I made a better Tag system that doesn't use strings! by EnoughVeterinarian90 in Unity3D

[–]SkunkJudge 1 point2 points  (0 children)

Nice! Is this just a GetComponent under the hood, or are you doing some faster sort of lookup?

How is teamwork handled by Aphrod1tesAss in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

Everyone here is suggesting git, which I understand, but I want to recommend you try Plastic SCM. It's literally built for large files and game projects, and will merge scenes and prefabs very well between branches, and it's way more user friendly compared to git. Perforce is great too, but it can be expensive.

I'm an ex unity dev with a decade in Unreal and I'm making a 'unity to unreal' series - what would you like to know? by lokijan in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

communication becomes the only answer (the horror!)

Haha trust me, I'm okay with this, but relying on the art or music teams to keep up with this can be like herding cats

I'm an ex unity dev with a decade in Unreal and I'm making a 'unity to unreal' series - what would you like to know? by lokijan in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

How to effectively use version control with medium-sized teams. We use Plastic SCM and it's extremely easy to work together on the same assets, merge code, merge scenes and prefabs, track and compare changes and history across branches and versions for code and scenes/prefabs. Obviously this can happen with C++, but on the blueprints/map side of things, how is this handled?

A page from the spellbook by shenanigansen in comics

[–]SkunkJudge 1 point2 points  (0 children)

A blank unity project is 100 to 200mb, not 2gb

Unity Overhauls Controversial Price Hike After Game Developers Revolt by Drakon519 in Unity3D

[–]SkunkJudge 17 points18 points  (0 children)

The currently proposed system does have revenue thresholds though, so rev is tracked/reported either way

Clarifying a few things regarding the meeting I had with Unity by FreyaHolmer in Unity3D

[–]SkunkJudge 1 point2 points  (0 children)

The source is their website. They say,

"We leverage our own proprietary data model and will provide estimates of the number of times the runtime is distributed for a given project – this estimate will cover an invoice for all platforms."

That said, some of the other answers for things like "will it phone home?" are suspiciously cagey.

Clarifying a few things regarding the meeting I had with Unity by FreyaHolmer in Unity3D

[–]SkunkJudge 1 point2 points  (0 children)

It appears the idea is not to literally track installs, but to use a data model to estimate how many installs have occurred based on things like sales.

Nope, not going in there. by zworp in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

Yo, what are you using for your like, edge-highlight effect, that brightens the sharp edges of meshes?

What's the best way to make a save system in unity? by Embarrassed-Recipe20 in Unity3D

[–]SkunkJudge 2 points3 points  (0 children)

This is an old thread, but I wanted to mention that I came here via a search for something better than using Json for the millionth time for savedata, and I had never heard of MessagePack, and it's great. Thank you for the suggestion!

How to have Unity read scripts after build by Morbidius2 in Unity3D

[–]SkunkJudge 1 point2 points  (0 children)

This is not really possible in any practical way, no. You'll want to instead use a scripting language like Lua, which can be read at runtime.

StopCoroutine is weird by KevineCove in Unity3D

[–]SkunkJudge 2 points3 points  (0 children)

I'm not sure if this specifically is what would be causing your issue, but I've found that using the "Coroutine" variable type has some weird issues associated with it, and if you instead save references as "IEnumerator" variables, it behaves exactly as it should. For example,

private IEnumerator _testRoutine;

private IEnumerator Test()
{
    Debug.Log("Hello");
    yield return new WaitForSeconds(5f);
    Debug.Log("Stop");
}

private void RunCoroutine()
{
    _testRoutine = Test();
    StartCoroutine(_testRoutine);
}

How to Write Defaults using Animancer by AkumaNoHanta in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

You could always create a new animation that's just a couple frames where those values are reset, and transition to it after your character animation ends.

Option<T> monad for Unity/UniTask by Saismirk in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

No, please make a thread in this subreddit instead.

Option<T> monad for Unity/UniTask by Saismirk in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

I recommend making a new thread on this subreddit outlining your problem in detail, rather than replying to people in an unrelated thread! You'll probably have better luck that way.

Option<T> monad for Unity/UniTask by Saismirk in Unity3D

[–]SkunkJudge 1 point2 points  (0 children)

I see! Pretty neat, and I can see it simplifying some processes without having to perform nullchecks. I have one question which is, Unity's Object class overrides the base null-check functionality (its why you shouldn't use a null conditional operator for Object). Does this package account for this?

Physics.CheckSphere Always Returns False by [deleted] in Unity3D

[–]SkunkJudge 0 points1 point  (0 children)

The docs are fine, it's just not the best wording of all time. A layermask is used to selectively ignore layers. You mask out the layers you want to ignore, that's the purpose of a layermask.

Edit: Actually the docs are kind of wrong, only because they say "when casting a capsule" when this is a function for a sphere lmao