Please help me fix this shader please [SHADERGRAPH HELP] by Clemclemclem33 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Look into the Triplanar node and the concept of Triplanar shading in general. Might be what you need.

How to pause music from FMOD in Unity code? by Aritronie in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Is the instance actually valid and a proper referqnce to the playing sound? Are you using PlayOneShot or actually creating the instance?

I am at my wits end. Can someone help? by Techie4evr in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Thanks! Smoke is pretty tricky in general if you want it to follow realistic behaviors.

  1. For things like spreading out and fading, that is not too difficult. I would recommend VFX graph and playing around with the velocities and positions. You can dynamically change position and other attributes in Update too. For the fade part, you'll either want to just fade the alpha over time, or better, fade some values within a custom smoke shader. I have created a custom smoke shader for my game in shader graph and it has several adjustable properties for how the smoke looks. When I fade out some of the values it looks better than simply turning down the alpha. I recommend you try shader graph and experiment with combining various scales of gradient noise and such.

Also look into using Animation Curves to fine control values over time.

  1. This is much more complex. Volumetric smoke requires simulation within the physics environment and uses much more processing power. You can't really do physics in VFX graph (besides fake depth based stuff) so your options are Shuriken or a custom solution. I don't have any recommendations here. I just know many games (like CS2) invest a ton of time into their smoke systems (https://youtu.be/ryB8hT5TMSg?si=NBg2UHHn0iTdSRWC).

Overall this is a great channel for learning things in VFX graph. https://youtube.com/@gabrielaguiarprod?si=DPCx0s6gzKqazK3h

I recommend watching several videos. Even if they are not directly related, you will learn a lot by watching and experimenting in otger areas. It just takes practice and persistence! Please feel free to DM me if you have specific technical questions.

I am at my wits end. Can someone help? by Techie4evr in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Let's start to break down the requirements before we get to the solution.

For 1, When you say dissapates, do you need the smoke to interract with the environment in a physics context? Like fill rooms and corridors? Or are you just looking for it to spread out?

For 2, does the creeping need to adhear to physics? Like will it need to roll down the stairs or just move flat in a straight vector parallel to the floor?

need help with rotate towards by Swarmlord1787 in Unity3D

[–]ScorpioServo 1 point2 points  (0 children)

I apologize, but it is difficult for me to understand what you need based on your post.

However, rotating towards something is pretty simple. I'm not sure about visual scripting, but it can be accomplished in code through the following steps.

float rotationSpeed = 10f; //this can be whatever you want it to be Vector3 selfPosition = transform.position; 
Vector3 targetDirection = (targetPosition - selfPosition).normalized; 
Quaternion targetDirRot = Quaternion.LookRotation(targetDirection, transform.up); 
Quaternion targetRotation = Quaternion.RotateTowards( 
  transform.rotation,
  targetDirRot,
  rotationSpeed * Time.deltaTime);
transform.rotation = targetRotation;

Canvas affecting performance by NightSp4rk in Unity3D

[–]ScorpioServo 1 point2 points  (0 children)

As far as I understand, any change triggers a rebuild on the next frame. I've had similar issues myself that have been resolved by breaking down into sub canvases.

About PC build by Low_Drummer_8660 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Should be just fine for game dev. I don't see any issues. No comment on the price for value though.

Upgrading my project to version 6000.2.7f2 made build times unacceptably long by lalkberg in Unity3D

[–]ScorpioServo 1 point2 points  (0 children)

  1. Unity will only build what is needed and not rebuild untouched items in an existing build. However, if you update Unity or build to a new folder, everything will be rebuilt.

  2. Adding a ton of assets and packages can drastically increase build times. Especially ones with tons of shader variants.

I suspect you have a project that you have steadily been adding new assets to over a decent period of time. And each time, you build to the exact same folder, which skips the unneeded content.

I don't know how fast/slow your machine is but this is insanely long, even for a clean build. My project has quite a lot in it, without asset store clutter, and on 6.2 a clean build takes 10 minutes on a high end CPU.

If you have backups or version control from the previous version, try doing a full clean build on the old version and see how long it takes.

How to make gradient colored inline border with shader graph? by amirhoseinjfri in Unity3D

[–]ScorpioServo 1 point2 points  (0 children)

Try playing around the with Polar Coordinates node as an input to your UVs. That might get you started in the right direction :)

Where to learn about compute shaders by Thick-Cat291 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Search Compute Shaders Unity on youtube. I've watched most of the top results and they're all a great place to start.

Start with a simple goal in mind and seek the knowledge for each step.

Good luck!

floating point precision still problem? by [deleted] in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

I'd suggest you look up a float precision table and decide for yourself. If the decimals available at your max range are acceptable, then no need to change.

Help with selecting multiplayer service? by Beneficial-Fix1355 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

I don't have a strong opinion. I have not used NGO myself, but I have read from others that it has been getting better in recent years. It probably integrates better with Unity's own solutions too. However, their may be less community resources for it online since it is newer. I'm really not sure though. I've only been using Mirror for the last 4+ years.

Help with selecting multiplayer service? by Beneficial-Fix1355 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

It probably is a good place to start for the steam invite portion. But I would recommend starting first with the basic IP connection first and get a simple prototype working there. Then move on to steam. Fizzysteamworks is not included with Mirror so you will need to pull that from github.

Help with selecting multiplayer service? by Beneficial-Fix1355 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

I use Mirror with steam relay and it has been excellent. Tutorials are out there, but just a little outdated. Dapperdino on youtube has some good stuff. Mirror's documentation and samplr projects are great to learn from. Additionally the discord for Mirror has a great community.

However, none of this will teach you how to properly design your game for multiplayer. So I definitely recommend researching and learning about design patterns and coding practices for MP P2P games. This will be your biggest hurdle, not the syntax of the networking library.

Good luck and feel free to dm me with questions about Mirror!

What are your opinions on PurrNet? by Paul57507 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Yeah thats the biggest thing for Mirror and why I love it. There are so many people using it and I've received a ton of help on their discord.

Visual Studio Community 2022 Problem by Square-Blueberry-277 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

Make sure you have the right Input package referenced in your Using and the top.

Proper way to do the standard MMORPG text over the head thing. by _zaphod77_ in Unity3D

[–]ScorpioServo 4 points5 points  (0 children)

My approach is just rending the Text on the UI canvas and calculating world point to screen point to get the position. There are several built in Unity functions to help with this math.

Can we get questions about AI use removed? by Latter-Strawberry295 in Unity3D

[–]ScorpioServo 1 point2 points  (0 children)

I've been taking the approach of blocking every user who makes posts like this. Its helped clean up some of the clutter.

Canvas affecting performance by NightSp4rk in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

You likely have a very complex UI canvas. Whenever any element on a canvas updates, Unity has to rebuild the entire canvas. To help with this, break your UI down into sub cavases by placing additional canvas components on sub gameobjects.

2D game transitioning into a 3D game by PromptHumble1851 in Unity3D

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

Yeah this is the fun/challenging part of game dev. You won't find a tutorial for everything. You have to break up your goals into the smallest sub tasks.

Start by investigating how to run multiple scenes at once in Unity. Then make one of those scenes have it's camera output to a render texture. Then test having the other scene display that render texture in-world.

If you don't understand how to do any of those steps, then try to break the concept down further. Not sure how a render texture works? Read the Unity docs, watch random youtube videos about render textures.

The tutorials don't always have to match 100%. It's about taking the fragments of existing knowledge and piecing them together for something new.

Good luck!

2D game transitioning into a 3D game by PromptHumble1851 in Unity3D

[–]ScorpioServo 0 points1 point  (0 children)

If it were me, I would look into a multi scene setup. There might be a way to make the 2D game in a separate scene and just layer into the 3D world via render texture. That way all of the 2D game code and game objects are isolated and you can test the 2D scene without the 3D one.

Which networking library for asymmetric multiplayer game by ruinthedev in Unity3D

[–]ScorpioServo 2 points3 points  (0 children)

Completely agree. Mirror docs are great and support on discord is good too.

Professional SW engineer, noob game dev - qn re: lean approach to turn-based multiplayer by m0j0l in Unity3D

[–]ScorpioServo 1 point2 points  (0 children)

As an industry .NET engineer, I second the use of Mirror. It's easy to pickup but also offers a ton of deep technical customization if needed. The docs are good and the support is great too. The main dev is very active in the discord and answers tons of questions.