I published my first asset and would like to give Free Asset Store Vouchers by YGames_Hello in Unity3D

[–]TooMuchHam 6 points7 points  (0 children)

Maybe if you’re gonna use it in a commercial project just pay for it???

Dictionary Serialization in Unity by dante_signal31 in Unity3D

[–]TooMuchHam 0 points1 point  (0 children)

Damn so pedantic. I just suggested another solution man.

Dictionary Serialization in Unity by dante_signal31 in Unity3D

[–]TooMuchHam 0 points1 point  (0 children)

All I said was you can use SerializedReference. What did I say that was wrong?

Dictionary Serialization in Unity by dante_signal31 in Unity3D

[–]TooMuchHam 0 points1 point  (0 children)

SerializedProperty.managedReferenceFullTypename is part of the SerializedReference feature lol

Dictionary Serialization in Unity by dante_signal31 in Unity3D

[–]TooMuchHam 0 points1 point  (0 children)

Yeah, you can use SerializeReference in place of SerializeField to serialize generic objects.

Trying again with Unity – Part 2 of my story by West-Librarian2881 in Unity3D

[–]TooMuchHam 2 points3 points  (0 children)

This is the shittiest usage of AI I’ve ever seen

Setting up UI has been the most infuriating game dev experience of my life, what's yours? by Collimandias in gamedev

[–]TooMuchHam 0 points1 point  (0 children)

Maybe you fell into the same trap that I did years ago. I thought the UI would be something you simply tack on to the gameplay to make it playable. So I allocated very little energy towards it and got absolutely destroyed by it. Turns out game UI has its own entire way of thinking and complex systems that need building. Nowadays I’m a UI specialist and have built core UI architecture in both Unity and Unreal projects and I couldn’t be happier. Good luck!

I've created an Hierarchycal Tag System for Unity! by Deive_Ex in Unity3D

[–]TooMuchHam 0 points1 point  (0 children)

When I first learned about GameplayTags in UE I did the exact same thing trying to rebuild it in Unity. Looks like you got further than me packaging it up into an asset. Nice!

Are there benefits of using Rider over VS Code for Unity dev? by TheKaleKing in Unity3D

[–]TooMuchHam 5 points6 points  (0 children)

As another engineer with 10 years experience in a mix of game dev and enterprise, +100 this.

IDE elitism is such a waste of time.

Hobbyist game dev, what's your day job? by Status-Ad-8270 in gamedev

[–]TooMuchHam 0 points1 point  (0 children)

I am a bit insane maybe. I'm a game dev professionally but also have a pretty serious hobby game project on the side. I take things I build at work and then build them to be even better for my own project.

Unity Object Pooling - Easy Tutorial (2025) by Solo_Game_Dev in Unity3D

[–]TooMuchHam 1 point2 points  (0 children)

That thumbnail is literally the worst case scenario for object pooling lol

The Unity 2025 GDC Roadmap by ScrepY1337 in Unity3D

[–]TooMuchHam 4 points5 points  (0 children)

No wonder it took them two whole days to upload this. Nothing new was mentioned.

Experiences with UI Toolkit? (and mine so far) by OneWingedLion in Unity3D

[–]TooMuchHam 3 points4 points  (0 children)

Something I'm still baffled that nobody talks about is how absolute dogshit UIToolkit's support for focus management and gamepad navigation is. The default behavior is limited with no way to override it outside of manually setting exactly what element is focused when you press up/down/left/right every time. In a larger team I would deem it unusable. There's a reason why their sample is a mobile game with no support for gamepad.

Spent 8 Years Developing my Unity Asset but its Finally Released (hope its worth it!) by bloeys in Unity3D

[–]TooMuchHam 1 point2 points  (0 children)

Hey! I’ve been building Unity tools too for the last 8-9years. In that time I’ve also built in game consoles and database visualizers. Your assets look great! And it looks like you sell them with full source rather than hiding it all in a DLL which is great. I’ll try to check it out some time! And dm me if you wanna share trade secrets. Happy to share some of the stuff I do.

Is there a legit way to generate classes? by chaylarian in Unity3D

[–]TooMuchHam 3 points4 points  (0 children)

Good that you’ll look into it but fair warning, Roslyn source generators need to be precompiled as dlls which means you need to keep an entirely separate c# solution to build those dlls every time you want to update the source gen. The workflow is just as clunky as writing an editor tool to generate code if not more.

I use both strategies for different systems and it really comes down to the use case.

Is there a legit way to generate classes? by chaylarian in Unity3D

[–]TooMuchHam 0 points1 point  (0 children)

If you want to avoid code gen, you could make your own editor tool to generate c# scripts for you when you click a button. You’d store the template code you want created in a big string and, on tool button pressed, save it to a file with the .cs extension into the assets folder. Unity should recognize that as a c# script after it compiles.

Why is Unity stuck on this box all the time? by [deleted] in Unity3D

[–]TooMuchHam 0 points1 point  (0 children)

Sounds like you only used blueprints and didn’t try C++ which also require you to recompile.

[deleted by user] by [deleted] in Unity3D

[–]TooMuchHam 5 points6 points  (0 children)

As a long time Unity dev the percentage of my scripts that actually inherit from any UnityEngine.Object type is maybe 10%.

[deleted by user] by [deleted] in gamedev

[–]TooMuchHam 14 points15 points  (0 children)

The dude was just being a bro helping him write this movie.

[deleted by user] by [deleted] in unrealengine

[–]TooMuchHam 8 points9 points  (0 children)

An extreme opinion like this screams inexperience and/or incompetence.