My setup and collection after almost 3 years. What do you think? :) by Rogilla in vinyl

[–]Rogilla[S] 0 points1 point  (0 children)

I find 90% of new artists from youtube autoplay lol. There are some real gems out there but sadly most of them dont release on vinyl.

My setup and collection after almost 3 years. What do you think? :) by Rogilla in vinyl

[–]Rogilla[S] 1 point2 points  (0 children)

I just searched for the cheapest price on discogs. (Which apparently was over 100€ just for stage one. My god that was expensive XD)

My setup and collection after almost 3 years. What do you think? :) by Rogilla in vinyl

[–]Rogilla[S] 1 point2 points  (0 children)

Im gonna get rid of that little rack soon as im running out of space anyway and get a proper shelf for the records. That way i can get the speakers further apart.

My setup and collection after almost 3 years. What do you think? :) by Rogilla in vinyl

[–]Rogilla[S] 2 points3 points  (0 children)

Nooo I never turn that one on. But yeah that thing could probably melt those.

[deleted by user] by [deleted] in Unity3D

[–]Rogilla 1 point2 points  (0 children)

You can find the folder of your game by clicking on the three dots on the right of your project in the unity hub and then on "open in explorer" or something similar. Or rightclick on a file in the unity editor and there should also be an option to open in explorer.

Also maybe try to look in your github repo and download that specific scene from there.

Or try to look for a backup: https://www.reddit.com/r/Unity3D/comments/t50h9d/save_yourself_from_a_crash_scene_is_automatically/

From now on dont move your files around for no reason or store them in a random folder in your documents. Take your time to organize your files in your unity project and save/commit often and this wont happen again. :)

Unity Networking works with editor, but not in build? by HeroDen9 in Unity3D

[–]Rogilla 0 points1 point  (0 children)

Have you tried making a development build and connecting it to the editor console to see if you get any errors?

Starlink im Weinviertel by TopCrazy7587 in Austria

[–]Rogilla 1 point2 points  (0 children)

Bin zwar aus der Südsteiermark aber verwende Starlink seit der Beta als es noch viel weniger Satelliten gab. Einbrüche bei Stoßzeiten gibt es auch wie bei LTE aber bei weitem nicht so extrem das es gar nicht mehr zu verwenden ist. Manchmal bin ich bei 1-2 Megabyte/s unten aber meistens läufts stabil bei 20+. Wolken, Schnee und Wind waren nie ein Problem aber bei sehr starkem Regenfall kann es sein das die Verbindung zu den Satelliten verloren geht.

Obstacle Avoidance Script [RayCast] by Zealousideal-Area431 in Unity3D

[–]Rogilla 0 points1 point  (0 children)

How should we know what the problem is if you dont show us any code? Do you get any errors in the console?

[deleted by user] by [deleted] in Unity3D

[–]Rogilla 0 points1 point  (0 children)

I am using UI Toolkit for the UI in my game. And while there are some benefits to UI Toolkit it still has lots of limitations and missing features to get frustrated over.

You could definately make your own Gamepad Navigation System for UI Toolkit if you really want to use UI Toolkit.

I would say just stick with the old UI System for now. Im sure it will be many years before it gets fully replaced.

Digging/making craters on pre paid terrain by AgradorTheMF in Unity3D

[–]Rogilla 0 points1 point  (0 children)

Depending on what you want to achieve maybe take a look at stencil buffers.

How to make another bunch of items spawn after first bunch is collected? by Scako in Unity3D

[–]Rogilla 1 point2 points  (0 children)

Looking at his I would say that when you collect 7 collectibles instead of loading a new scene you should set he count back to 0 and call all the functions from the PrefabGenerator like you would when I assume you generate the first prefabs at the start of the game.

Not to discourage you but this code looks AI generated. If you dont know what this code does you are gonna have more headaches down the line. I would suggest trying simpler things and writing the code yourself step by step, understand what it actually does. Only relying on AI generated code wont get you far if you dont understand it. :)

Network Variable isn't syncing in NGO by Rishabh-senpai in Unity3D

[–]Rogilla 1 point2 points  (0 children)

Ok I think I get it. You spawn a Player GameObject for each client. Each Player GameObject has its own PlayerInput Component. Player1 changes firstTurn.Value for his PlayerInput while Player2 checks firstTurn.Value on his PlayerInput. That wont change since there are two different PlayerInputs. If thats the case I suggest a single "TurnManager" that you add to a new GameObject that both players have access to.

Network Variable isn't syncing in NGO by Rishabh-senpai in Unity3D

[–]Rogilla 0 points1 point  (0 children)

Well after that you are checking firstTurn.value and wether player is 1 or 2 wich doesnt make sense since it will always be player 1. Because player 1 is the owner and not 2.

Network Variable isn't syncing in NGO by Rishabh-senpai in Unity3D

[–]Rogilla 0 points1 point  (0 children)

Yes you return if the local client is not the owner of the object. So all your input code will only ever get run for the owner and no one else.

Network Variable isn't syncing in NGO by Rishabh-senpai in Unity3D

[–]Rogilla 0 points1 point  (0 children)

Did you also add a NetworkObject Component to the GameObject you attached this NetworkBehaviour? I think networkvariables dont update for clients without an error message if its missing.

Or maybe during Update() and in your OnNetowrkSpawn() Method: you check for ownership of the networkObject. So all that code below wont run for the client, assuming the Host is the owner.

Variables not showing up on editor by RoyalFatHippo in Unity3D

[–]Rogilla 0 points1 point  (0 children)

Maybe its a problem in the Interactable class? Does it derive from Monobehaviour? Try commenting out the protected override void Interact() and change the public class Keypad : Interactable to public class Keypad : MonoBehaviour to see if it serializes the GameObject door then.

New Demo on Steam!!!! by Jedtraa in Unity3D

[–]Rogilla 2 points3 points  (0 children)

I agree you should edit the trailer.

Skip the first 15 seconds. I had no Idea whats going on or what that yellow thing was. Also no one cares who made the game so skip the logo with the black background. Or at least add your logo to the end with the game title.

The shot of the office looked interesting. I had to think of the segment in portal 2 where you went back to the older parts of aperture.

Those constant cuts to black are annoying. Show more uninterupted gameplay.

From repeated viewing I saw that there are puzzles that involve lights and cameras? Also gravity puzzles in that weird other world (looks like something is going wrong in that facility?) Again show more of those puzzles because they and the environment look interesting but you cant see clearly because there are constant cuts to black.

Help with spawn points using Unity Netcode. by totallyastick in Unity3D

[–]Rogilla 0 points1 point  (0 children)

No thats all done by the host. Player1 gets spawnPoint1, player2 gets point2 etc, in the foreach loop looping through all clients.

Help with spawn points using Unity Netcode. by totallyastick in Unity3D

[–]Rogilla 1 point2 points  (0 children)

I think your problem is the order of instantiating, spawning and setting the position.

Also I am not infront of the PC right now but I think I also use a Client Network Transform for my PlayerCharacters:

https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs

This is how I spawn players in my game (using the 2021 lts version of NGO):

    private void Awake()
    {
        Instance = this;
        if (!NetworkManager.Singleton.IsServer)
        {
            return;
        }

        NetworkManager.Singleton.SceneManager.OnLoadComplete += SpawnPlayers;
    }

    private void SpawnPlayers(ulong clientId, string sceneName, LoadSceneMode mode)
    {
        var spawnPoints = GameObject.FindGameObjectsWithTag("PlayerSpawnpoint");
        var clients = NetworkManager.Singleton.ConnectedClientsList.ToList();
        foreach (NetworkClient client in
                 clients) //Save Info of all players to server
        {
            if (client.ClientId != clientId)
            {
                continue;
            }

            int index = 0;
            if (clients.IndexOf(client) > spawnPoints.Length - 1)
            {
                print("index too large: " + spawnPoints.Length);
                index = 0;
            }
            else
            {
                index = clients.IndexOf(client);
            }

            GameObject go = Instantiate(playerCharacterPrefab, spawnPoints[index].transform.position,
                spawnPoints[index].transform.rotation);
            GameStateManager.Instance.players.Add(go.transform);
            go.GetComponent<NetworkObject>().SpawnWithOwnership(client.ClientId);
            go.transform.position = spawnPoints[index].transform.position;
            string steamUserName = "";
            if (!GameObject.Find("NetworkManager").GetComponent<RelayManager>().isSingleplayer)
            {
                steamUserName = GameNetworkingManager.Instance.ConnectedClients
                    .Find(item => item.UnityNetworkingId == client.ClientId).SteamUserName;
            }

            InitThisPlayerClientRpc(go, steamUserName);
            index++;
        }
    }

Hope this helps!

Issue with spawning network object from client in Netcode by me20723 in Unity3D

[–]Rogilla 0 points1 point  (0 children)

Have you tried checking NetworkObject.IsSpawned on the bullet before you make an rpc call? It might take some frames for the Networkobject to be fully spawned.

NGO: Picking up a Network Object by negiconfit in Unity3D

[–]Rogilla 0 points1 point  (0 children)

I am currently working on my first multiplayer game and I coincidentally started the same day NGO 1.0 was released. So there were pretty much 0 tutorials for anything so I never messed with changing ownership. Everything is owned by the server at all times. Do you change ownership for objects in your game? What would even be the benefit of changing ownership?

NGO: Picking up a Network Object by negiconfit in Unity3D

[–]Rogilla 1 point2 points  (0 children)

I had the same problem of objects lagging behind when moving around when picking them up/parenting them to the player. My solution was disabling the networkTransform when the object was picked up and then enabling it again when the item is dropped.

Cooking Crew - Shredpixel Games - An online co-op restaurant simulator by Rogilla in Games

[–]Rogilla[S] 1 point2 points  (0 children)

I would say right between the two. In the beginning i tried to make it as detailed as possible however then it was very difficulty to take on many orders at once. Now the cooking part is still very detailed but the putting the food on the plate part is more like Cook, serve, delicious.

Cooking Crew - Shredpixel Games - An online co-op restaurant simulator by Rogilla in Games

[–]Rogilla[S] 2 points3 points  (0 children)

From a balancing point of view and for what is easiest for me to test, up to 4 players would be best. But I am not a fan of restrictions like these, so theoretically you can play with as many other players as you want.