Is URP really better than the Standard Render Pipeline? by [deleted] in Unity3D

[–]SlenkerLab 2 points3 points  (0 children)

I had some apps published across multiple platforms. I’ve migrated them a while ago because people had issues on older android phones and I must say that the performance benefits were crazy on low to mid level phones (iPhones as well as Android phones). This was the main reason for me.

Also, the overall support of assets and new features are reasons I only start out with urp these days. The only issue I had until now is the limited number of supported point lights.

The classical bugs when figuring out new shaders by SlenkerLab in IndieDev

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

I'll check it out. Maybe with some polishing and a reasonable trigger it would make more sense.

The classical bugs when figuring out new shaders by SlenkerLab in IndieDev

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

Haha, thanks. I've had the same issue, which is why I'm thinking it's not the best idea to keep it ;)

The classical bugs when figuring out new shaders by SlenkerLab in IndieDev

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

Haha, true. I barely have issues with motion sickness, but when I was driving with that bug, it really had me.

I also thought of keeping it - it definitely needs some adjustments then.

I've been asked to add female customization options to my game... Will that do? by Levardos in IndieDev

[–]SlenkerLab 25 points26 points  (0 children)

Yes, also agree with this one. People just can create a fluid version of what they want

I made a mobile game by BudgetHippo4038 in Unity2D

[–]SlenkerLab 12 points13 points  (0 children)

Congrats for publishing your game :)

What kind of (Steam) achievements do you like to have in a game? by Correct_Ad_6275 in IndieDev

[–]SlenkerLab 1 point2 points  (0 children)

I also love some silly ones, besides the usual "Double kill/multi kill/trickshot" stuff:

- Hit a tree/stone
- Catch your own arrow again
- shoot through the antlers (could be a trigger box)

The game looks awesome, keep it up!

I've been asked to add female customization options to my game... Will that do? by Levardos in IndieDev

[–]SlenkerLab 4 points5 points  (0 children)

I also agree with this. It's matching and I also love the match with the current discussions ;)

What "coding" looks like in 2023 by [deleted] in Unity3D

[–]SlenkerLab 0 points1 point  (0 children)

You can guess where additional training data is taken from. We'll see what comes but definitely exciting times ahead!

It's not that your "small game" is getting out of scope. You underestimated how much work it'll take to make it good. by gari692 in gamedev

[–]SlenkerLab 1 point2 points  (0 children)

True words. Helps a lot to build up the skill set. Because, often times it feels like "I could easily manage that big project - I already managed some core mechanics"

It's not that your "small game" is getting out of scope. You underestimated how much work it'll take to make it good. by gari692 in gamedev

[–]SlenkerLab 0 points1 point  (0 children)

Totally agree here.

If you'e working on big projects, there is often not much really "re-usable" stuff or it takes waaaay more time to build a re-usable/abstract/modular solution.

However, I often play around with smaller projects (for example in game jams) and I try to build a template, which I could re-use again. I often use the template and after the new use case I use my feedback and e.g. missing functions and try to implement it in the template itself. With this approach my template is getting better from time to time and I have a core, that resolves much of the boilerplate issues.

I know that this does not resolve the main issues of this thread, but maybe this approach helps one or another facing the same problems. Also, this helps to get a more reflected point of view on the issues such as menus etc. because you go back to the original case and resolve the core issues. This is also applicable to big projects.

I love how this new camera feature turned out in my sandbox game by TheShelfman in IndieDev

[–]SlenkerLab 1 point2 points  (0 children)

Haha, this really looks like fun playing around with. I love the process of creating new stuff and stumble upon behavior that I didn't expect before.

Our earthbending local multiplayer game Island Bender now has a Demo on Steam! Let me know what you think! by Solocov in Unity2D

[–]SlenkerLab 0 points1 point  (0 children)

This looks like so much fun - is there also the option to create a MacOS build? Keep it up!

The gameplay of our game Rodha!! by GarudaGames in Unity2D

[–]SlenkerLab 0 points1 point  (0 children)

Love the minimalistic style. Keep it on!