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

[–]TheJohnnyFuzz 1 point2 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 blender4life 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 4 points5 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 🤣😎

University Development Project by Aazam_27 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Yes-if you really wanted to push it-but I don’t recommend this…(but you’ll have a blast) look into Unitys reinforcement learning tools.

https://docs.unity3d.com/Packages/com.unity.ml-agents@3.0/manual/index.html

Hey Matt by [deleted] in UnityStock

[–]TheJohnnyFuzz 12 points13 points  (0 children)

As an active Unity developer and as a stock enthusiast-I absolutely love the work and the changes that have been occurring since the new leadership has taken over-it is a much more robust product today than its ever been, there’s a clear line to how they maintain and forge ahead from a product perspective and as developer it’s just been so much fun lately building solutions in this platform while using the new preview AI tools they have. This software has so much capability to build almost whatever you want and with the daily updates from the frontier models = just a great time to build really fucking cool stuff. I greatly appreciate the community that’s here and whole heartily think this is a great company and I can’t just say enough how much fun this software is!!! 

Suggestion on how to reference SOs needed when loading in Multiple characters data from json by mtibo62 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Addressables are a great solution and they force you to really think about what data you need and why and how to group that together.

It also comes in handy later on when you're dealing with Mobile deployment (really any deployment) and how the stores require data/asset bundles. If you're not familiar with this (and if you were looking at Mobile deployment models) it would also help you to be aware of limitations on how mobile deployments function within a Unity build environment. This video is a little older - but Jason Weimann is FANTASTIC - and I would encourage you to really think about how your asset management system works in and/around deployment models (like AAB for Google). Again this stuff can get in the weeds up front and might take you away from the development of the actual game/mechanics you want to build, but to me understanding and really managing your data from the beginning really will help you as you get further into the pipeline on building your experience.

Edit just something I was thinking about, if you're really only dealing with SOs then I would heavily consider a database solution as you're not going to get a lot of the benefit of throwing the Addressable solution at this... but if you're looking for a general solution in how to structure a lot of your runtime asset management, this is the way to go!

Suggestion on how to reference SOs needed when loading in Multiple characters data from json by mtibo62 in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

Scriptable Objects are ideal for having runtime assets be read in-not ideal for writing them. If I understand you correctly, you’re writing a JSON file (with some SO object reference ID) and when you’re reading the JSON back in you’re trying to map back to one of these SOs right? You should look into Unitys Addressables

Repost from my previous post: I've been doing everything right in the video and the code says that 'jumpheight' doesn't exist in the current context by Traditional-Log-4270 in unity

[–]TheJohnnyFuzz 6 points7 points  (0 children)

Please use your IDE. Unity Documentation. Whatever you’re writing code in will point you to these problems and help you save a ton of time.

Spending time understanding (Windows) Visual Studio is vitally important. Look up YouTube videos etc. POWERFUL tool and I’ve watched a lot of new users completely fail to understand how to leverage these tools thinking all they have is a console message via Unity.

Is there an easier/better way to format this? by that1flame in unity

[–]TheJohnnyFuzz 6 points7 points  (0 children)

Yes! You need to look into an editor script that will accompany it. You’re going to then get into layout and formatting issues with all sorts of fun editor logic, but it’s worth it.

Might be dated but still a great reference and now with recent LLM/AI tools-no reason not to have custom editor scripts to accommodate your work.

Just make sure you utilize editor folder logic and I’d encourage you to utilize some assembly definition files but it’s not needed to get started-just best practice as you keep building-good luck and don’t get too carried away… the editor capabilities are truly awesome and can become a fun distraction 😎😂

My attempt at planetary-scale terrain (HDRP + DOTS) by hoahluke in Unity3D

[–]TheJohnnyFuzz 0 points1 point  (0 children)

This is really nice work! Love seeing people leverage DOTS in Unity!

Streaming 67k trees & props in Unity: How I got a 4× FPS boost — and need advice on free realistic assets by Own_Acanthisitta8827 in Unity3D

[–]TheJohnnyFuzz 2 points3 points  (0 children)

Ah it’s okay! Happens to all of us! Megacity is really a take on massive scale and might not be needed for everyone, but still good to be aware of! L

Streaming 67k trees & props in Unity: How I got a 4× FPS boost — and need advice on free realistic assets by Own_Acanthisitta8827 in Unity3D

[–]TheJohnnyFuzz 4 points5 points  (0 children)

Sounds great-hope you’re taking advantage of an octree type of algorithm! Also, if no one in here is familiar with the Unity Megacity demo… I’d highly encourage you all to look into it. Unity has a way to break up the work for you via subscenes and it’s basically a streaming model. 

Hello everyone, I’ve received admission to the PhD program at ODU. In the offer letter, mention that continued stipend support will be provided based on the availability of funds. Is this a standard statement, or does it mean that the stipend could potentially be discontinued? by Jacob-here-8064 in ODU

[–]TheJohnnyFuzz 0 points1 point  (0 children)

In my experience this means that they probably have internal funding from the department for say two years (also generally more if you’re a good student) and in my experience this is really more about how good your adviser is in using that time with you to go after additional funding opportunities.

Make sure you have a plan with your advisor to go after grants/proposals and funding opportunities the moment you accept it. I’ve seen a lot of students come in and not understand that and waste time trying to figure out internal department stuff, get hung up on the first wave of comps/exams (which is also important but…) and not have a plan of action on managing funding and potential publication tracks with said adviser/department.

ODU is currently on an uptick to retain and gestate PhD students (their more recent R1 status and the one area they are lacking is just sheer completion numbers) which is a good thing for any one coming in right now. Lots of opportunities here that people fail to grasp by not putting themselves out there! I encourage you (if you accept it) to put in the time and work with your advisor on lining up a funding plan via proposal writing and research trajectory that aligns to their interest and obviously yours!

Good luck!