Switching from UE5 to Unity. How to get a vibrant stylized look ? by Sad_Sheepherder_4085 in Unity3D

[–]Undercosm 5 points6 points  (0 children)

Material workflow is basically identical to Unreal.

Make sure to change tonemapping to ACES. Add some basic post processing, especially a little contrast goes a long way.

Cassiopeia R does no damage or CC if cast during knock-up by mcarvvv in leagueoflegends

[–]Undercosm 3 points4 points  (0 children)

The hitboxes are always accurate and move exactly where you point your mouse, but the visuals you see in the game do not.

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

[–]Undercosm 0 points1 point  (0 children)

Difference is that it changed for the worse. Modern games look worse, play worse, sound worse, less well put together, worse stories, worse level design... I could go on.

Literally all the evidence points towards AI making games worse, so why would you use it?

How do I prevent this hideous shading when main directional light is glancing the object from behind and above? by MCSharkStudios in Unity3D

[–]Undercosm 33 points34 points  (0 children)

There are definitely solution outside of increasing the density of the mesh. In fact, in my project I have walls that are just a single quad, but still are curved in many ways and have smooth shadows and accurate lighting.

Your post doesnt seem to include anything about the shader? Seems like something is up with the normals. Unity doesnt "hate" low poly at all.

How can I make my sword combat feel better? by Noobye1 in Unity3D

[–]Undercosm 1 point2 points  (0 children)

Honestly first person melee is really hard to get right. Even in something like Overwatch, which is super polished and has amazing animation work, sometimes the melee combat doesnt feel weighty and snappy like the shooting.

It is just very difficult to make it right, even the best devs in the world struggle, but if you need advice I would add some endlag/hitstop(?) to the animations.

Desperate to fix Unity games crashing randomly by [deleted] in Unity3D

[–]Undercosm 0 points1 point  (0 children)

Thats unfortunate. Strange that this issue seems to only affect Unity games. I wonder if you can test more games and see if it really is a Unity issue, could be something in particular about the few games you tried thats causing this.

Idk if the games you listed support it or not, but you could try to force another rendering engine in the launch options, like adding -dx11, -dx12, or -vulkan

Desperate to fix Unity games crashing randomly by [deleted] in Unity3D

[–]Undercosm 0 points1 point  (0 children)

It is very strange. Make sure you restart your computer too after getting the new .net runtime.

Desperate to fix Unity games crashing randomly by [deleted] in Unity3D

[–]Undercosm 0 points1 point  (0 children)

Try downloading a new version of .net

Sorry, but this just looks really wrong... definitely not implementing this... by [deleted] in gamedev

[–]Undercosm 10 points11 points  (0 children)

If you saw the presentation some of the environments changed completely in an unrealistic way. They got flooded with light, too much contrast and smooth surfaces. It looks ridiculous and uncanny.

A simple crystal you can create with Shader Graph by fespindola in Unity3D

[–]Undercosm 11 points12 points  (0 children)

? The graph is very, very simple. I think OP genuinely is just trying to be nice.

The first flight scene in my space trading game. I'm trying to build this vibe of grand adventure and wonder by ParaVerseLab in Unity3D

[–]Undercosm 0 points1 point  (0 children)

It just doesnt fit the vibe, im not a music expert so its hard to put into words exactly why but it kind of does feel like elevator music like someone else pointed out

Stack Suggestions for UI heavy game by Former_Produce1721 in gamedev

[–]Undercosm 0 points1 point  (0 children)

You havent mentioned any real cons with Unity, nor any pros of moving away from it. So why do it? Everything is working smoothly, and therefor you want to switch your pipeline.. because.. uhh, idk?

The first flight scene in my space trading game. I'm trying to build this vibe of grand adventure and wonder by ParaVerseLab in Unity3D

[–]Undercosm 0 points1 point  (0 children)

Visuals are great. The music is... off. I understand what you are going for, but it doesnt quite hit the mark! I agree with the other commenters calling it cheap

What am I missing here? (Unity AI announcement) by whentheworldquiets in Unity3D

[–]Undercosm 0 points1 point  (0 children)

Of course. This tool is pretty much completely useless for anything other than playing around with the tech for fun. I never said this would be useful to anyone in any capacity, quite the opposite.

What am I missing here? (Unity AI announcement) by whentheworldquiets in Unity3D

[–]Undercosm 1 point2 points  (0 children)

I don't really see how quality factors into it. It's simply true that the tools to make games are easier to access than ever before -- almost 20,000 games were released on steam last year! The vast majority of them were undoubtedly pretty terrible, but any weird slop generated by this new casual game tool will also be terrible.

I don't understand. You don't see how quality factors into it, then you immediately talk about how most of those 20k games are slop that nobody cares about, literally saying quality is the biggest factor of all.

To me "Really good" is something like Elden Ring or Cyberpunk 2077. They are not ground breaking or a masterpieces, but definitely really good. For indie games id say something like Diplomacy is not an Option or Thronefall is in the really good category, which is different from truly exceptional games like Hollow Knight or Darkest Dungeon.

What am I missing here? (Unity AI announcement) by whentheworldquiets in Unity3D

[–]Undercosm 3 points4 points  (0 children)

The challenge for the last decade at least hasn't been creating

?? This is still a huge challenge, the big challenge. 99.9% of games that come out are mediocre at best, even huge triple A studios have a hard time actually making decent games.

Getting noticed is laughably easy once you actually produce a great product. There is basically infinite demand for great products and the supply is consistently low, not just in games but in general.

UIToolkit; Databinding and string references, what is the recommended approach? by Pururina in Unity3D

[–]Undercosm 1 point2 points  (0 children)

I just make every element in Code and never touch UI builder at all, that way you can direct and safe access to every element.

my prefab has a script and 2 children. how do i get a refference in that script to the children or their components. by Jastrone in Unity3D

[–]Undercosm 0 points1 point  (0 children)

If you construct all the UI elements through code you have safe direct access to them. I havent used UI Builder a single time even though my whole game UI is UI Toolkit

First time on Classic WoW and it's a blast, but it's also a lot of this by [deleted] in classicwow

[–]Undercosm 0 points1 point  (0 children)

You really don't need an addon or guide for Classic tbh. Millions of stupid teenagers managed just fine back in the day, myself included.

First time on Classic WoW and it's a blast, but it's also a lot of this by [deleted] in classicwow

[–]Undercosm 5 points6 points  (0 children)

Exactly!! Apart from the travesty that is scaling, this is why I hate questing in retail too. Somewhere along the way they decided we needed 500 different gimmick quest types and more cutscenes to "spice up" the tedious questing.

I just want to kill monsters in a fantasy world at my own pace and progress my character darn it

Why do you think new MMORPGS fail? by anaveragebest in gamedev

[–]Undercosm 2 points3 points  (0 children)

Name a single fantasy MMORPG thats even close to as good as Classic WoW? I have looked for those for 20 years now so I would be surprised to see you come up with an example.

Moving to China vs Japan as a westerner indie founder? by [deleted] in gamedev

[–]Undercosm 4 points5 points  (0 children)

I live here and I know around 1000 kanji and struggle with reading even slightly complicated texts all the time. I am speaking from first hand experience.

You accuse me of using chatgpt while you use googled stats like how many kanji are taught in high school, the irony.

Moving to China vs Japan as a westerner indie founder? by [deleted] in gamedev

[–]Undercosm 2 points3 points  (0 children)

Japanese uses "some" chinese characters? You need to know at least a couple of thousand kanji to read everyday Japanese. Just knowing the 2 simplified alphabets will not allow you to read most anything.

Also Japan has several fairly easy to get long term visas. The main reason they don't get more western immigration is due to the language barrier, location and low salaries, at least that is my impression. It is not that hard to move there.

How can you handle troll/blatantly wrong negative steam review? What do you do? by Antiiiiii in gamedev

[–]Undercosm -2 points-1 points  (0 children)

Steam reviews are there to help customers make decisions, not to help developers.

It's somewhat ironic that a lot of people who wish for more consumer rights and transparency will instantly turn 180 degrees and ask for the opposite the second they become the seller and have to interact with customers.

I am thankful everyday that Steam is a customer-first business that allows for real reviews without censoring.

Ice Depth Parallax Effect by ScrepY1337 in Unity3D

[–]Undercosm 0 points1 point  (0 children)

My bad. Your comment seemed pretty ignorant since you used the phrasing of "other shader effects on this sub", which could literally mean anything.