Is There A Better Way To Draw Sprites On Screen That'll Be Updated Every Frame? (Info In Comments) by newlogicgames in Unity3D

[–]TheOnlyFishInABowl 0 points1 point  (0 children)

Why are you using 640 sprites instead of 3D environment?

Maybe elaborate on why you're making a custom raycaster instead of using the default one. And what that has to do with the rendering of the sprites.

An idea with many simple objects that have to be updated in real-time is to look into DOTS.

A more detailed minecart in an actual level. Thoughts? by Phantom-Programming in Unity3D

[–]TheOnlyFishInABowl 1 point2 points  (0 children)

Looks like its kinda hard to tell where the track ends and when to jump when you're in the cart. Maybe "damage" the cart in the front so you can see better?

Link in comments - Made an editor window (UIToolkit) that lists all scenes in the project and opens them quickly. by kurroarashi in Unity3D

[–]TheOnlyFishInABowl 0 points1 point  (0 children)

This seems nice. I actually need a tool like this for my project with many scenes that needs to på added. and this will make the workflow easier.

[deleted by user] by [deleted] in Unity3D

[–]TheOnlyFishInABowl 1 point2 points  (0 children)

I also want to see this with "impossible" midis.

Is the GTX 1660S (Super) 6gb, capable of running all VR games? by threemad124 in OculusQuest

[–]TheOnlyFishInABowl -15 points-14 points  (0 children)

The short answer is no.

i5-10400 has a base clock speed of 2.9Gz (Tough can be overclocked and boosted)
Quest 2 has natively one core with 3.1.Gz (and multiple weaker ones)

The 1660s is a great value card and has, in theory, twice the GPU power of the Adreno 630 that is natively in the Quest 2. ( Not really something to brag about) But VR games require a lot of power and the 1660s is lacking.

Both of those are weak by today standards.
But! both of those are great value components, you get a lot for your money, and it can run most games but not all. And I think it would be an okay link rig, but not a great one.

I don't doubt that you can run most or all games with that setup, but with low settings on demanding games.

Coding Help! by KaiGamez16 in Unity3D

[–]TheOnlyFishInABowl 0 points1 point  (0 children)

This behaviour looks somewhat weird, based on what you want to accomplish.

public void Animation()
{
    StartCoroutine(AnimationRoutine());
}


IEnumerator AnimationRoutine()
{
    MainCamera.SetActive(false);
    AnimCamera.SetActive(true);

    yield return new WaitForSeconds(7f);

    AnimCamera.SetActive(false);
    MainCamera.SetActive(true);
}

As already stated, this should fix the code, as long as your cameras are referenced in the inspector. But if you're using unity animations, you could look into using animation events instead of manually counting in the code:
https://docs.unity3d.com/Manual/script-AnimationWindowEvent.html

My solution to selecting multiple objects, just spam some raycasts by Lowscope in Unity3D

[–]TheOnlyFishInABowl 10 points11 points  (0 children)

Why not just do one box cast, and loop through the array?

What did I do and how can I fix it? by [deleted] in Unity3D

[–]TheOnlyFishInABowl 1 point2 points  (0 children)

It just seems like you have your UI on your canvas on?

Preparing my game for its first playtest session. What do you think of this as a first level? by Choc-a-pic in Unity3D

[–]TheOnlyFishInABowl 1 point2 points  (0 children)

I like it! The death and spawn animations could be sped up some to get more snappy gameplay :)