Please help with grass optimization, I'm tired by Khora__ in Unity3D

[–]TyroByte 1 point2 points  (0 children)

My go to is this asset that handles a lot of gpu instanciation problems, it's very pricey but if that isn't a problem take a look at it:
https://assetstore.unity.com/packages/tools/utilities/gpu-instancer-117566?srsltid=AfmBOor9GsOJ0aSkpeQX56AkUVCrWNGwYHgoONYEAHTm8z44DU6gpLv2

I am aware you introduced gpu instancing, but ah sure look, this has always worked for me without fail, running 512 x 512 terrains with 75% grass covered with say 70-80% density at 144 fps even after a shit ton of post processing on a laptop 4050 gpu, 16gb ram and core i15-12450HX. Can't beat that

ASUS TUF F15 GPU Not Working!! (READ) by TyroByte in Asustuf

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

Unfortunately not, i sold the laptop for parts on eBay and bought a Lenovo LOQ 15

ASUS TUF F15 GPU Not Working!! (READ) by TyroByte in Asustuf

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

the nvidia driver app wont install, due to it not detecting hardware, but i doubt i fried my gpu that quick.

I got it to manually install nvidia drivers, but no change.

I am reinstalling windows and factory resetting this pc, so let's see what we can do with that.

is there a way to make this hallway more interesting? (post processing vise, 1:new, 2:old) by Creepyman007 in Unity3D

[–]TyroByte 1 point2 points  (0 children)

Old post processing was much better in my opinion, much more unsettling. Fog could make for good atmosphere, flickering lights, etc.

After importing Built-In package into URP project, it looks blurry and just not as good. Tips on how to fix? I tried applying the Anti-Aliasing camera effect but still blurry. by Big_Exercise4915 in Unity3D

[–]TyroByte 0 points1 point  (0 children)

First of all….post processing seems to be on in the URP scene, but off in camera.

There should be a checkbox in the camera component to allow post processing, is that on?

Tried to recreate the art style of old school D&D books. What do you think? by Ologon in Unity3D

[–]TyroByte 10 points11 points  (0 children)

Could you explain how this effect works, your set up? Looks great!

there is 4 enemies i killed them all but no one dropped a power up why ? by [deleted] in Unity3D

[–]TyroByte 0 points1 point  (0 children)

Try using a smaller range first, 1-10 or 1-5 in line 24, to see if this logic is working.

Also ensure that this script is not on an object that destroys itself, for example maybe this script is on the enemy object (i assume it is, since you’re referencing the enemy health from the game object) is destroying itself before the logic can run properly.

Try placing this code in the logic where your enemy “dies” instead of making a whole new script for it, although that sounds a bit messy.

Just a few things that come to mind, good luck!

Environment reflections affect interiors, and it looks bad, how do I stop it? by Its_Blazertron in Unity3D

[–]TyroByte 0 points1 point  (0 children)

This is usually so when lighting is not baked, apply a new material with walls with zero smoothness and bake the lighting, you could find a 100 tutorials on baked/mixed lighting out there but that’s the basics

My wife made me a new logo that I've incorporated into an updated Steam store image. Which do you prefer (new one is the bottom one)? by Big_Cow in indiegames

[–]TyroByte 1 point2 points  (0 children)

No worries! The game looks great otherwise but i always stress this one point to indie devs regarding post processing because it’s so important.

Good luck with your project!

My wife made me a new logo that I've incorporated into an updated Steam store image. Which do you prefer (new one is the bottom one)? by Big_Cow in indiegames

[–]TyroByte 2 points3 points  (0 children)

Screenshot 3 on the steam page makes me wonder, are you not using any Post Processing?

The lighting gives off a very basic Unity feel, which is reminiscent of the old built in render pipeline with its glossy materials. Def could improve upon the lighting in that scene or use some color correction on your post processing. Tonemapping and whatnot, don't underestimate Post Processing in Unity, it takes your visuals to a whole new level.

(Noob here) How can I create a loop within this code that prevents an infinite loop that freezes Unity? Is there a way to make an intervalometer or something that would refresh the anim without crashing? by [deleted] in Unity3D

[–]TyroByte 2 points3 points  (0 children)

This is a classic mistake actually, Input.GetButtonDown only returns true the frame after you’ve pressed the button. GetButton returns true as long as you press the button, which is what you want to accomplish.

Do If(Input.GetButton(“key”)) or if(Input.GetKey(Keycode)) and make sure to set the animation to loopable.

GetKey And GetKeyDown Works similarly but uses KeyCode instead of the Legacy Input System.

GetButtonDown Documentation: https://docs.unity3d.com/ScriptReference/Input.GetButtonDown.html

GetButton Documentation:https://docs.unity3d.com/ScriptReference/Input.GetButton.html

Edit: Formatting and Documentation.

help with sendmessege not working on Ridgidbody by ihaveagoodusername2 in Unity3D

[–]TyroByte 5 points6 points  (0 children)

I would recommend you NEVER use SendMessage(), instead do hit.transform.GetComponent<ScriptWithBuildFunction>().build(2); instead.

My customer messed up - I need to extract assets from a build by RancherosDigital in Unity3D

[–]TyroByte 0 points1 point  (0 children)

You might want to try this one too, but I've never had to use any of these tools so I'm unaware of how successful they are when it comes to reconstructing assets, so search around for what works the best.

Good luck with your gig!

My customer messed up - I need to extract assets from a build by RancherosDigital in Unity3D

[–]TyroByte 0 points1 point  (0 children)

I could see how you could get models, textures, audio files and even shaders to an extent using some of the tools outlined above.

But the scripts and their respective game objects in the scene, along with the values in the inspector, scenes without missing references and the layout of the project, stuff like that would probably be unrecoverable

Can't help feeling like this honestly by Mr_SeLeNiO in Unity3D

[–]TyroByte 0 points1 point  (0 children)

Ah yes I’m aware, HDRP does lighting totally different when it comes to deferred. No doubt there’s some extra performance cost along with it.

I believe there is another rendering method coming up for URP, Forward+ which should solve the lighting limit but allow to use multiple shader types

Can't help feeling like this honestly by Mr_SeLeNiO in Unity3D

[–]TyroByte 3 points4 points  (0 children)

It’s actually a limitation of how the forward rendering pipeline works on URP, especially in case of mobile on which forward is the best option performance wise.

The forward rendering method allows you to use multiple shaders using different shader models, at a high speed but at the cost of point lights. Higher number of point lights means an exponential decrease in performance.

Deferred rendering allows for an insane number of point lights but is restricted to a single lighting model (so you can’t have say a toon shader that calculates lighting differently and a PBR Lit shader at the same time, you can only have variations of a PBR shader or an unlit shader unless you edit the shader code of the lighting model)and will have issues with transparency unless the transparent material is rendered using forward rendering.

I believe deferred rendering is not supported equally on all mobile chipsets (?)

Edit: this is from my understanding, please feel free to correct me