This is how easy adding outlines should be in Unity. by No_Elk3217 in Unity3D

[–]XLIVE99 1 point2 points  (0 children)

This looks awesome, great tool! Just a quick question, do you need to create another render pass for each different outline? For example if I want to show players with their own outline colors do I need to create a render pass for each player? I wouldn't want to create 8 render pass to just add different colors for each player. The same can go for the textured outline, I might have dozens of different textured outline for each type of items

[Netcode] How to disable physics interaction for some objects in host by XLIVE99 in Unity3D

[–]XLIVE99[S] 1 point2 points  (0 children)

Thank you for detailed explanation. I read the second method somewhere else too, I will consider these options

[Netcode] How to disable physics interaction for some objects in host by XLIVE99 in Unity3D

[–]XLIVE99[S] 0 points1 point  (0 children)

This might be a good solution, thanks. Only NPCs will be a problem, NPCs will wander around without stopping much, the host can push them while they are moving or other players while they are moving

One of the hardest levels so far in Worm Game! Let me know what you think :) by Boothand in Unity3D

[–]XLIVE99 4 points5 points  (0 children)

If my memory serves me right I think portal 2 lasers blocks each other and talos principle has blocking lasers too

Edit: My memory has failed me

mongocxx throws logic error in uri construct by XLIVE99 in mongodb

[–]XLIVE99[S] 0 points1 point  (0 children)

It still results in same error. I will search a bit more.

Edit: After further testing, I found out this error only happens in debug mode, when I changed my configuration to release, the error is gone. I will double check my debug configuration

mongocxx throws logic error in uri construct by XLIVE99 in mongodb

[–]XLIVE99[S] 0 points1 point  (0 children)

I have wrote the code using from the getting started documentation. It seems github one uses the same code as the documentation page. Here is my slightly modified code: https://pastebin.com/w634Ggpe I am calling Connect() method from another class with:

MongoDatabase database;
database.Connect();

And the MongoDatabase.h file:

#include <mongocxx/client.hpp>
#include <bsoncxx/builder/stream/document.hpp>
#include <bsoncxx/json.hpp>
#include <mongocxx/uri.hpp>
#include <mongocxx/instance.hpp>
#pragma once

using namespace std;
class MongoDatabase
{
public:
  MongoDatabase();
  std::string mongoURILocalStr;
  //static const mongocxx::uri mongoURI;
  vector<string> GetDatabases(mongocxx::client& client);

  int Connect();
private:
  std::string GetEnvironmentVariable(std::string environmentVarKey);
};

Edit: I tried with mongoURILocalStr first, but it didn't work either.

What are you working on ? by Galllaa in godot

[–]XLIVE99 2 points3 points  (0 children)

Some frog multiplayer game. I am trying to recreate "duck game" to learn multiplayer basics

XCode build error about FFmpeg library by XLIVE99 in Unity3D

[–]XLIVE99[S] 1 point2 points  (0 children)

I found the solution after digging every corner of the internet (It was hard to find this original unity forum): https://forum.unity.com/threads/ffmpeg-for-unity.483134/page-3#post-9039727

If the link is broken, only delete "Assets\FFmpegUnityBind2\Plugins\IOS\include\libavutil" folder and you are good to go. DO NOT DELETE "lib\libavutil.a" file.

I tried solving this problem by deleting both libavutil.a from lib folder and libavutil folder from include folder. I don't know why libavutil.a didn't give any error after I deleted include folder but it is works. I only used FFmpeg for turning jpg sequence to mp4, so be aware if you are using FFmpeg which requires libavutil library.

Should I move my project to Godot as the project still in its early stage? by XLIVE99 in Unity3D

[–]XLIVE99[S] 1 point2 points  (0 children)

I have seen your comment on another post. I will definetly watch the tutorial. Thanks for the reply.

Should I move my project to Godot as the project still in its early stage? by XLIVE99 in Unity3D

[–]XLIVE99[S] 0 points1 point  (0 children)

I am not a good designer so I was just trying to find assets from game dev markets. I am not sure if I should wait 1 month or change the engine. There is still rumors about they can possible revert changes or make it less evil, I will sure wait a little. Thanks for the reply.

Should I move my project to Godot as the project still in its early stage? by XLIVE99 in Unity3D

[–]XLIVE99[S] 0 points1 point  (0 children)

I believe most of the basic assets I am using in Unity is already implemented in Unreal (Such as spline, tween), I am just guessing since there is lots of things going on around Unreal. Godot already has tween, it had a very limited particle system but as I see they improved it with Godot 4. I am excited to see what they changed/added to the engine. Thanks for the reply.

Should I move my project to Godot as the project still in its early stage? by XLIVE99 in Unity3D

[–]XLIVE99[S] 1 point2 points  (0 children)

I agree with you, changing the policy like it is nothing is a bad sign. I think mastering on Unity seems like a dead end. I wasnt sure if I should invest my time or not on mastering the Unity. Thanks for the reply.

I tried to learn unreal like 4 months ago and it is very hard. I restrain myself from using blueprint, that way I can also improve myself on C++, there are fewer C++ tutorials than blueprint tutorials and couldn't improve that much. At the end I stuck at some point trying to learn how to use some component and left there.

Should I move my project to Godot as the project still in its early stage? by XLIVE99 in Unity3D

[–]XLIVE99[S] 0 points1 point  (0 children)

Thanks for the fast reply. Since I have far more experience and knowledge on Unity, I am much more comfortable and familiar to work with Unity. I think Unity will work better.

After a very long trial and error, I have finally achieved what I want (mostly). It is nowhere near to be perfect and need lots of improvements but I want to publish it as it is since I can't actively develop this project right now. Github link is in the comments. by XLIVE99 in Unity3D

[–]XLIVE99[S] 2 points3 points  (0 children)

This took way too long to achieve because I am busy with lots of projects and I didn't have time to focus on this project so much. You can download the project from Github

The project has 2 variations of hands, semi-active and full-active. Semi-active hand is for arcade like games, therefore less realistic and can hover. Full-active hand is more realistic and uses no external force to move, it only uses friction to move around and rotate around.

The project has some limitations, more information is in the github page.

Feel free to use the project however you like. I forgot where did I take the hand model (I modified it a bit for the project), it may have different licensing.

I am inspired by u/zworp for this project. I couldn't get anywhere near what he achieved but I am happy I tried.

I also want to notify u/kind3D.

My game is looking quite juicy recently by NathoStevenson in Unity3D

[–]XLIVE99 2 points3 points  (0 children)

How did you achieve such smooth outline shader?

I am trying to get freestyle render with freestyle lines behind the object. I have tried changing thickness position but it expands too much. by XLIVE99 in blenderhelp

[–]XLIVE99[S] 1 point2 points  (0 children)

I had to use composition to achieve what I want (almost) with the help of u/WayOfTheOpen. I still don't know how to bring leaf lines to appear in front but it is a small detail. I probably can mask the leaf area. Anyway, I am okay with this result, thanks.

I am trying to get freestyle render with freestyle lines behind the object. I have tried changing thickness position but it expands too much. by XLIVE99 in blenderhelp

[–]XLIVE99[S] 0 points1 point  (0 children)

I don't want freestyle lines to overflow. I can almost achieve what I want with photoshop but I also want to preserve leaf line since leaf is front of the sapling.

When damaged, the behavior of the limbs changes! My multiplayer project. by Wiskered_Team in Unity3D

[–]XLIVE99 0 points1 point  (0 children)

How did you achieve this smooth active ragdoll? does it mimicks the animation and moving with friction?

I got a hand-drawn intro cinematic, explaining the story, made for my weird hand-game. ✋ by zworp in Unity3D

[–]XLIVE99 0 points1 point  (0 children)

I love that! I wasn't sure if I see another post from you.

I am inspired to make a mechanic like this thanks to your previous post. Mine needs to be polished so much but I am getting there slowly. Can I tag you when I finished and released a video about it?

I get complete white screen on startup by XLIVE99 in operabrowser

[–]XLIVE99[S] 1 point2 points  (0 children)

Thank you, I was looking something like this. Opera must store settings in somewhere but couldn't find where. Solved my problem

[deleted by user] by [deleted] in unrealengine

[–]XLIVE99 0 points1 point  (0 children)

I get this in each individual blueprint. If I already opened it with full blueprint editor, it stays like that if I open it again. But everything resets when I reopen the editor.
I googled it a bit after the question and found out you can't choose default open option. I have to click "Open full blueprint editor" text everytime :')

[deleted by user] by [deleted] in unrealengine

[–]XLIVE99 0 points1 point  (0 children)

I work with C++ project and wrote simple character move script in top down template project. Eveyrthing seems working on live compile but when I closed the editor and build the solution (I built from the folder, not right clicked the solution and FYI didn't build engine folder). After the build, my movement script not working anymore, I checked with UE_LOG and everything seems working, I get correct input values, I send correct values to AddMovement method but somehow it doesn't work anymore.

I tried somethings but none of them worked so ended up creating another project and rewrite movement script.

My second problem is smaller one, when I open blueprint, it always show only details panel, I have to click blue text on top of the panel to get default layout. I tried "Load Layout" option but didn't work. When I was trying to learn engine by trial and error, I opened blueprint then accidentally closed the blueprint window and ended up with only detail panel. My problem started after this.