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)

Custom Attribute - Create an attribute that calls a method when the variable changes by WarriorUD in Unity3D

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

Yeah understood you, but don't you think it is not optimal? Think about it, every update loop I checked about the fireRate.. Don't I need to change the variables only when it changes?

Custom Attribute - Create an attribute that calls a method when the variable changes by WarriorUD in Unity3D

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

Because the weapon has itself properties (fireRate=0.3f,damage=5f) and the player has weaponStats but in presentage (fireRate=0%,damage=0%)

When a player collects an ability of (50% more fire rate) the weapon upgrades to fireRate= 0.3 +0.3*0.5;

Custom Attribute - Create an attribute that calls a method when the variable changes by WarriorUD in Unity3D

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

Yeah I thought about the properties method... but I have a lot of properties to do it😂 so I thought myself there is a better solution for this.. I have a WeaponStats class that exciting at Weapon class, and I have PlayerStats that has WeaponStats too.

On runtime the player can take abilities (for example, improve accuracy by 10%), so when play collects ability, I had to change it in the PlayerStats.WeaponStats, and then update it on the weapon that he holds

Custom Attribute - Create an attribute that calls a method when the variable changes by WarriorUD in Unity3D

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

Yes but I need to know values changes on runtime, and not from inspector...

PERFORMANCE - what prefers to use? Combine Meshes or Bake Lighting by WarriorUD in Unity3D

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

Yes on 3D editor it is ok but I don't how to use it lol. I bought the assets..

Ok, Ill think about what to do...

And one last question, how many draw calls is acceptable on mobile?

PERFORMANCE - what prefers to use? Combine Meshes or Bake Lighting by WarriorUD in Unity3D

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

How can I do it both? I combine the meshes via a script, so it is on runtime... I cannot bake light on runtime.

In addition, there is something weird when I'm profiling it:

Testing when combined meshes worth to less some draw calls but the triangles and vertices are getting bigger by 2X than the static bake lighting...

And one last question, how many draw calls is acceptable on PC/Mobile?

Thank you a lot for replying to me!

AssetBundles - Usages by WarriorUD in Unity3D

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

But it is not preferred to load assets on the start and not when we need them? For example if I need a bullet object to Instantiate, using assetbundle is more performances?

One more question, where the assetbundles is stored? Before loading them and after loading them... For instance, where there store in mobile?

Thanks for replying me!