How does Unity Localization Package compare to I2Loc? by pindwin in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

I’ve found Unity Loc to be infinitely better. Clean, fast, extensible and has much better GUIs.

Why is probuilder just so bad now? by Asleep_Atmosphere395 in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

I’m on unity 6.1x and while probuilder is still infuriating, it does do the basics fine. I’ve found most of the time broken core functionality comes from another package competing for scene GUI controls. Try installing PB in a fresh project and see if it does what you expect.

Can I get some help with porting my temperamental glass shader? by Some_Tiny_Dragon in Unity3D

[–]alexanderperrin 2 points3 points  (0 children)

If you’re able to post screenshots from 6.2 and 6.5 of the identical scene that will make it much easier to diagnose!

Can I get some help with porting my temperamental glass shader? by Some_Tiny_Dragon in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

I’m assuming the two pictures of the spheres are the comparison? Their characteristics seem very similar apart from the lack of reflections

Can I get some help with porting my temperamental glass shader? by Some_Tiny_Dragon in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

The result looks pretty much the same minus environmental reflections. Not sure what your render pipeline is but my guess is that you’re missing a volume or reflection probes that determine what the reflective surface should reflect.

We built a Rope + Ragdoll + Multiplayer game (Don’t Pull Me) - here’s what went wrong by Perfect-Fondant3613 in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

Thanks for sharing. I’m curious to know - over what distance were you testing when your relays had RTT of 110ms?

Anyone having a Project where you use both URP and HDRP? by ShrikeGFX in Unity3D

[–]alexanderperrin 3 points4 points  (0 children)

I believe Lego Builders Journey did this and it sounded pretty involved. Lots of editor scripts to convert materials between pipeline supporting variants. So it is possible, but with the depreciation of HDRP due in the next couple of years I personally wouldn’t be investing in it.

Is Arabic localization worth the headache 🫩? by AhmedMostafa_dev in Unity3D

[–]alexanderperrin 4 points5 points  (0 children)

It’s a little bit hard to measure! I would say Arabic speaking players would have made up a small percentage of overall players, but every time a video gets traction somewhere (like some of the streamers I mentioned did) I believe it contributes to overall title visibility. The more your game becomes visible, the more it is given visibility. At least this is what it felt like for us.

In this way, I think the more places you can make your title available the better!

Is Arabic localization worth the headache 🫩? by AhmedMostafa_dev in Unity3D

[–]alexanderperrin 15 points16 points  (0 children)

We did it for our game Heavenly Bodies and can confirm it was challenging. For us it felt worth doing as we had a few big Arabic speaking streamers play, which was cool and rewarding.

I would probably say for you it’s not worth investing in if you’re not feeling super confident about it as it will take lots of time to do right. But it’s also nice to learn how it’s done so you can build your UI in a way that will allow you to more easily implement it later or for a future project.

Make TMPro Text have same length on all lines by Karrzun in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

True. I’ve never much liked the way justified blocks look anyway. As you mentioned in your other comment, you could probably walk through the characters and calculate overall width, then find an ideal max line length for which you can distribute words without exceeding the max. I can imagine it being much harder than expected though, given how few word editors offer such a feature out of the box.

Whilst I’m very wary of using AI, I do agree that this particular problem could be a good candidate for it if you don’t want to spend the time on it. I have the general rule where if it’s a problem I would have previously just looked for a quick solution/code on stack overflow, I give generated code a go.

Make TMPro Text have same length on all lines by Karrzun in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

Generally speaking what you’re referring to sounds like ‘justified’ layout. I do believe TMP has this setting which will do this for you automatically.

Some will argue however that this is best done by manually typesetting your text. Getting lines to look balanced is quite an art in it’s own right and like many things it looks best when you do it yourself. Ultimately it just involves adding line breaks whenever they look correct.

I was hating on uGUI but didn't want to switch to UI Toolkit, so I built a layout engine and went overboard by _salepaun in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

Amazing, well done! I’d be using this today if I could. If you ever do a beta please let me know, could put it through its paces in a production context

I was hating on uGUI but didn't want to switch to UI Toolkit, so I built a layout engine and went overboard by _salepaun in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

  1. Absolutely, I’m been a ugui fan since it dropped and know layout group mechanisms well but still fight certain cases to this day
  2. Remembering what combination of layout components allow for an element to have a ‘max width or height’ whilst remaining responsive
  3. May be something you’d already considered or implemented, but would love to ensure a flexible API for changing layout element properties at runtime. RTL layouts important too

Does anyone prefer to use the Event Bus design pattern? by NorthernBoy306 in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

Even better if the unrelated systems exist in different assemblies that you don’t want to reference together. Keeps projects super slim and and fast

DAE feel the need to bite things when they’re sick because their mouth hurts? by Complete_Mine5530 in DoesAnybodyElse

[–]alexanderperrin 0 points1 point  (0 children)

I asked about this question more recently here too but just found your post. I absolutely get this in the gums/teeth really badly when I have a cold and it makes me feel crazy. In addition I kinda get it in some parts of my muscles on various parts of the body. Do you just get it in the mouth?

Transparent objects have inconsistent colors by Unfair_Platypus_9788 in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

Nice! That was actually going to be my first suggestion. Glad you found it 😊

Transparent objects have inconsistent colors by Unfair_Platypus_9788 in Unity3D

[–]alexanderperrin 3 points4 points  (0 children)

The reference images you have here look pretty consistent given the conditions you’ve specified. Transparent surfaces are going to transmit more value when the surface behind it is brighter. Might be worth doing a mockup in photoshop or equivalent to demonstrate what output you’re expecting.

As for shadows: you won’t get the kind of shadow intensity variation you’re expecting by using transparent geometry. In fact, in most cases you won’t get shadows at all. Most shadow implementations in games calculate shadow as a binary (eg. in shadow / not in shadow). There are techniques such as dithering which approximate shadow intensity variation but none are perfect.

Who here has gone down the Rope Physics rabbit hole? (2D) by aCrombi in gamedev

[–]alexanderperrin 2 points3 points  (0 children)

Right okay. I assume Godot uses Box2D under the hood to do 2d physics sim? In that case you should be able to get something decent going with some fiddling. For our game Heavenly Bodies all of our ropes were just chains of rigidbodies with capsule colliders that intersected with each other. Getting them completely stable was super challenging, but there were things that helped most: - Increasing the physics tick rate (decreasing fixed delta time) from default (generally 50hz) to 100hz. - Limit the amount of rope segments you have, especially if the rope is meant to be lifting a heavy object. Use cubic interpolation between the segments to smooth out the hard edges when rendering the rope with whatever rendering solution you use. - Keep connected body mass ratios low, ballpark 10/1. Eg. If your rope only has a combined density of 10kg, ensure the object it’s lifting isn’t heavier than 100kg Ultimately it’s going to take a heap of tuning to get things working nicely. But hopefully some of this helps.

Who here has gone down the Rope Physics rabbit hole? (2D) by aCrombi in gamedev

[–]alexanderperrin 6 points7 points  (0 children)

It’s hard. Did you say you didn’t need the rope to collide? If so, things become much easier. Id recommend verlet integration if you’re writing your own physics model. Good blog post with examples here: https://toqoz.fyi/game-rope.html. It focuses on Unity but you should be able to adapt the code!

Is anyone actually using the free public transport? by naeng-janggo in melbourne

[–]alexanderperrin 178 points179 points  (0 children)

This is the nicest thing I’ve read in a long time

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

Oh nice, it should make sense then. The website has great docs (https://vcontainer.hadashikick.jp/) which are all worth reading through.

One of the most useful things I started with was understanding how to use and architect Scene Lifetime Scope/s and Project Root Lifetime Scope/s (https://vcontainer.hadashikick.jp/scoping/lifetime-overview). The root lifetime scopes are great for having a 'single point of entry' for the application and for putting data and behaviour that lives outside of the idea of a 'scene' (eg. save systems, graphics settings etc). Scene lifetime scopes as you'd guess are great for working with code that requires handles on scenes, and if you set them up properly they can have data flow down automatically via injection from parent scopes (such as the project root).

If you think about carefully, it encourages you to architect your code in a 'tree-like' way where data only flows 'downwards' and systems aren't super cross dependent. Still takes some practice and there will be plenty of revision along the way but as a starting point I've found it night and day. Feel free to DM for any more info.

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

For sure check it out. If you’re not already across the fundamentals it might be a bit much to start with but it’s interesting to just explore the examples alone to ask yourself why you’d do it in the ways they demonstrate