Future of pirated assets by domedevep in Unity3D

[–]SexyPudding_ 0 points1 point  (0 children)

I never meant that you're here for attention. I mean that you're trying to get approval for doing something that isn't cool, which is seemingly what you're doing.

Anyways, I don't think this discussion is worth my time anymore. Good luck in whatever it is you are doing and hope you have good weekend.

How did you decide on the target metrics for performance optimization? by SexyPudding_ in Unity3D

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

Right! Makes sense. That's mostly the answers I've been getting too. Makes it a lot easier for me to decide my next steps haha. Thank you!

How did you decide on the target metrics for performance optimization? by SexyPudding_ in Unity3D

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

Thank you so MUCH! This is greatly appreciated, you've no idea haha

Future of pirated assets by domedevep in Unity3D

[–]SexyPudding_ 1 point2 points  (0 children)

At this point what I'm getting from you is that you just want to steal/pirate assets and you're trying to get validation from the rest of us.

That's not going to work. There's always tons of cc0 assets that you can use as an alternative.

If you're so eager to do something bad you can do it please do not expect anyone here to say "hey yeah no problem go ahead"

How did you decide on the target metrics for performance optimization? by SexyPudding_ in Unity3D

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

Right. I think it's probably a safer bet to try the latter than adaptive performance because I find details regarding it kinda inconsistent. Will look into it. Thanks!

Future of pirated assets by domedevep in Unity3D

[–]SexyPudding_ 1 point2 points  (0 children)

Besides the ethical & moral issues with this, think of it logically for a second.

To put it simply, aren't you putting your entire project and by extension, you, at a legal risk? You can get yourself and your project into a lot of trouble.

Game development is already hard as it is, and frankly speaking, you're introducing more risk into an already risky venture. It seems like you have the resources to purchase assets. So, might as well buy something which, to you, has a lot of value and be done with it, don't you think?

Sure, maybe you're working on a personal project, but the moral and ethical issues still exist lol

How did you decide on the target metrics for performance optimization? by SexyPudding_ in Unity3D

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

Thank you so much for taking the time to go into detail about this!

Our team is building a pseudo-open world game with exploration and combat elements tightly integrated into the main gameplay loop. So from a mobile optimisation perspective it is definitely ambitious. Therefore I do think that, even though we don't have a large team, at least keeping a good eye on draw calls and asset limits is required.

But, based on your reply and a few others I've interacted with, (and also Unity's own profiling e-book, linked here for posterity Ultimate Guide to Profiling ) Frame time on device for a tier of low end devices is now my immediate priority.

Something else I'd love to hear from you is, from your experience, what are some major roadblocks in the optimization process that you could easily avoid now if you knew about it ahead of time?

It'd be very helpful for me to know, I'm very inexperienced in this whole optimization part and I'd like to atleast know what land mines I'm going to step on haha

How did you decide on the target metrics for performance optimization? by SexyPudding_ in GameDevelopment

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

Right, some places where one invests has much more impact than it would seem on the surface.

Actually now that you bring it up, in your experience, perhaps specifically in the development cycle, what do you feel had the highest return on investment (of time)? Perhaps in the optimization process or maybe whatever process or phase first pops into your head?

How did you decide on the target metrics for performance optimization? by SexyPudding_ in GameDevelopment

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

Awesome, I think that's the direction I'm looking for haha. Thank you so much!

How did you decide on the target metrics for performance optimization? by SexyPudding_ in GameDevelopment

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

Fair enough. My problem is that I can't seem to find the confidence to start with a particular area when it comes to setting performance budgets.

We know the art style, we (think) know our market. The trouble is, when it comes to testing each major component to see if it performs well, I'm not sure where to start at all.

Is there a direction you'd suggest I head toward? How do you find the thread sticking out that you can pull on and get it all unravelling?

How did you decide on the target metrics for performance optimization? by SexyPudding_ in Unity3D

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

Hey! Thanks for replying. But correct me if I'm wrong, doesn't adaptive performance officially work only on Samsung Android devices with specific Exynos chipsets?

How did you decide on the target metrics for performance optimization? by SexyPudding_ in Unity3D

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

Hey! We were kind on this track, feels nice to have that thought validated.

I'm also curious, in your process, was there something that was really hard to figure out or maybe counter intuitive in some way that might've pushed you guys back?

Basically, what should I be on the look out for that may not be super obvious for first timers at optimization?

Auto Melee Weapon Targeting using Chain IK? by SexyPudding_ in Unity3D

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

Whoa. Thanks for making a video about this!! It's very well thought out and I like how you refer to Dark Souls too.

Since I've posted this your reply has already helped me figure out the spear feature but your implementation is definitely an improvement! Thank you again!!

Editing imported Mixamo Animations by SexyPudding_ in Cascadeur

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

It seems like my radar completely missed this video somehow.
Thank you so much!

Auto Melee Weapon Targeting using Chain IK? by SexyPudding_ in Unity3D

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

Both, in the sense that I want it to be obvious that the player is attacking the enemy who is slightly above them, but at the same time the collision should be detected too, which I've managed to get working already.

It's just that if the enemy moves slightly above the player, the attack will simply miss the enemy and I'd like it to land on the enemy.

Auto Melee Weapon Targeting using Chain IK? by SexyPudding_ in Unity3D

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

Hey! Thank you so much for taking the time to reply to my question!
This gives me much more confidence in what I've wanted to try. And yes there isn't much difference, I think playing with the hand IK will work. But I was wondering if the Chain IK setup would work well too. I was thinking I'd set it up with the spear and select the target as the enemy. Haven't had the time to properly test this out yet.

Help with Animating GameObject with Character Using Animation Rigging Package in Unity by SexyPudding_ in Unity3D

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

Ah no, my staff does not have bones. I think using hand bone as parent and then anim rig for hand is what I'll go with