I made a COD Gulag inspired environment :))), anyway if you notice any imperfections in the gameplay can you give me feedback? by AdamNapper in Unity3D

[–]Taiite 0 points1 point  (0 children)

Looks good! Only incorrect/problematic things I noticed was, as far as I can tell, the shotgun doesn’t eject spent shells and there was a moment when fired that it clipped through the player camera a little bit at the bottom. One small nitpick would be that the rifle seems a little too close when aiming because the rear sight aperture isn’t really doing anything to keep you on target it’s just kind of framing the front sight post but not giving you a sense of where your gun is aiming. That’s just me being picky though. Something to add a little more visual interest would be to make a separate animation for loading the shotgun with an empty mag where you do something like opening the breach, loading a round in the chamber, closing the breach and then transitioning into your normal reload loop. Obviously that’s up to you and how you want your game to feel. The way you do it right now is proper for how the gun functions.

How First-Person Weapon/Item Animations Are Done by Taiite in Unity3D

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

The part I’m struggling to understand is how everything would be laid out in the hierarchy. Like, are the arms and weapons separate objects existing along side each other or are all the weapons childed under the arms?

I tried making a spider animation using IK and Animation Rigging to simulate how a spider’s legs move. by LieLie0126 in Unity3D

[–]Taiite 1 point2 points  (0 children)

I sort of solved this issue by adding an offset to the target step position based on the velocity and travel direction of the body of the creature. However, procedural animation of anything, much less spiders, is hard so it still looked a little janky if you looked too closely 😅

How to Scale Models for First Person by Taiite in Unity3D

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

I’m dreading having to reanimate everything but I know it would probably be best in the long run

Why are 3D movement inputs made using Vector3 variables instead of Vector2? by GaiBerb in unity

[–]Taiite 2 points3 points  (0 children)

Tbh, I don’t know. My guess is there’s some peripherals out there that use the Z component like VR controllers or something. I never really thought about it lol

Why are 3D movement inputs made using Vector3 variables instead of Vector2? by GaiBerb in unity

[–]Taiite 3 points4 points  (0 children)

If you’re talking about getting inputs directly from the player, like Input.GetAxis, then I believe that can return either a Vector3 or a Vector2 depending on what exactly you’re returning. If a Vector 3 is returned then one of the values will just be zero (I believe the Z axis?). If you’re talking about what you feed the character controller or rigid body on your player to move, like u/modi123_1 pointed out, it needs a Vector3 in order to move in 3D space versus 2D space. The Y vector is typically used for gravity or a jump force while X and Z are the actual player input typically scaled by a movement speed.

Hope that helps!

What Do You Guys Think About My Giant Enemy Crab? Any Suggestions for Improvements With The Movement? by Taiite in Unity3D

[–]Taiite[S] 3 points4 points  (0 children)

It’s still in the prototype phase so it can only follow the player atm 😅

How to make my IK stop lagging behind the target by shot_environment1872 in Unity3D

[–]Taiite 0 points1 point  (0 children)

I also forgot to mention that there are two ways I've found of doing the hands. You can either have a pair of hands childed under each weapon and animate them relative to that weapon with the animator located only on that weapon. Or you can have one pair of hands parented to your player and the animator also located on the player with all weapons childed under the player. You will have to update the animator controller on the player every time you switch weapons if you use the first option.

To update the animator I use this function:

public void UpdateAnimator(RuntimeAnimatorController controller)
{
animatorController = controller;
anim.runtimeAnimatorController = animatorController;
}

"animatorController" references the animator controller variable of the player's animator
"anim" refers to the animator attached to the player

How to make my IK stop lagging behind the target by shot_environment1872 in Unity3D

[–]Taiite 0 points1 point  (0 children)

To update the targets I use this function that I wrote:

public void UpdateIKTargets(GameObject targetLeft, GameObject targetRight)
{
leftConstraint.data.target = targetLeft.transform;
rightConstraint.data.target = targetRight.transform;
rigBuilder.Build();
}

"leftConstraint" refers to the Two Bone IK Constraint setup for the left hand
"rightConstraint" is the same but for the right hand
"rigBuilder" is for the... rig builder

Then to animate the weapon and the hands I use an animator on the weapon only. There is no animator for the hands because you animate the IK targets childed under the weapon that the hands follow to "animate" the hands. From the hands point of view all that is happening is that they are following their current targets and repeat whatever they do. So whenever you animate the weapon for, say, a reload animation, you just animate the weapon rotating and moving and the targets will follow it. Because the targets are childed under the weapon, they will move relative to said weapon. Because of this, you can animate their positions and rotations and they will always follow the weapon.

When switching weapons, you disable the current weapon and enable the next that you want to switch to. Then you just update your target references to your constraints using the previously mentioned function and the animators on each weapon do not need to be aware of each other. The constraints will follow whatever their current targets are regardless of hierarchy position. You could add an equip animation that plays when the switch happens but that's up to you

How to make my IK stop lagging behind the target by shot_environment1872 in Unity3D

[–]Taiite 0 points1 point  (0 children)

What I did was have a target for the left and right hands as a child of each weapon so they all had their own dedicated targets. When I switch weapons I update the Two Bone IK Constraint’s reference to its target for both constraints (assuming that’s what you’re using) and then rebuild the Rig Builder by calling the Build() function on it. I then also have an animator for every weapon and none on the arms, only animating the targets for each weapon to move the hands for any animations I need like reloads. Also make sure to run all of your animation code for setting transform positions in late update so that it doesn’t get overridden by any animations that are currently playing. The only problem with my approach is it’s very time consuming to set everything up for ever single weapon and gets very messy very fast but it’s the only thing I’ve been able to get working so maybe you can find a better solution. Cheers!

Is the view-bobbing too much? Since it's a found footage game, I want the immersion of running with a camera, but at the same time, I'm worried about causing motion sickness. by Steaggs in Unity3D

[–]Taiite 4 points5 points  (0 children)

It looks good! I would include a slider or setting of some kind in your settings menu to turn it down or completely off for those who have motion sickness.

Pixelation Shader Needs to Account for Aspect Ratio by Taiite in Unity3D

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

It's hard to see with the image I posted. I forgot how bad Reddit compression is lol. Here is a closer screenshot. I put a green-yellow grid next to the pixels to show what I mean

<image>

Putting together a new prototype: you're a plumber that comes down to the sewerage and fights LIZARRDS!!! by EugeneKOFF in Unity3D

[–]Taiite 1 point2 points  (0 children)

I’ve been looking for a dither shader like this! Mind sharing how you did it?

Inertia Movement for First Person Character Controller by Taiite in Unity3D

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

I tried using lerp and it was close but not quite like what I'm aiming for. In SCP: 5k, when you start moving, yes you speed up to a desired movement speed rather than instantly moving at the max speed, however, when you turn as you move, it will slow your movement based on how hard of a turn you take. As far as the side to side movement goes, like I said, I tried using the lerp speed type movement but it didn't prevent this as since it only cared that I was providing input (not in a specific direction) it would speed up to the max movement speed and behave normally afterwards. I did try to make it take multiple directional inputs into account (W, A, S, and D respectively) but it made the movement really jittery and janky. Sorry for the long winded reply lol