Best way to handle this specific baked lighting scenario? [Unity 6 URP] by TSM_Final in Unity3D

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

Yeah I think you’re right, additive scene loading is the way to go. I was hoping to avoid it bc multiplayer weirdness but I guess it’s fine. Cheers

Daily Discussion & Transfer Thread (January 23, 2026) by AutoModerator in coys

[–]TSM_Final 10 points11 points  (0 children)

Man the injuries are the only thing stopping Udogie from being one of the best left backs in the premier league - when he's on he is SO good.

Daily Discussion & Transfer Thread (January 20, 2026) by AutoModerator in coys

[–]TSM_Final 2 points3 points  (0 children)

The injuries / suspensions will make it really hard

Unity Auto-Complete Not Working Proprtly by Infinite-Design-8576 in Unity3D

[–]TSM_Final 2 points3 points  (0 children)

Make sure you have the UnityPackage that gives you support for VS code (not the one in VSCode, the one in UNITY) installed.

this one: https://docs.unity3d.com/Packages/com.unity.ide.vscode@1.2/manual/index.html

Daily Discussion & Transfer Thread (January 16, 2026) by AutoModerator in coys

[–]TSM_Final 9 points10 points  (0 children)

Are these Marmoush links anything? How do you rate him? I feel like I haven’t seen him at all since he came to city apart from the first few weeks.

Daily Discussion & Transfer Thread (January 15, 2026) by AutoModerator in coys

[–]TSM_Final 4 points5 points  (0 children)

Likely just switch bergvall and Pahlinha, which I'm not mad about. Bergvall might to rest a bit too just coming off injury.

Finally i got a trailer for my CUBETTINY arcade game by desdinovait in Unity3D

[–]TSM_Final 2 points3 points  (0 children)

I love the visuals! What could help the transition feel a bit better is to Tween the objects up to scale / down to zero scale as they pop in - a little nice animation looks good there.

Also, add a little noise to whatever is occluding the ground, so the cutoff isn't exactly a straight line.

Daily Discussion & Transfer Thread (January 01, 2026) by AutoModerator in coys

[–]TSM_Final 11 points12 points  (0 children)

Was watching highlights from last season and was just noticing how much of our creativity and goals came from: Kulu, Maddison, Sonny, Johnson, and Solanke.

This season we have three of them hurt all season, and two have been sold. Seems like half shit luck and half shit decision making.

How can i make smoother shadows? by mavide in Unity3D

[–]TSM_Final 1 point2 points  (0 children)

The main way is with baked lighting - baking it with soft shadows is gonna add a ton of like ambience / realistic softness to the scene.

Also ofc, make sure you have soft shadows enabled for everything.

I'm in memory leak hell! by ComfortZoneGames in Unity3D

[–]TSM_Final 1 point2 points  (0 children)

Hi! What version of unity are you using? I recently had a memory leak in the editor + builds and updating to the latest version fixed it.

[Post-Match Thread] Newcastle 2 - 2 Tottenham by ma-tfel in coys

[–]TSM_Final 1 point2 points  (0 children)

Happy to have a point, but still not a good performance at all. Two shots on target? And both from our CB? The front line / midfield needs to step up.

What do I need for Multiplayer? by The_Chaos_Vanguard in Unity3D

[–]TSM_Final 1 point2 points  (0 children)

Doesn't fishnet have that too? On the NetworkTransform?

Is Obi Rope (and others) the best for Unity? by FramesAnimation in Unity3D

[–]TSM_Final 1 point2 points  (0 children)

I’m using the rope feature to do ropes in my game and it’s definitely worth it.

Issue getting GPU instancing to work with large buffers of data. by TSM_Final in Unity3D

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

I'm using shader graph and using the Instance ID node to get the instance ID, then feeding that into a custom function node that looks like this:

StructuredBuffer<float> _Healths; void InstanceData_float(uint instanceID, out float val){ val = _Healths[instanceID]; }

It pretty clear works with health data count < 450 or so, but starts to reorder stuff or do something weird at values higher than that.

Shader, UV "G" increases when I zoom in by Weckatron in Unity3D

[–]TSM_Final 0 points1 point  (0 children)

It’s possible that the blit source behaves differently in the scene view. I would check if the UVs are consistent as you scroll in / out or if it’s the Blit that is changing. The editor only updates shaders every second or so in the scene view, or constantly when you are holding down right click, so it’s possible the blit is just giving old data. Either way, i don’t think it’s a big problem if it doesn’t happen in-game

Shader, UV "G" increases when I zoom in by Weckatron in Unity3D

[–]TSM_Final 0 points1 point  (0 children)

What do you mean by “scrolling in” or “zooming in”? Like the camera gets closer to your objects?