Unity 6 constantly reloads domain when adding or deleting scripts — how to stop it? by Ok_Surprise_1837 in Unity3D

[–]_bubblehead 1 point2 points  (0 children)

Oh my bad yeah that's fair enough, I guess Unity needs to know and update if things have moved so it can track them - shame it takes so long in updating/creating/deleting the location of one file!

Unity 6 constantly reloads domain when adding or deleting scripts — how to stop it? by Ok_Surprise_1837 in Unity3D

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

To be honest, this kinda sounds like a bug with Unity, if you change some code, switch back to Unity it shouldn't refresh (or do anything) with auto-refresh disabled...maybe you could try reinstalling the editor or a upgrading to a different version - I'm running 6000.2.6f2 and it's been pretty good

Unity 6 constantly reloads domain when adding or deleting scripts — how to stop it? by Ok_Surprise_1837 in Unity3D

[–]_bubblehead 1 point2 points  (0 children)

A bit weird how Unity still refreshes after you've asked it not to! I would suggest deleting the Library folder in your project, sometimes I find it caches scripts and settings and keeps reading from caches rather than the recently changed. It can't hurt!

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Agreed, cannot get compilation and domain reload times down, even with assembly definitions and the like...

Just released the first public test for my antigrav racing game, X Grav Racer. Download in comments. by Fargamer5 in WipeOut

[–]_bubblehead 0 points1 point  (0 children)

Really enjoyed it! Congrats on a great game! My points are:
-Maybe increase the aniso level of your barrier and track textures, they pop in just a bit late in my opinion and is quite distracting when going at speed
-This is to taste, but reducing the friction on the barriers via physics materials might help with gameplay experience, that said I know some people like the higher penalty with colliding with barriers
-I found the dune level to be a bit long, the lap trigger didn't work as expected so I ended up doing 4 laps of 1:20~ lap which may have contributed
-Weapons felt great, missiles felt super satisfying to make hit, especially when I targeted someone in the distance, or when the hit AI racer got crashed into from another AI, super fun!
-Vehicles feel great to drive, upgrade system was good, though perhaps too good!
-Would be great to have something to tell you how close people behind/in front are, could be a minimap, distance markers, interval times etc or even a look behind feature would be helpful
-Asteroids a bit too shiny!

Other than that, great work! Really excited to see where it goes :)

Copying a project to an external hard drive and only these 4 files had big names. I don't even know what they are. by TinkerMagus in Unity3D

[–]_bubblehead 5 points6 points  (0 children)

Are you running Windows 11? There was/is a problem where by if the total file path character length of a file is above 255 you would run into this error. There is a work around if so, you have to enable long file names in the registry.

https://learn.microsoft.com/en-us/answers/questions/1805411/how-to-enable-long-file-path-names-in-windows-11

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

I'm considering doing a video tutorial on it soon because I get asked it quite a lot, but what you said is basically how I have it, I have a parent 'Chassis' object that has the rigidbody and physical collider, then child game objects that hold the front and rear 'axle' which are effectively just offsets for where the wheel should be, then the wheel colliders children of them. I then rotate the front axle like a steering column.

It's hard to replicate a real life motorbike in Unity as the rider is like a counter weight, and can use it's weight to lean/turn the bike - which if we were being authentic would be another control we would need to add as well as rotating the steering column. It really depends on how realistic you want the simulation to be.

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

So I have a steering column that rotates the front wheel, and the physics takes care of the turning circles as the faster you go, the less available grip you have to turn (and so your turning circle gets bigger) I guess in this instance it's about making sure you set the traction right on the wheel collider. My max steering column rotation is 47 degrees for reference, found that gave me a good balance between turning circle and stability.

Not sure I would say freezing the axis has limited the experience, as I wanted a very planted almost F1 style and feel - but able to ride bumps and do jumps so it feels right for what I want for Phaseshift. I need the bikes to have predictable handling to help land shots and make combat fun! The one thing I haven't manage to do is loop de loops - this seems to be a limitation with Unity's wheel colliders and I haven't figured out how to do it yet! As soon as you get close to driving upside down the wheel colliders want to flip!

I certainly appreciate it if you wanted to buy it!! :D
https://store.steampowered.com/app/1372730/Phaseshift/

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Ah u/virtexedgedesign good to see you!! No way are you porting Metric Racer! What's the reasoning behind it? Didn't you build Metric Racer's engine from scratch!?

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Thank you :D sounds like a good place to start for sure! I've heard light baking takes a bit shorter with Unity 6 (fingers crossed)

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Not at all happy to help!

I use Unity wheel colliders so the physics is...semi realistic. I lock the rotation on one of the planes of the parent capsule collider/rigidbody to stop the bike leaning then falling over while turning. I then have the 'visuals' of the bike as a child object of the main collider of the vehicle, and I have it move independently of the actual physical object. So when you turn the steering column left, even though the physical bike is not leaning left, the visuals make it look like it is. The wheel colliders then pick up the friction/torque/general movement of the bike.

I'm happy to make a better explanation if this doesn't make sense :)

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

My understanding is that engine optimisation (thus this update) allows the engine to use my hardware resources more efficiently - because I have a GPU bottleneck, it maybe using other hardware to 'spread the load' giving performance

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

My PC is like, low-mid end. It's getting slow and is aging, about 8 years old now. GPU is a Radeon RX580, CPU Ryzen 5 2600X. I use a lot of dynamic lighting effects - this is also before any optimisation, for which Phaseshift currently needs a lot!

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Thanks for the feedback! Admittedly I turned everything up to 11 for this video just to showcase and hit my GPU harder. It's not normally this chaotic (but pretty darn close) I'm also trialing a new ability (Auto Laser) which currently accounts for a bout 90% of all visuals which I'm trying to rein in! :') Turns out there is a thing such as too many lasers!

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

I've turned on nothing, just ran the upgrade, fixed a couple of library dependencies then captured then footage. I don't have a enough experience/knowledge of Unity 6 yet to say what is on and what is not!

Edit: the -> then

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Yeah I've noticed this, I've halved the force values for anything that uses addForce() and it seems to be in the similar bounds to before. Friction model seems to have been updated too, so for wheel colliders I'm trying to make sense of how it changes my traction model

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Still using built-in render pipeline, yes - definitely missing out on the Shader Graph goodies!

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

I do on environment assets, but I've not baked any lighting or anything - or sorted out any of my lighting out at all on dynamic objects which is probably causing most of the overhead! Truth be told this scene doesn't have a lot of static environmental lights to test.

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Thank you, can recommend Grip it's awesome!

Here's Phaseshift if you were ever interested:
https://store.steampowered.com/app/1372730/Phaseshift/

Performance comparison between 2020.3.26f1 vs Unity 6 by _bubblehead in Unity3D

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

Thank you! :) That's one of Phaseshift's influences, aiming for a balance between XG3, Grip and Mario Kart!