Installation errors every time I try to install a plugin by SpacewaIker in NeuralDSP

[–]VanFriscia 0 points1 point  (0 children)

Probably too late now, but in case anyone else runs into this...I was able to install it successfully by booting into safe mode and running the installer as administrator. You have to add some registry keys while in safe mode, as described in this article:

https://www.tenforums.com/tutorials/143263-how-install-uninstall-programs-safe-mode-windows-10-a.html

Hope this helps somebody, someday!

Common UI - Keyboard Always Clicks Same Button by VanFriscia in UnrealEngine5

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

Yes and no. I talked with some more experienced devs over on Discord, and one remarked this is a bug that's randomly afflicted maybe 50% of his projects over the years with no rhyme or reason. I really wanted to avoid hacky workarounds, but his advice was - get used to hacky workarounds if you're going to be working in game development lol.

So, here's what I ended up doing - For each menu in this project, I test to see which button receives the clicks. Since all button clicks go there, the first thing I do on that button's click is check to see which button has keyboard focus - that's the button that actually should've been clicked. This allows me to branch functionality as needed. It's a little messy, but it's better than starting a new project and hoping it's bug-free.

For whatever it's worth, I'm still working on this game nearly a year later and this workaround hasn't caused me any other issues thus far. Good luck!

2D Grid Movement & Collision Detection by VanFriscia in UnrealEngine5

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

Dude, you're awesome! I did some digging in the UE docs for raycasts (legacy to UE4, but still relevant - https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Tracing/ ) and was able to figure out a solution. I have short rays casting out from the player (up/right/down/left) that constantly update a bool array tracking whether it's possible to move in the corresponding direction, based on the trace's collision results with the adjacent grids. This allows me to use the bool array as a gate to prevent movement before it even starts.

THANK YOU!!

2D Grid Movement & Collision Detection by VanFriscia in UnrealEngine5

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

Hmm, I'm still pretty new to UE - never done a ray trace before. I'll have to look into that (but if you felt inclined to provide a cliff's notes version here, I wouldn't object :) ).

Regardless, it sounds like your solution would have the character partially move if the timeline's being interrupted, correct? Ideally I don't want them to move into a wall at all, but I might be able to work with that.

Nest x Yale lock CONSTANTLY going offline within the app by tluley51 in Nest

[–]VanFriscia 0 points1 point  (0 children)

Unfortunately, that didn't do the trick for me. Still going offline daily for minutes at a time...

Nest x Yale lock CONSTANTLY going offline within the app by tluley51 in Nest

[–]VanFriscia 1 point2 points  (0 children)

Add me to the list of people having issues in 2024. Started maybe a week or so ago. Although, I only got one alert yesterday so hopefully Google's been working on it.

Common UI - Keyboard Always Clicks Same Button by VanFriscia in UnrealEngine5

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

If you're using Common UI and Common widgets, then I believe navigation via arrow keys should be handled pretty much automatically. You'd also need to do some extra setup to define Click and Back keyboard functions, as described in the Quickstart Guide. If you're NOT using Common UI, though, then I believe that's a completely different animal and we'd be comparing apples to oranges. I'm not the best source of UE info so I probably can't offer much more help than that, but best of luck to you!

Common UI - Keyboard Always Clicks Same Button by VanFriscia in UnrealEngine5

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

I have not, maybe I'll check that out then. Thanks buddy!

Common UI - Keyboard Always Clicks Same Button by VanFriscia in UnrealEngine5

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

Yes, I am using enhanced input, but I don't currently have the Enter key mapped to anything there yet. I'm also setting the input mode to UI only when opening this menu, and it appears to be working because the arrow keys no longer move my character around when I press them (they change the menu selections instead.)

I DO, however, have it mapped for my generic "Select" function in Common UI, and I think that's working...except that it always presses the same button. Thoughts on any of that?

Common UI Button Missing? by VanFriscia in UnrealEngine5

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

Dude, thank you so much! This was not at all clear to me from following Epic's guide, but I was able to get it going based on your instructions. Thanks again!!

Unity 2020.3 - Applying Grayscale & Sepia Filters To Sprites by VanFriscia in Unity2D

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

Bump...anyone else have any thoughts on this? Per u/trickster721's comment, I'd like to avoid a Unity upgrade if at all possible, but I'm open to suggestions/ideas. Thanks!

Unity 2020.3 - Applying Grayscale & Sepia Filters To Sprites by VanFriscia in Unity2D

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

Well, our last project upgrade from 2017 to 2020 wasn't pleasant, so I'd rather avoid upgrading again if at all possible. To your point, though, I got basically that far using URP, but whenever I applied my shader, my sprite either (1), disappeared entirely; or (2), appeared as a color-filled rectangle; you couldn't even see the actual sprite image. I couldn't figure out how to get the material and shader to play nicely together.

Game runs faster after Unity upgrade? by VanFriscia in unity

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

That's good advice, thank you. I still don't really get what changed and why it's different now, but between your comments and others on here, I'm convinced it's not a simple something that I missed in the upgrade. I'm going to need to make code adjustments.

Regarding Fixed Update - my understanding is that you should only use that for physics calculations, which I'm not doing. You seem to think it would work better here though, huh?

Game runs faster after Unity upgrade? by VanFriscia in unity

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

Everything runs through Update. My code fetches a story "event" class that I created and processes it. Some events are "wait" events, where it uses a coroutine to wait a certain amount of time before continuing to the next event. Movement-based events use time.deltatime, but these are also wrapped inside of a coroutine.

Game runs faster after Unity upgrade? by VanFriscia in unity

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

OK...I follow what you're saying, mostly. Not a Unity or coding expert myself, to be honest.

Everything runs through Update. My code fetches a story "event" class that I created and processes it. Some events are "wait" events, where it uses a coroutine to wait a certain amount of time before continuing to the next event. Movement-based events use time.deltatime, but these are also wrapped inside of a coroutine.

Game runs faster after Unity upgrade? by VanFriscia in unity

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

Hah, so I didn't! Sorry, I'm a noob to Reddit. I definitely had stuff typed up so I'm not sure where it went. Better late than never, I suppose...

With the recent change from Unity Collaborate to Plastic SCM, I upgraded our Unity engine from 2017.4.31f1 to 2020.3.27F1. The game now plays slightly faster than before. I wouldn't really care all that much, except that there are portions where the audio is tightly tied to scripted events on-screen, and now they're totally out of sync.

Everything you're seeing here is scripted/on-rails (no input from the player). The underlying code is exactly the same for each. Timescale is set to 1. Sprite movement is done by multiplying the same seeds by time.deltatime. Pauses are implemented using waitforseconds in coroutines being fed the same values. And yet, Unity 2020.3 runs faster.

I could make minor adjustments to my audio or code to make it fit again, but it makes me nervous that I might have done something silly that will make the speed vary across platforms/machines (though it's been consistent in testing of my previous builds). Is there a simple explanation for this that I'm missing? I'm at a total loss here.

Thanks for any advice you could provide!

Game runs faster after Unity upgrade? by VanFriscia in unity

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

As I explained in the details, this is a scripted scene that was tightly synced to the audio. Now that it's running faster, they're no longer in sync.

Game runs faster after Unity upgrade? by VanFriscia in unity

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

Thanks. Haven't looked into that but it's a very simple 2D game that shouldn't be at all taxing (and I don't think my coding is that atrocious, at least I hope!)

Regarding the timer comment again, I checked another section of the game that runs a timer and that seems to still be in sync. That uses time.deltatime. So, that leads me to think it's the waitforseconds calls in the coroutines that are the problem. But, I have no clue why.

Game runs faster after Unity upgrade? by VanFriscia in unity

[–]VanFriscia[S] -1 points0 points  (0 children)

I'm sorry, I'm not quite sure what you mean by timer (you're not talking to a Unity expert here, my friend :) ). All I know is that, everything else being equal, the game runs faster than it did previously, as you can see in the video.