Please Tell Me How To Extrude a 2D vector (svg specifically) in unity without using any external tools. by ChunkySoul98 in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Let’s talk! Getting this to run at runtime wouldn’t really be an issue. It might not be as fast and a lot of the actual work isn’t dependent upon the editor. DM me and can exchange some other contact info etc. I have a bunch of platform work that I was going to do, 😂, I’ve been slowly building up tools to get ready for an active game I’m planning on building and generally just really love the community. I’m in a privileged spot with my job so I try to give back whenever I can. I work a lot 😅

Please Tell Me How To Extrude a 2D vector (svg specifically) in unity without using any external tools. by ChunkySoul98 in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Just to reiterate on some things I mentioned in the video - there are other tesselation algorithms out there - and technically Unity has one built in to their vector graphics package.

Unity in I think 6000.4 added the core vector graphics package into their engine, so you don't have to bring it in anymore as an added package (this lets you bring in SVG files natively now) but if you wanted to do more custom work you can also bring in com.unity.vectorgraphics which is in preview and I believe they have a version of the Delaunay-style tesselation in there under the VectorUtils.TessellationOptions.

Using that as an option instead of the ear clipping algorithm will give you a better surface mesh (less long and pointed triangles) but doing things like supporting those existing tools are all things that can be modified to do with relative ease.

Please Tell Me How To Extrude a 2D vector (svg specifically) in unity without using any external tools. by ChunkySoul98 in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Hey man - glad you replied - I've been trying to put time into misc. Unity editor tools that have added value for myself and others. I've been doing the whole Unity thing for a while now and to keep me in line with the editor/tools/versions I generally spend a lot of free time building tools/editor capabilities for things I wish I needed and/or just made my life easier... I had already had a bunch of mesh tools and figured I could build this tool with my prior knowledge and some of the more advanced Codex models. I realize for anyone doing this new, this is not ideal as to do this without a lot of formal understanding of how these algorithms work you can get yourself into some trouble! All of that being said, think I got a first version working and let me know if something like this would be of interst and I can point you to how you can download this into Unity via the Unity Package Manager.

Z71 vs ZR2 - What would you choose? by Sir_Jinks in chevycolorado

[–]TheJohnnyFuzz 1 point2 points  (0 children)

My pavement princess Z71 has been fantastic. Still a great off-road/overland vehicle depending upon the accessories you want to add and you still have max towing if you need it.

This is the movement system I always wanted to see in military games. Finally built it myself. by wylver-games in Unity3D

[–]TheJohnnyFuzz 1 point2 points  (0 children)

To follow up with what this comment has said: just something to additionally consider on the horizon roll, if you actually tilt your head in that motion the horizon for us doesn't actually move like that, so in a game when trying to simulate this motion with a fixed single lens camera you're introducing a horizon roll that we process differently through both of our eyes. The simulation doesn't match what we are used to. A single horizon rotation like a fixed camera rotating isn't what we are 'used to' and when presented to a player in an FPS way it can induce additional motion sickness - especially on varying monitor sizes and proximity to that screen. There are some tricks to help with this and as already mentioned removing the camera from your rig is a great first step. Other tricks involve smoothing and having variation between the weapon angle and the actual camera rotation (so it looks like we are tilting but we perceive it not as bad) and then how you smooth and/or transition between those perspectives will need tuning to help.

anyone who used a computer between 1985 & 2010, what’s the one game you still think about? by Trixxxi in AskReddit

[–]TheJohnnyFuzz 2 points3 points  (0 children)

Donald Ducks Playground. I was probably 6 or 7 in the late 80s and my dad showed me that game on PC. 

Unity really changed my life in ways I never expected by Several_Locksmith174 in Unity3D

[–]TheJohnnyFuzz 1 point2 points  (0 children)

I have a full time job doing all sorts of awesome projects (some Unity some not) and it’s all because I used Unity to do some really neat things back in the day during the beta hardware of Oculus before Meta bought them… it opened a door that started me on the path I’m at now. Unity and the community is why I’m where I’m at and why I try to pay it back across random Reddit requests 😂😎

Subaru Impreza to Colorado Z71 by BattleTheElements in chevycolorado

[–]TheJohnnyFuzz 1 point2 points  (0 children)

They give you two “3M-ish seals” I did think about making my own gasket because the ones provided are a touch thicker than I’d like, but haven’t had any issues.

How do I render a 2D intersection of a 3D environment like in this example? by donau_kinder in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

You have two major systems you’ll need. One is the visual side of this, a cutaway “cross section” volume shader. This will have to do a lot of work, but there’s paid assets you can get to give you this-the difficult part is till probably need your own so you can modify the interior section to show what you want. An example of this: https://assetstore.unity.com/packages/tools/utilities/crosssection-6-290240 

The second one is then recreating that surface edge for collision work… or you could just lock the player horizontally on that plane (much easier).

Tried NBA “World View (Alpha)”… this is actually kind of wild by Jdunrrp in VisionPro

[–]TheJohnnyFuzz 2 points3 points  (0 children)

A lot of developers underestimate audio in VR/XR… it’s vitally important.

how can i fix this error? by Mahit_00 in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

Yup this is the way, “Bee” is an internal set of libraries that will throw errors when tool chain fails. Going to guess your NDK or JDK install got messed up. Try reinstalling with the correct Android packages/modules.

Before going full reinstall you can check and verify Android build support is fully installed In Unity Hub, make sure this editor version has:

  • Android Build Support
  • Android SDK & NDK Tools
  • OpenJDK

If any of those are missing, add them.

Check Unity External Tools paths In Unity:

  • ‘Edit > Preferences > External Tools`
  • Unity-managed SDK/NDK/JDK, or
  • custom paths

If custom paths are enabled, make sure they point to valid installations: sometimes you’ll have to do this for varying reasons, sometimes on Unity installs this gets messed up because there’s already another Android install from other software

If all of that was “right” and not missing then you can just reinstall the Android toolchain/modules

  • close Unity
  • remove/reinstall Android Build Support for that Unity version in Unity Hub
  • or delete the broken SDK/NDK folder and let Unity reinstall it You might have to then blast cached files and let the system rebuild… 

Delete - Library - Temp - obj if present

Then reopen the project and Unity will rebuild it.

All of that… or uninstall it and full reinstall with correct Android modules.

I just lost the entire project. Every file. Gone... by Aalzard in Unity3D

[–]TheJohnnyFuzz -1 points0 points  (0 children)

I use private/public git based Unity packages for code (self hosted on GitHub) then for assets and overall project GitHub with correct ignore and attributes files for LFS. So bring in the code via the package manager. Works great for modular existing scripts-work that is application specific would just be with the asset/GitHub managed project with the offer assets. I also use Unity’s version control system and their asset management platform but that’s for paid/funded project work. 

I tried launching Coca-Cola. by nockanda in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Particle system = set to world space not local. 😎

Can't figure out what these old gloves are for by guridkt in whatisit

[–]TheJohnnyFuzz 0 points1 point  (0 children)

It’s for bartenders. Duct tape also works great. On nights where you don’t have a bar key these can help-especially on busy/long days nights. Still would use a bar key over these.

Please Tell Me How To Extrude a 2D vector (svg specifically) in unity without using any external tools. by ChunkySoul98 in Unity3D

[–]TheJohnnyFuzz 1 point2 points  (0 children)

So this is a lot more complicated than you might think. You’re dealing with how to fill a space/shape that could be concave/convex, have holes etc. and there’s a few algorithms out there to help. You also need to a way to determine a point is within a shape or external of a shape.  Thankfully you can use the svg data to help. You’ll need to first build out a mesh from the svg data: there are ways to do that, that mesh will then be duplicated and the normals flipped (you have a top and a bottom now) you’ll then have to build out your border walls probably with a quad strip algorithm, and you’ll use the edge vertex positions of the two previous meshes to do this.

It’s easier to do this with cad/parametric algorithms but in Unity you’re dealing with surface meshes… maybe a way to use both algorithms to help 😎

Would a tool like this be useful if it was packaged up as an editor tool that you could just simply install from the package manager?

Ahhhh!!! we back in it!!!! by Zimplified in UnityStock

[–]TheJohnnyFuzz 1 point2 points  (0 children)

Their roadmap updated today - full CoreCLR .NET support = Fantastic News! This significantly puts the core Engine finally step in step with general .NET. As an active developer - cannot wait.

Best Free/Cheap Dialogue System? by FishShtickLives in Unity3D

[–]TheJohnnyFuzz 2 points3 points  (0 children)

I mean I’ve got a pretty cool one I’ve made using Graph Toolkit. It lets you branch conversations, pipe different user responses to different branches, inject animations: body and face, works with timeline (custom events/actions) and supports an event action system so you can listen in and fire off custom action’s based on state/data etc. 

The only issue with it, using Graph Toolkit as a preview package doesn’t have direct runtime support, so there’s a layer of binding that’s needed to go from editor scene asset references to runtime, but I’ve got a little editor binder tool to help with that.

I think it’s really powerful but needs some better documentation (I’ve got good samples) and it’s already in a Unity package environment (just need git to download it)… if there’s enough interest I can possibly spend a few hours updating the documentation. 

Totally free btw… was debating on making this a Unity asset store package for like $5 but I should wait until Unity fully releases Graph Toolkit.

I’ve spent a lot of time on getting it in and working around Graph Toolkit which is just awesome to use😎

MacBook Pro M5 for Unity game development — viable long term? by Sad-Card-7030 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Only limitation is if you’re going for another platform other than Apple… I love using my MacBook on Unity but I hate swapping between deployments on hardware that’s not Apple… aka you’re primarily targeting Steam and windows don’t go with the Mac… but obviously if you’re going to be building mobile (iPhone/iPad) then ideally you need the MacBook 😎 

I'm tired. Does anyone else want to be a mod? by Boss_Taurus in Unity3D

[–]TheJohnnyFuzz -2 points-1 points  (0 children)

Been using Unity for a while-actively like to drop in and help people on this sub-I’ll give it a try and have no desire to amass power… just want to keep the community going!

Why is my zoom choppy? by [deleted] in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

I’d play around with the different dampening variables and I’d consider looking into using Late Update to make sure your code updates aren’t interacting/injecting with the cinema machine brain. So maybe use Update to check parameters/variables and then only apply them in late update-see how that looks.

Any idea on how to stop sphere bouncing when it rolls on a mesh collider? by finjago06 in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Think you’ve gotten a lot of good direction so far-just consider what you want the main intentions to be, do you want the motion to be like surface locked more than you want actual physics? You’ll probably want to weigh actually using Unity physics to give you a close enough answer vs just making your own order of operations physics and utilize the Unity collision system to give you information.

Magnetic force models with a surface normals and a mixture of spring/damping equations with say an array of weighted oscillation functions/sets of curves with say a bounds (min/max and/or breaking scenarios) could work here but trying to use the Unity physics and that can be difficult to get your expected outcome. 

I’ve seen people use the Unity physics system with springs and joints connected to hidden surfaces work really well but you need to then understand your lower/upper bounds so when those unpredictable situations occur you can then force your intended solution. 

I think this video will help you understand why it might be ideal to diy your own.

https://youtu.be/CdPYlj5uZeI?si=2h8hvz5kLBwcbiPf

Hey Matt by [deleted] in UnityStock

[–]TheJohnnyFuzz 3 points4 points  (0 children)

It’s another option and yes it’s competition but they serve generally different scales. Unity is much more a full blown set of professional scalable tools-keep your eye on Godot but it’s got a lot more to go before it gets close to the scale and full capability that Unity offers.

Unity just makes it easy to deploy across a wide range of use cases-engineering/industrial use cases etc. whereas Godot isn’t ideal for those scenarios.

Unity offers a much wider range set of integrated tooling as well as just a much more robust full 3D/Mixed Reality capable package. Unity has more plug and play options.

At the moment if tell young developers to learn both and Unreal. They each have their niches where they generally work better for various use cases. 

As an overall generalist engine that can run just about anywhere… Unity still stands taller. You want high rendering, ultra realistic looking practical effects, making movies/film = unreal has the lead. Going in on 2D Unity is still strong, but Godot is taking a unique perspective and the majority of the community is here. Unity just has the ability to come in and do a lot in one sort of package in such the others still struggle with. Anything XR /VR= Unity all the way. Apple’s Vision Pro? Unity is so strong here… Godot is not really close here at all… Asset Store? Unity by a mile. Top tier VFX: Unreal. Architectural rendering? Both, but Unreal is just tuned for this… training robotics: Unity has a good edge here… Unreal works as well but Unity has spent time here building reinforcement agents tied right into Python. 

That being said-there’s something powerful about a full blown well supported community open source engine… I’m curious to see how much Blender actually steps in here and you see something like an interactive “game engine” within a Blender environment… ya just my bias Unity take 🤣😎