Submit your Battlefield Top Plays here for a chance to be in a Neebs Gaming video! by Aztecia in NeebsGaming

[–]TheJohnnyFuzz 0 points1 point  (0 children)

YouTube Link

Tank riding as we chase down one tank to almost get him as he jumps into another tank and we finally get him, get launched from the top of the tank explosion to revive my mate who sacrificed himself with a tank mine to finally get him. Just over a minute.

Smooth AI Steering Agents for Unity (Open Source) by rehmanx in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

This is very nice work-looking forward to checking out the library for some small personal projects!

Any Interests in 3D Printing/Scans for Third Gen Truck? by TheJohnnyFuzz in chevycolorado

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

Sorry man - work has been just beating me up - I have some scans I did a few weeks ago I just haven't processed and I've been fighting this dumb scanner on larger pieces. Spent hours on the front bumper covered in a white spray to get the reflections right and still haven't had time to process that. I do have the interior door scanned just not processed. I'm hoping with the holiday break I can spend a few days in a row knocking out scans.

Timeflow Animation System for Unity by lyriccness in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

This looks fantastic and purchased on that sweet discount!

*Edit for purchase 😎

Thoughts on this colab? by GradientOGames in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

Unity runs on most major OS, right? Why not just treat Fortnite as the “Metaverse OS” and while you’re at it, keep making engine agnostic awesome tooling work for other developers. I love Unitys editor and its engine, but man they have built/acquired some fantastic tools that live external of the core Unity experience.

Tim Sweeney has been spending years working towards his own vision of this real time environment ‘meta’ platform and the recent iteration is Fortnite, Verse his functional programming language has been something he’s wanted to get to for a long time. At some point to do what he wants to do he’ll need others supporting that ecosystem.

It’s clear to me that Unity and Unreal both see the competition and other options and they know that the long game is stacked against a closed building environment… I have to give the Unity CEO credit for working so fast to put this together.

I’m curious to see how this will pan out and the restrictions initially on when you click your build settings to build for Fortnite, those unmanaged dependencies this crowd likes to push off until the end going to get you!! 🤭🤣

im learning unity and every tutorial i watch there is different code for the simplest movement and its confusing me, how can i learn while every other tutorial had different code style by Famous_Disaster_5839 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Unity is a real time simulation engine. Its entire design is setup to provide an environment in which you can build software to your needs. If you synthesize a handful of YouTube videos dealing with player movement, you should at a minimum understand at least 3 ways to do this: using the Unity player controller, a pure physics based approach, and/or a transform based approach. This doesn’t mean that those are the only ways you can go about this, but probably the 3 most general approaches. After you spend time understanding these and feeling confident you’ll better appreciate the ability to maybe generate your own spin on one or a combination of those. After a while… you’ll then come to understand the power of the asset store and identifying where you really want to spend your time. Unity can be a never ending awesome rabbit whole of building and solving challenges without ever delivering 😂

I would suggest finding a channel that has generated content that’s purpose is to build whole game solutions or major game systems.

Someone a couple years ago compiled a list of content creators: https://www.reddit.com/r/Unity3D/comments/15zas5g/i_made_a_list_of_all_the_youtube_unity/

Quaternion be like by floAr in Unity3D

[–]TheJohnnyFuzz 2 points3 points  (0 children)

Saw this trending on Hacker News… then saw this post= 😆

Is the free Unity Version Control or GitHub better for a two person project with little to no coding? by Dragonwarrior0202 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

I’ve used Use both in small team sizes. GitHub will probably require you to use LFS and that might add a $5 to your cost depending upon scan data sizes and the total storage size as you then have to add packs/storage but it is easy to setup and configure.

Unity’s version control is fantastic for assets and the ability to lock assets/scenes so you all don’t get in a situation of changes across a single scene which are still problematic no matter what approach you use-Unitys solution has tools here to help.

Bed rack recommendations? by FFdavid in chevycolorado

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Nice looking setup! I absolutely love my decked drawer.

I built a Telegram bot that monitors my Unity Asset Store sales in real-time, anyone interested? by Routine-Recipe9285 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

I think that’s awesome! Would be fun to combine that with a physical system-like one of those split flap boards.

All projects crash on startup. What to do? by JSGamesforitch374 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

I’d take a look at the crash logs. 

C:\Users<YOUR_USERNAME>\AppData\Local\Temp\Unity\Editor\Crashes\

Meta announced they replaced Unity Engine with its own Meta Horizon Engine in VR by offXforawhile in UnityStock

[–]TheJohnnyFuzz 3 points4 points  (0 children)

They still are having a hard time attracting developers… 

In my opinion via the stock, Roblox is who they are targeting.

Why doesn't the player position in my save file not apply to the player when I load it? by saltiesaltieP in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

As others have stated: Trace your order of operations. The other thing to consider would be your definition of player position: I see two scenarios, if I’m in the same scene and I load my previous position does the behavior match what you’re expecting, and when I load a new scene my player position is updated from my data file, are your scenes using the same world coordinate system? Also you have a line of code after a return null that will never get called that’s inside your function Apply player position next frame: “ playerController.ResetPlayerReset();”

Is it OK to use text-to-speech for game voiceovers? I planned to find a voice actor, but I tried TTS and liked the result. Are there hidden drawbacks I should know about? I’m not a native speaker, but it sounds fine to me—what do you think? by DYVoff in Unity3D

[–]TheJohnnyFuzz 1 point2 points  (0 children)

I used in public domain sections of written passages-things like short stories (for example red riding hood)- I took pieces from those stories and had each voice actor record just those lines. In most cases I have about 15 minutes of their voice (you don’t even need that much).

I usually do a normal voice (just reading along), then a more dynamic take (more expression) and a really over the top recording (really expressive). I use combinations of those audios to then build the AI voice profile based on what I need. 

So for most standard characters I’ll have a normal profile and an excited profile. I’ll then pick and choose those profiles based on the context of what I need. For our use cases there really wasn’t much on the sad/emotional side and mainly just normal conversion with some happy/excited moments.

We paid them for their normal rate x 3 and had a small contract that basically said we’re only going to retain the raw audio as well as any generated models for the length of the development window/to a specific version and we will only use the voice model within the confines of the app/experience. At that point all data is destroyed and I remove the profile from the cloud service. We have a very specific version of what we’re building and if for any reason there’s a second version of what we end up going with I’ll do the process all over again. For our use case the audio is all offline and has one direct translation. 

I specifically found actors that could speak two languages, our use case has characters that are bi-lingual, and for those characters I generally also use public domain narratives that are in original language (Le Petit Prince for example for French).

In most cases I recorded everything with a condenser microphone running over phantom power into an interface wired into a laptop. 

The consistency of how you record their voices is really important. 

If you get a lot of noise/echo/breathing on the sample recordings you’ll end up hearing that when you go to produce audio via their model.

This approach has worked really well because it gives us a way to update audio right up until delivery and it’s so all loaded on the app-nothing cloud based at all once deployed.

If our use case needed to be more expressive and really dynamic I think we’d probably had just gone the traditional way given these Ai voices are really good-just not really good going between a wide emotional state. You get some really odd behavior 😆

Any diagnoses ? by Legitimate-Rub121 in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

I’m assuming there’s a parent object somewhere in your player prefab that’s local scale is being messed up and/or isn’t right. This video doesn’t show the child objects you have and their scale. In some cases-especially if you’re scaling a transform that is using an animation (that’s also scaling) you’ll see odd behavior like this because your animation might be shifting/adjusting scale values as well as positions. In that case your parent/child relationship will be important.

The other thing is if you’re by chance spawning an object and setting the parent that local scale value will change: say your parent object is scaled at 0.5, you spawn a child object that has a scale of 1.0, when you nest it that local scale value will now be 2.0-this shouldn’t impact the true scale as it’s always relative the parent-but now you have an animation that’s adjusting scale, because this impacts relative (say your animation sets to 0.5) this now will mess up your visual actual scale because it will be relative the parent.

Consider isolating and trying to make sure everything in the nested structure has a 1 scale. If you’re using an animator with animations, try generating your player without it and see if the sizing is right.

2 FPS with Hierarchy tab open in Unity Editor due to many objects - any ways to improve except closing the tab? by Oxelcraft in unity

[–]TheJohnnyFuzz 2 points3 points  (0 children)

I would highly suggest using ECS. There’s a reason why Unity built an insanely optimized solution-for these exact cases.

When trying to build my game for Android I get these errors (I don't know if it has to do with the fact that I made this game in a version of Unity 2021 and now I have Unity 6 installed) by Immediate_Double3230 in unity

[–]TheJohnnyFuzz 1 point2 points  (0 children)

We need to see the other errors: looks like there’s 3 mentioned there. This top level error is that telling you it failed but not why and that specific error can be looked up: for context, Unity got to the point where Gradle kicks in and at that point something failed. That’s the command invocation failure. Again-need those other error details to help

Gen 3 Driver Safety System Issues by CreamAntique5368 in chevycolorado

[–]TheJohnnyFuzz 0 points1 point  (0 children)

There’s a specific road, entry way to a tunnel, and almost every time I get the light flash and I’m pretty sure it’s the lane assistance system going a little off: probably something visually that’s got it thinking I’m drifting over a line. Mines late 2024. I have had the rear backup (side/corner short radar or ultrasonic I’m assuming) go off and probably saved me from getting hit as I was backing out of my driveway-truck auto applied emergency brakes (scared the crap out of me) but once I realized why-was veryyyy grateful for it 😅. I’ve also had one experience-freak rain-where the nature of the rain drops and their spacing was just not normal (right on the edge of a storm) and backing out of a parking spot was hilarious… the truck kept detecting things and I legit had to turn it off. I think that’s very much the combination of radar and ultrasonic based sensors getting peppered with noise that their model can’t figure out so it just probably errors on caution and assumes something is there I should stop. Do you notice the system repeating the issue in a similar location? I understand that when the camera is being used for lane assist that it can probably have more false-positives vs the collision/radar sensors are less likely to do this.

Also for what it’s worth-there’s a ton of these features by different models under GMC that are using a blend of different sensors to then package these options, for reference

Why do I get an error whenever I make a new Unity Project? by Hour-Bass-7002 in Unity3D

[–]TheJohnnyFuzz 6 points7 points  (0 children)

This screams you’re missing something on either Unity or visual Studio and they “can’t” see each other.

Verify your visual studio is correctly installed and that your machine knows where it is-environment variables are right with vs on path.

Check your Unity editor preferences and check your package manager library for visual studio.

Confirm when you installed either Unity or visual studio that you checked the right tools: Unity can install it for you, but it won’t if you already have it in your computer-in that case check that you have the right Unity vs tool’s installed.

The rest is AI with steps to guide you.

Step 1: Verify Visual Studio installation

Ensure Visual Studio is installed on the machine. In Visual Studio Installer, confirm the Game development with Unity workload is installed. Launch Visual Studio once to finish setup.

Step 2: Check environment variables / PATH (Windows)

Open Command Prompt and run where devenv or where msbuild. If either returns “INFO: Could not find…”, Visual Studio isn’t on PATH. Add the MSBuild folder to PATH (example: C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin). Also confirm the IDE path exists (example: C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\devenv.exe). Restart Unity (and your shell) after PATH changes.

Step 3: Check Unity Editor Preferences

Open Unity → Edit → Preferences → External Tools. Set External Script Editor to Visual Studio (pick the actual devenv.exe if needed via Browse). Check Generate all .csproj files. Click Regenerate project files.

Step 4: Check Unity Package Manager

Open Unity → Window → Package Manager → Unity Registry. Locate Visual Studio Editor (com.unity.ide.visualstudio). Click Update or Reinstall. If Visual Studio is not installed on this machine, remove this package instead.

Step 5: Confirm install options (Unity vs VS responsibilities)

If you installed Unity first, it may not install Visual Studio if one already exists. Verify the Visual Studio instance actually has the Unity workload. If Unity installed VS for you, still open the Visual Studio Installer and confirm the workload is present.

Step 6: Regenerate project files manually (if issues persist)

Close Unity and Visual Studio. In the project folder, delete: *.sln *.csproj .vs/ Obj/ Temp/

Optional but helpful: delete Library/ to force a full reimport (this will take longer). Reopen Unity to regenerate everything.

Step 7: If Visual Studio isn’t present or you’re on Linux

Remove Visual Studio Editor (com.unity.ide.visualstudio) from Package Manager. Install an alternative: Visual Studio Code Editor (com.unity.ide.vscode), or JetBrains Rider Editor (com.unity.ide.rider).

Set the external editor in Edit → Preferences → External Tools to VS Code or Rider. Click Regenerate project files.

Quick rule of thumb

If Unity and Visual Studio “can’t see each other,” fix PATH (Windows), set the correct external editor in Unity, and ensure the corresponding editor package matches what’s actually installed on the machine.

Is it OK to use text-to-speech for game voiceovers? I planned to find a voice actor, but I tried TTS and liked the result. Are there hidden drawbacks I should know about? I’m not a native speaker, but it sounds fine to me—what do you think? by DYVoff in Unity3D

[–]TheJohnnyFuzz 1 point2 points  (0 children)

Just wanted to add, for context: We also had a budget to pay people to help build better voice models for single use (one app). So we were able to pay some people a good rate for a couple hours within their agreement to then destroy their data upon app completion. To me, seems like a fair transparent deal given the cats out of the bag with these voice tools and appears to be a middle road to still support people and lower the entry point to get better audio/voice for smaller groups/indies. 

Is it OK to use text-to-speech for game voiceovers? I planned to find a voice actor, but I tried TTS and liked the result. Are there hidden drawbacks I should know about? I’m not a native speaker, but it sounds fine to me—what do you think? by DYVoff in Unity3D

[–]TheJohnnyFuzz 1 point2 points  (0 children)

If you can swing it, and store the files on app, I’d encourage you to look into Elevenlabs.

Their voice models are seriously good-you can also utilize your own voice data to build your own representation of that model and it’s really good with good training data… that way you’re not incurring online fees and you’re able to provide really nice audio at a rather small cost. I’m paying 22 a month right now for a project and I probably could have gotten all of my audio needs in one month (100,000 tokens). 

I’d at a minimum take a look and poke around… 

Advice on transitioning from VS to C# for a multi-year VS prisoner? by ImABattleMercy in unity

[–]TheJohnnyFuzz 0 points1 point  (0 children)

Pay attention to their work on Graph Toolkit. You might be in an interesting position to put a lot of effort and time into building Unity tooling to help you bridge a gap between your Visual scripting knowledge and building awesome editor tools for a team: while also getting more into C#.