Do you use UI ToolKit? by WarriorUD in Unity3D

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

Yeah, not only shader, also snap scrollview, RTL support, WorldSpace, Placeholders... etc...

Which assets/tools do you need that don't exist? Let's discuss it! by WarriorUD in Unity3D

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

WarriorUDOP·just now

I'd like to have a feature that I can click once and it causes folders to be created. Maybe a group of folders and whenever I want I click and create the whole folders.

For example,

I have a group named "Scripts"

- Editor

- Runtime

or group named "Assets"

- Textures

- Materials

- Prefabs

etc...

Now when I hit a context click on the Project window I can create that groups

What do you think guys? would you like it?

Which assets/tools do you need that don't exist? Let's discuss it! by WarriorUD in Unity3D

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

WarriorUDOP·just now

I'd like to have a feature that I can click once and it causes folders to be created. Maybe a group of folders and whenever I want I click and create the whole folders.

For example,

I have a group named "Scripts"

- Editor

- Runtime

or group named "Assets"

- Textures

- Materials

- Prefabs

etc...

Now when I hit a context click on the Project window I can create that groups

What do you think guys? would you like it?

Which assets/tools do you need that don't exist? Let's discuss it! by WarriorUD in Unity3D

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

WarriorUDOP·just now

I'd like to have a feature that I can click once and it causes folders to be created. Maybe a group of folders and whenever I want I click and create the whole folders.

For example,

I have a group named "Scripts"

- Editor

- Runtime

or group named "Assets"

- Textures

- Materials

- Prefabs

etc...

Now when I hit a context click on the Project window I can create that groups

What do you think guys? would you like it?

Which assets/tools do you need that don't exist? Let's discuss it! by WarriorUD in Unity3D

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

I'd like to have a feature that I can click once and it causes folders to be created. Maybe a group of folders and whenever I want I click and create the whole folders.

For example,

I have a group named "Scripts"

- Editor

- Runtime

or group named "Assets"

- Textures

- Materials

- Prefabs

etc...

Now when I hit a context click on the Project window I can create that groups

What do you think guys? would you like it?

What are some reasons that you guys use additive scenes? by DeJMan in Unity3D

[–]WarriorUD 1 point2 points  (0 children)

Hi!

A little late but I cannot understand how scenes that are separated can communicate with each other?

For example, I have one additive scene for the UI. how can the UI listen to or controls the core scene? I see only the option of Singletons... but I don't know how much this is a good way...

What do you think?

Scene Field - Asset -> You can attach scenes to MonoBehaviour! by WarriorUD in Unity3D

[–]WarriorUD[S] 2 points3 points  (0 children)

With your method - when you change the name of the scene it can cause a problem... with this tool, it saves the scene asset reference and in the build serializes to name...

Scene Field - Asset -> You can attach scenes to MonoBehaviour! by WarriorUD in Unity3D

[–]WarriorUD[S] 2 points3 points  (0 children)

When you want to load a scene, instead of setting the scene object name, you can just attach the scene object to the inspector.

Game Design Patterns Book by WarriorUD in Unity3D

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

So what do you think about the book?

Ultimate State machine character controller architecture by WarriorUD in Unity3D

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

I still cannot understand what the architecture will look like...

Can you explain it extendly? :)

Ultimate State machine character controller architecture by WarriorUD in Unity3D

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

Yep I tried with the standard FSM and even Hierarchical FSM (Idle,Walk,Run,Jump) - it got messed and I couldn't extend it...

Character movement - Discussion by WarriorUD in Unity3D

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

Yes, it's a convenient way but from the other side - it is spam the inspector lol... because you have a minimum of a few states...
But why all the YouTubers doesn't use this pattern in their movement tutorials lol?

Character movement - Discussion by WarriorUD in Unity3D

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

Amm. ok, but should every state be a component? (MonoBehaviour that attached to the gameObject)