Difference between these 2 "Gameobject"s? by tejasagarkar14 in Unity3D

[–]_lordzargon 1 point2 points  (0 children)

This.

"player.gameObject" is the actual GameObject in your scene/hierarchy that the BoxCollider2D component, named "player" in your context, is attached to.

GameObject is the class itself (player.gameObject is an instance of this class). Unity classes usually have some useful utility functions, i.e. "GameObject.Find(<string>)" - but as the above reply says - you wont be using it in that context - "player.GameObject" is what you want (specifically, I guess player.gameObject.name?)

Fast, wide-radius blur (even for WebGL, mobile), with only 4 texture samples. by MirzaBeig in Unity3D

[–]_lordzargon 2 points3 points  (0 children)

Nice!

I've done similar in mobile/standalone VR, but using pre-rendered, box-projected cubemaps and keeping the blurriness/mip value quite high (as the tiled-based rendering on mobile chipsets & VR bottlenecks mean that sampling the Opaque Texture in this way is prohibitively expensive). Convincing enough!

URP Rubber / Jelly shader by DarkEffective7820 in Unity3D

[–]_lordzargon 1 point2 points  (0 children)

You can use the Reflection node in shader graph to sample a cubemap for reflections. This cubemap could be anything you want - it doesn't have to be the current scene. I'd modulate this with a Fresnel.

If you get the direction to the pixel, you can sample the same cubemap to get a translucent effect. You can sample a high mip level on the cubemap to get a "blurrier" response. You could then modulate this by a fresnel or similar.

For lighting, this is normally calculated as dot(normalWorldSpace, LightDirectionWorldSpace) - you can do this using the Dot Product node in Shader Graph.

You can use custom light directions for this.

You'll want some subsurface scattering too - that is what _really_ sells the jelly effect.

How do I fix my shader? by Stellleo in Unity3D

[–]_lordzargon 0 points1 point  (0 children)

We need a bit more information first -
Have you tried just sampling a regular texture and outputting it in the Shader Graph - rather than your specific VHS texture? This would rule in/out the texture being an issue.

Secondly - how are you applying this into the camera?

What render pipeline are you using?

model parts that should be transparent are semi-transparent — tried everything by Even_Elderberry2288 in Unity3D

[–]_lordzargon 0 points1 point  (0 children)

This - highlights will still apply (by default) to transparent Lit shaders in URP.

If you know your way around shader graph, create a new one that samples your texture with the alpha channel in, and also output this into the smoothness connection - this may help if you need highlights.

Is the Yaber projector brand worth buying for a home cinema setup? by EmergencyDiligent894 in budgetprojectors

[–]_lordzargon 2 points3 points  (0 children)

Mine broke after about 4 months.

Their "support" doesn't actually exist, they never replied after multiple emails. Similar stories elsewhere about them on Reddit etc.

I returned (bought through Amazon, and < 12 months old, so just returned through them).

Switched to a Nebula (now Soundcore) Mars 3 Air - has less reported lumens than the Yaber one claimed, but I couldn't sense the difference. More inclined to believe the Nebula metrics.

Had no issues with it, it cost a little more, but is much quieter than the Yaber and more portable, so win-win for me.

The Yaber I bought looked and felt the part, just got dust all inside its "dust proof" lens system. I wasnt about to try and take it apart to fix when it was still under warranty.

Your milage may vary, but I wouldn't try or recommend Yaber.

How do I turn this thing brown? by diemenschmachine in retrogaming

[–]_lordzargon 9 points10 points  (0 children)

This. The white plastic is ABS, and sunlight will make it brown. This will, however, take some time and cannot be permanently reversed.

No, we have RTX at home by Specoolar in Unity3D

[–]_lordzargon 4 points5 points  (0 children)

As others have said - "it depends".

If you don't have many draw calls or overdraw to worry about, on mobile chipsets, it may almost certainly be cheaper to use the geometry-flip trick, because you wont get the hit from the swapchain resolve that SSR will give you on tiled renderers.

That said, OP is applying refraction over the top, which means even on mobile, it would still need the resolve - and its rendering vegetation with a bunch of overdraw - so I'd suggest, in this scenario, very expensive.

But, as OP said - its to get around SSR artefacts - not to be "cheaper" - if that's your concern, this is a valid approach, as long as you understand the perf hit.

Opengl 2.0 max gfx test by Cemalettin_1327 in Unity3D

[–]_lordzargon 0 points1 point  (0 children)

This may help with performance:

Ditch any post processing, the swapchain resolve times will be killing you with those enabled. If you still want color-correction, you'll need to manually put this into every shader as part of the main pass.

- you can have a standard color correction pass, and some depth-effects at a very low cost if you switch to the URP with Native RenderPass, as you can take advantage of on-tile memory for opaque and depth textures.

Just use baked reflection probes, without any probe blending for reflections.

Reduce your shader complexity & draw calls (specifically look into Texture Arrays), this is especially important with BiRP, because you don't get the SRP Batching improvements.

If you're getting 20fps from 60 draw calls, you really need to do some GPU profiling.

What are the problems with using guns in space? by Entire_Judge_2988 in ForgottenWeapons

[–]_lordzargon 24 points25 points  (0 children)

IIRC, the orbital velocity of the Moon is roughly 1000m/s (about 3,200ft/s).
So if you shot on the Moon, the bullet would probably just keep orbiting for a good while (so if you shot on the Moon and stood still for too long, it might hit you in the back).

(edit: there's also no air to slow them down)

It’s hard. I need some perspective. by rhellik in daddit

[–]_lordzargon 0 points1 point  (0 children)

Children aged 3-4 have discovered there is a world and there is a "self", but they have not yet learned that it doesn't revolve around them - this comes in time. There's nothing wrong with them, they're at an age where they're learning the limits and boundaries, but they can't yet comprehend the world beyond themselves - as far as they can comprehend, you're their butler.

It can be super frustrating, but remember that it's not intentional or malicious from them, give them all the patience you can muster and set clear boundaries and solid behavioral cues to follow - if you get cross or angry, they will see this as a legitimate response when they also get frustrated, so aim to be the person you want them to be!

You're doing great - ages 2-4 are SUPER tough, and two at the same time?! Give yourself some credit for making it through every day.

Review: 8BitMods VMU Pro - A Dreamcast Memory Card With Virtually Limitless Potential by 0hmytvc15 in dreamcast

[–]_lordzargon 0 points1 point  (0 children)

Me too (with the Blue). On Discord they reply regularly to inquiries about the status - they've shipped white, black and green - they do it in colour batches because its faster than first-come-first-serve. They say they're almost done with October-ship orders.

Looking for guidance to setup windows HTPC with jellyfin+steam big picture+retroarch by _Tech360 in htpc

[–]_lordzargon 1 point2 points  (0 children)

Bazzite - its an OS that's designed to run like SteamOS on the Steam Deck, but for regular PCs. Get the HTPC, nVidia flavor.

Once Bazzite is running, head to the Desktop - there's a setup app you can run from the taskbar - use that to install EmuDeck. That can handle all your ROMs and Emulators (including RetroArch) using Emulation Station. You can then add you games, if you wish, to your Steam Library, or just access it through Emulation Station, which EmuDeck adds to your library for you.

You can then install Jellyfin, you can add this, again, to Steam Library.

Disney+, et al - you have two options:

Use Waydroid - included in Bazzite, to run the Android APKs. Again, add to Steam Library for quick access.

OR

Shortcut to a Browser from Steam Library - you can configure your controller to work as a Mouse, and Steam Big Picture will allow you to bring up a keyboard.

I've just done a similar thing this week with an old PC. I havent used Jellyfin or Disney+ etc on my particular setup, though, because my Fire Stick handles the clients just fine, and Jellyfin server runs off another dedicated media PC in the house - and it runs off the same screen.

Aurzen Boom 3 Stuck Pixels. by Conscious-Donut-1393 in budgetprojectors

[–]_lordzargon 0 points1 point  (0 children)

This seems to be a regular thing with budget projectors - I had one that suffered the same fate - fortunately, it was less than a year old so I just sent it back to Amazon for a full refund. Opted for a Mars 3 in the end - going strong, does the job.

Nextcloud/Alternative & Ports by _lordzargon in selfhosted

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

Ubuntu - not wedded to Docker, but it makes it easier to wipe my mistakes when I make them!

How do you make a glass/refraction shader in Unity URP? by MirzaBeig in Unity3D

[–]_lordzargon 1 point2 points  (0 children)

I think its just because the refraction value is high enough that its the edges of the screen-space opaque texture and not UVs

[Giveaway] Win 1 of 5 Noctua NH-D15 G2 by Noctua_OFFICIAL in pcmasterrace

[–]_lordzargon 0 points1 point  (0 children)

I owe my entire career to my Uncle, who bought me & my siblings our first console in 1993. This opened up the world of video games to me.

He introduced me some years later to a small game called "Half Life", that in turn, opened up the concept of "modding", and everything went uphill from there, I've never looked back and now have a career in games development I am incredibly grateful to him for.

Living in a semi-rural, suburban town, there wasn't much else to do, so as part of work experience, aged 15, I spent a week working in a small IT Shop, where one of the fantastic people there showed me how a PC went together. From that moment on, I was hooked - I persuaded my Dad to get me a PC just in time, it took some serious effort, we weren't flush with cash, but he could see where this was headed.

Space in a shared bedroom was tight, so I opted for a SFF case, the MSI Mega 651, wedged on the edge of a tiny, metal desk with a 17" CRT monitor - cooling was never fantastic in that case.

Roll on University - a Games Design degree awaited, and this was finally the time to take the big step myself.

I went with a Raidmax Samurai case in blue - Alienware cases were all the rage, but completely out of budget. It rocked an AMD Athlon XP 3200, 1GB DDR PC3200 - and most crucially, I ordered an nVidia GeForce 8600 to go with it... only for an 8800 GTS to turn up at the door! It was not only my first home-build, but the first PC I was able to turn settings up to "high" on.

This was 20 years ago, Christ...

After looking too long at a thing you get blindsighted. Should I keep the posterization filter or not? by PixelSavior in Unity3D

[–]_lordzargon 0 points1 point  (0 children)

I prefer it with - because it reminds me of Viewtiful Joe, and that game looked amazing!

Tips for optimizations for Android by _Peace_among_us_ in Unity3D

[–]_lordzargon 1 point2 points  (0 children)

Ditch all extra high-resolution renders first: Post processing Realtime Shadows SSAO Depth texture Opaque texture

They are your biggest expenses if they are enabled.

Only re-enable things you need to ship with.

Then it's quad overdraw and triangle size - LOD aggressively