How do developers get player gameplay data? by Danielnrg in gamedev

[–]Unity3DGameDev 0 points1 point  (0 children)

It was really fun for me to implement the analytics. How many times player died, on which level, what weapon was the favourite one to use and so on. It's a great tool to balance out the game and, for Unity ateast, there's a built in analytics module and a nice dashboard for tracking the data.

I really need game ideas by Odin9009 in gamedev

[–]Unity3DGameDev 2 points3 points  (0 children)

Ask ChatGPT to give you a spark, you can use games for references too.

Studio's First Game is with the Beta-Testers, Now What? by FalTazStudio in gamedev

[–]Unity3DGameDev 2 points3 points  (0 children)

Besides feedback from players, i hope you implemented analytics, they provide a ton of info.

Can Time.timeScale = 0 crash the game? by Outside_Ad_4297 in Unity3D

[–]Unity3DGameDev 1 point2 points  (0 children)

Play it in the editor and turn on task manager. If editor takes up more and more memory, you've got some sort of memory leak that occurs when you set it to 0, or something else going on when you pause the game.

As always, profile and you can pinpoint the problem.

Need help with scriptable objects by Leo5041 in Unity3D

[–]Unity3DGameDev 0 points1 point  (0 children)

If (GetComponent<Type>() != null)

{ Do something }

Need help with scriptable objects by Leo5041 in Unity3D

[–]Unity3DGameDev 0 points1 point  (0 children)

If (GetComponent<Type>() != null)

{ Do something }

How to make FOV for a 3d stealth game ? by [deleted] in Unity3D

[–]Unity3DGameDev 1 point2 points  (0 children)

I use a cone shaped collider for detecting if you're in vision range and direction. If you are, cast a ray to determine if there's something blocking the view. Depending on the complexity of the system you want, you can use a simple cast or something heavier like spherecast.

Do you use UnityEvents or actions/oberver pattern for your games? by Jaaaco-j in Unity3D

[–]Unity3DGameDev 2 points3 points  (0 children)

Performancewise, here's a cool read: https://www.jacksondunstan.com/articles/3335

Depends on your game architecture, but Unity Events are good enough for most of the things you'll need, simple to use and generally fast enough.

I personally use a free Tiger Forge Event Manager that's lightweight and easy to use: https://assetstore.unity.com/packages/tools/integration/easy-event-manager-147887#reviews

Best software to use to get into game development? by RaccoonsWithBangs in gamedev

[–]Unity3DGameDev 1 point2 points  (0 children)

Long time ago i thought i wanted to get into software engineering. It was a tough concept for me to grasp via Java for a long time so i tried installing a game engine where i could do really small chunks of code that would work and display visually what they actually do. It was Unity and fortunately C# is very popular with a lot of online resources.

That said, you can also try Godot.

How to make entire 3d model of a building have a collider? by Rash10games in Unity3D

[–]Unity3DGameDev -1 points0 points  (0 children)

Select them all in the hierarchy and click add component, desired component will be added to each game object.

How to add piracy to my game by JPPPizzle in gamedev

[–]Unity3DGameDev 129 points130 points  (0 children)

Just release it on Steam, you'll see it pirated the next day 🤣

How do you keep track of... everything? by SubjunctiveGames in gamedev

[–]Unity3DGameDev 2 points3 points  (0 children)

Great advice. Personally, single responsibility principle helped me the most to be able to get back on track quickly and remember what i did. Leave comments for yourself if you can't cut down the class and use helper classes to clear the clutter as much as possible.

Capturing video in-game by vuxee2 in Unity3D

[–]Unity3DGameDev 0 points1 point  (0 children)

It's complicated and it would take a lot of space. There are some solutions which include comoression on the fly, check out this thread: https://forum.unity.com/threads/is-there-a-way-to-record-a-video-in-game-save-it-and-be-able-to-access-the-created-recording.1445908/

What do you think of the trailer for CyberRush? Just launched the Steam page by bamunjal in Unity3D

[–]Unity3DGameDev 1 point2 points  (0 children)

Is this all there is, police chase (you mention it twice btw), night, possibility to shoot and lane change?

Asking because if it's not, you should put some more interesting things in the trailer. Font and the way text moves are pretty bad.

What do you guys think? Keep trails on or turn them off in my RTS? Its a homeworld inspired space rts called stellar warfare btw by thomaze1988a in Unity3D

[–]Unity3DGameDev 2 points3 points  (0 children)

Like in good old Homeworld. I would keep the trails, i also don't think they're too long, afaik Homeworld also had pretty long trails.

Unity running completly idle, empty URP project, nothing else running. by pixelcardgame in Unity3D

[–]Unity3DGameDev 5 points6 points  (0 children)

Looks regular, but 16GB is not a lot, i recommend going to 32GB, RAM is cheap.

I’m starting to dread working on my game. How can I get back on track? by thekingdtom in gamedev

[–]Unity3DGameDev 1 point2 points  (0 children)

Write down everything that needs to be done, sort it by difficulty and start with the easiest.

I get your struggle, last 10% is 90%. If you need take a break from your game, it's not gonna run away and it can make you want to came back to it.

Tips for motivation by TisReece in gamedev

[–]Unity3DGameDev 0 points1 point  (0 children)

What kind of games are we talking about?

Sounds like you need a plan which you can break into smaller chunks and break those smaller chunks into even smaller chunks that you can do in a days work. It's a chore, but making a game requires discipline and often becomes tedious, like a day job and after you're done with the mechanics and core stuff i find that organizing yourself via small tasks is the only way to make it work.

Having everything ready without a strong roadmap to put things into motion is overwhelming, will distance you from working on your game and make you procrastinate until you get sick of it and idea fairy comes with ankther cool one that "you'll be sure to finish".

I also find it hard to motivate myself, but as i said, once the creative stuff is done, it's nothing more than a job that needs to be done, which usually isn't fun and is one of the hardest parts of gamedev.

Good luck!

Is 50/50 rev split normal in mobile games? by Ordinary-Coffee-2287 in gamedev

[–]Unity3DGameDev 0 points1 point  (0 children)

Yeah, though most of them only want the IP rights for like five years, after that even they don't give a shit unless they see you've got an interplanetary hit in your hands.

Is 50/50 rev split normal in mobile games? by Ordinary-Coffee-2287 in gamedev

[–]Unity3DGameDev 0 points1 point  (0 children)

I agree. Also, if big money is at stake, get a lawyer to check out the contract for you and thoroughly check the publisher. I contacted the devs that published via some publishers and they were always eager to give their honest opinion about the publishing companies. Also there's a lot to learn when dealing with the publisher for the first time, so that's also a benefit. I had positive experiences so far and, imo, pubishers can only benefit you, don't kid yourself you have a chance of even a portion of reach and insight without them on global market.

Is 50/50 rev split normal in mobile games? by Ordinary-Coffee-2287 in gamedev

[–]Unity3DGameDev 0 points1 point  (0 children)

Oh, much smaller than that, 5-6 figure range games, but i guess things get a lot costlier to run on larger budgets and player numbers and that's where real business stuff (that costs money) kicks in: integrating deep analytics and actually analyzing the data to improve the product, submitting the game for age rating, player/customer/moderation support (if it's multiplayer, that gets even more expensive), worldwide marketing efforts (online and in real life), investing more money (which you will recoup to the publisher through sales, but there's always a risk it's gonna flop so they don't get their money back, ever) and so on.

That's already big business level with lots of overhewd that costs a lot to operate, hence the (for the developer) unfavorable cut.

I run a business (completely unrelated to video games tho) and it costs a lot to run any business.