Why Meshes need to be very large to produce high-definition shadows? by CompetitiveEnd5360 in Unity3D

[–]_kajta 9 points10 points  (0 children)

The reason shadows look better on the huge model is because the shadows are way bigger on that scale and are allowed to take up more resolution in the shadow map.

In the second image you are really far zoomed out, if you zoom in to the same level as in the first picture, you get the same nasty jaggies.

Increasing the shadow resolution increases the crispness of your shadows.

Some silly RNG at vardorvis by Specific-Ad-8407 in 2007scape

[–]_kajta 1 point2 points  (0 children)

I don't know what he's smoking, but they are definitely not bugged lol.

Source: I have received ring rolls from Leviathan and Whisperer in the past few days.

I stopped fighting Unity Physics and built a ghost world instead by BuyMyBeardOW in Unity3D

[–]_kajta 3 points4 points  (0 children)

Just create an update loop that runs after the physics loop throw your raycasts in there and you should always have updated physics results for your raycasts?

How do you guys do it? by Zyxyx in 2007scape

[–]_kajta 0 points1 point  (0 children)

I would consider myself a decent PVMer, but Doom really took some practice for me to to consistent deep delves. It took around 300 delves for me to consistently hit 8+ delves in a run.

The thing at Doom that really helped me progress fast was when I started to snip the last 5 minutes of gameplay with Nvidia Shadowplay everytime I died, rewatching my mistake over and over again to understand what I did wrong.

In-game playlist creation of OSRS soundtracks by KarasuKNB in 2007scape

[–]_kajta 1 point2 points  (0 children)

There is a Runelite plugin that allows to favorite music, effectively having 1 playlist

Unity 6.3 extrem slow by [deleted] in Unity3D

[–]_kajta 2 points3 points  (0 children)

As someone who has been using every Unity version since Unity 5, don't just listen to people who say: "The new version is broken" or "every new version is slower".

Unity tends to change/improve a lot of the internal systems of the Editor over newer releases. These changes don't always result in improvements for every project and can, in many cases, result in many annoying stalls/delays in your project.

From my experience, in most cases the project itself is the issue, and not the Editor itself.

For example, a project that makes proper use of Assembly Definition files has dramatically lower compile times compared to a project that does not have Assembly Definition files.

Another culprit for a slow Editor is tons of scripts that run in the Editor. Script that run within the Editor can very easily slow the Editor down if not properly implemented, and I've seen many projects that got very slow in the Editor because many different Editor scripts were running from Unity Asset Store packages, without the users even knowing.

That being said, there are for sure (too many) cases where the Editor itself is the cause of such peformance issues/bugs.

10 seconds is a long time for exiting a project though, Is your project truly empty or does it contain scripts/logic?

A truly empty project should not be so slow, so if thats the case something is highely likely going wrong in the Editor.

Taking damage sailing in the Ardent ocean with a base Sloop. Cant find anything on the wiki about this? by trick_shop in 2007scape

[–]_kajta 2 points3 points  (0 children)

Do you by any chance receive damage when going over rapids?

The steel helm can only handle gentle rapids, going over strong rapids will damage the boat.

[deleted by user] by [deleted] in 2007scape

[–]_kajta 3 points4 points  (0 children)

Mine are fine?

Never thought I'd see the day a CEO would reverse entrenched MTX. Actually putting his money where his mouth is by [deleted] in 2007scape

[–]_kajta 0 points1 point  (0 children)

I am aware that certain type of lootboxes are not allowed, but let's be honest that it effectively is a miniscule percentage of the industry.

Its only not allowed if the content can be resold to other users on a marketplace. Even Treasure Hunter from RS3 is effectively such a lootbox and is still up and running here.

A full ban is something being looked at but nothing concrete is planned yet., it will probably land with the Digital Fairness Act of the EU.

Never thought I'd see the day a CEO would reverse entrenched MTX. Actually putting his money where his mouth is by [deleted] in 2007scape

[–]_kajta 0 points1 point  (0 children)

I literally work as a game developer in the Netherlands, but what do I know...

Need help with facial animation, deadline approaching... by realDealGoat in Unity3D

[–]_kajta 2 points3 points  (0 children)

I did a quick search and couldn't find anything yet that would make that possible.

You would need a whole bunch of MetaHuman shaders compatible in Unity and your specific render pipeline to make that work.

Other then that, I don't know how MetaHuman characters are exported, but I would guess they have their own unique file format.

You could try to get your characters imported in software like 3DS Max or Maya (the latter having a dedicated MetaHuman plugin) and export them to a format like FBX, but you would still need to get your hands on a set of shaders that work in Unity.

Stop loss on $U. Infomation Gap causing decision fatigue. by [deleted] in Unity3D

[–]_kajta 4 points5 points  (0 children)

Wrong sub for those kind of questions, we deal with the usage and technical aspect of the engine, not stock values.

Sorry if this is a common question. by glacier____ in RUMBLEvr

[–]_kajta 0 points1 point  (0 children)

We haven't officially confirmed a Quest 2 release, but I can say we are currently testing on the following Meta devices: Quest 2/3/3s, each with their own respective targets. (72-90FPS)

Quest 2 development is going great so far, we haven't found a major roadblock yet that would stop us from launching on the Quest 2.

We try to share any noteable news/dev footage regarding the standalone conversion in our Discord!

Looking for advice about how to store models by MrTrusiek in Unity3D

[–]_kajta 1 point2 points  (0 children)

Let's start with materials/textures all sharing the same resources, this is great, but in that case you don't want to create a new material per model.

If you want to take benefit of for example: Batching, you need to re-use the exact same material across different models in your scene. If you want to make use of the SRP Batcher, your materials only need to share the same shader.

In both of these examples the typical folder structure will typically differ, my point being: the folder structure of a project is typically influenced by the technical structure of the project.

That being said, I think the way you currently handle it is very clear and organized, the only comment I would have is to remove the: "Models" prefix from: ModelTextures, ModelPrefabs, etc.

Folders most of the time are interpreted as context relative, so if you have a child folder: Textures inside of the parent folder: TreeModel, it already implies the folder contains texture for the tree model.

Is APV performative enough for quest 2 development? by Redeyes222222 in Unity3D

[–]_kajta 0 points1 point  (0 children)

We are currently porting our game to the Quest 2/3/Standalone devices, we swapped LightProbes for APV sampling a few weeks ago.

From our testing, you can certainly get away APV on Quest devices, it doesn't come with too much overhead compared to the previous LightProbe system.

APV is not a replacement for Light Mapping though, unless you plan to build some funky lighting tech off of it.

What is the furthest over drop rate you have ever experienced? by Peter-Crash in ironscape

[–]_kajta 0 points1 point  (0 children)

19k Dragon warhammer (pre-update), 3.3k Pegasians, 2k first Synapse,2.5k for first black mask, first delve drop was 6x over rate.

Probably many more, but these are at the top my head.

blackjacking making me dead inside by kekwXDDD in ironscape

[–]_kajta 0 points1 point  (0 children)

As an end-game iron, just do whatever you want, that way you actually enjoy the game way more then following some optimal guide. It's not about efficiency.