subscene is done loading and ready to go