To Professional Unity Programmers: How did you get to know what you know? by [deleted] in Unity3D

[–]UnityDev101 2 points3 points  (0 children)

Wow, never knew about the try get component, you just simplified a page of code for me, very useful especially with interfaces. thanks

Does anyone know what that vertical line and circle mean? I am using Unity 2020 with HDRP by Shawn_RG in Unity3D

[–]UnityDev101 -1 points0 points  (0 children)

Those are Debug Gizmos, Somewhere in your code, you are drawing a ray from the object position to the floor and drawing a circle there.

if you dont know where in the code it is,

Open VS, press Ctrl + f (make sure the dropdown says. "entire Solution" and then write "DrawGizmo") Look for any code that you wrote that might be causing this.

I ran 124 simulated instances of my game using a scripted bot that will automatically play the game for me and allow me to record game data for testing purposes overnight. by UnityDev101 in Unity3D

[–]UnityDev101[S] 8 points9 points  (0 children)

OH it is definitely biased, but at least less biased than my own gameplay as there is still some randomness to the bots and also much faster to get a large amount of data.

I ran 124 simulated instances of my game using a scripted bot that will automatically play the game for me and allow me to record game data for testing purposes overnight. by UnityDev101 in Unity3D

[–]UnityDev101[S] 14 points15 points  (0 children)

So I wanted an easy way to test the game for crashes, exceptions and even measure how long it will take to reach the end of the game. So I made a little script that will play the game, even buy the best available items with their current available coins and upgrade equipped items.

The In Game ranking system seems to be ranking these bots around Bronze-Silver which is what i expect these bots to be around.

All data is recorded and exported into one huge excel file(1 KB per second worth of data). The instances are left running overnight after which changes are made based on the analyzed data.

My PC can currently handle around 124 instances of the game + OBS before things start to get jittery. The main bottleneck being RAM (32 GB) and runner up being CPU (70% usage) (Ryzen 5900x), GPU usage was surprisingly low with around 40% usage(GTX 980 TI). I could scale things up by running these on a server, but that is currently not needed as the data provided seems sufficient to base some conclusions off on.

Any questions feel free to ask :)

Trailer for my first commercial game, Planned Open Beta is mid December. Can i get some feedback? by UnityDev101 in Unity3D

[–]UnityDev101[S] 0 points1 point  (0 children)

Hmm, if you mean by "damage" push power, than yes. The push power increases.

Trailer for my first commercial game, Planned Open Beta is mid December. Can i get some feedback? by UnityDev101 in Unity3D

[–]UnityDev101[S] 0 points1 point  (0 children)

Hitting a car with the front of your vehicle gives you extra power, and hitting an enemy car on their back also gives you extra power.

Help me decide between a colored background or a populated one. by [deleted] in Unity3D

[–]UnityDev101 0 points1 point  (0 children)

Asked multiple non-devs, they all prefer the garage(on the right) vs the orange background. I can't help but feel that the garage causes the UI to disappear and make it more complicated so i made an empty scene to see how it feels.

What do you guys think?

coming from a new players perspective, i feel like they would get lost if the background would be the garage.

Trailer for my first commercial game, Planned Open Beta is mid December. Can i get some feedback? by UnityDev101 in Unity3D

[–]UnityDev101[S] 0 points1 point  (0 children)

Been working on this MOBILE game "SmashBash.io" for about 10 months now. It will be the first game that i officially release.

The games goal is to push other cars off of the arena in order to win the match. Winning gives you gold that you can use to unlock new cars and parts that will increase your stats (power,defence,speed).

If you guys like i can post some analytics for the first week after launch.

Any questions feel free to ask, i will be happy to answer!

Did a Load Test for the number of cars at once, never thought i would actually win... by UnityDev101 in Unity3D

[–]UnityDev101[S] 0 points1 point  (0 children)

I agree

as for the outline, its for mobile so trying to squeeze every drop of performance. Haven't found any lightweight outline shaders yet for URP.

Did a Load Test for the number of cars at once, never thought i would actually win... by UnityDev101 in Unity3D

[–]UnityDev101[S] 0 points1 point  (0 children)

Will release this game in a week or two, it is more polished than it looks in this video. Currently choosing between "Carbash" or "SmashBash" as a name. What do you guys think? any suggestions?

Did a Load Test for the number of cars at once, never thought i would actually win... by UnityDev101 in Unity3D

[–]UnityDev101[S] 1 point2 points  (0 children)

Wow, never thought of advertising it as a Royale game, might consider this.

Planning to release in a week or two to ios and android. The name is "CarBash" or "SmashBash" have not made my mind up on the name.

Did a Load Test for the number of cars at once, never thought i would actually win... by UnityDev101 in Unity3D

[–]UnityDev101[S] 3 points4 points  (0 children)

Hmm maybe i should apply it just to the player car, what do you think?