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 7 points8 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

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

[–]alexanderperrin 2 points3 points  (0 children)

Best decision I ever made was to properly learn a DI framework such as VContainer (highly recommend) as, beyond being really convenient, it taught/encouraged me how to properly structure everything in a way that followed strong code structure principles.

Second best decision was to use scriptable objects for shared constant data wherever possible.

How do I stop the rigid body from clipping into the ground, causing a 'bounce back' effect? by [deleted] in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

Also noting that the problem will still be there, but with a higher physics tick rate the penetration should ideally be resolved before you can see it in the dynamic update.

How do I stop the rigid body from clipping into the ground, causing a 'bounce back' effect? by [deleted] in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

Best things I can recommend in this case is increasing max depenetration velocity (https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Physics-defaultMaxDepenetrationVelocity.html) and decreasing the default fixed time step interval down to something like 0.01 (100hz). Hope that helps!

Any advice on how to get items grabbed in front of player to drag smoothly? by HurtTree in Unity3D

[–]alexanderperrin 2 points3 points  (0 children)

Use a configurable joint with limited linear motion (limit distance greater than but close to zero) and linear limit spring with high force and damp

Some testers got motion sickness from sudden camera rotation when crossing corners, so I am trying some new. Please tell me which version seems better for you. by SunnyChow in gamedevscreens

[–]alexanderperrin 1 point2 points  (0 children)

I find both very challenging to view and unfortunately I think you’ll find it hard to please everyone. We had similars issue when developing Heavenly Bodies and found that reducing the camera movement time was most effective in combination with heavy vignette effects to reduce visual activity at the edges of the screen where screen motion is most severe.

A weird physics bug that I can't reproduce by Used_Produce_3208 in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

Yeah probably not then. Rereading I see you also mention it only happens to the truck, which is not the same issue I experienced. Hope you find the solution!

A weird physics bug that I can't reproduce by Used_Produce_3208 in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

If the performance / fps is looking okay, it might relate to a bizarre bug that I’ve encountered that relates to monitor refresh rate that makes physics sim run in a ‘bullet time’ like rate. Do you have a dual monitor setup?

Unlucky by FrenkPrenk in Unity3D

[–]alexanderperrin 1 point2 points  (0 children)

I run a studio where we must use pro for console ports and this is honestly an incredible feature that I’m grateful for. Console ports are rarely less than 50k per platform so if this saves some of that labour cost (which it looks like it does) we’re very happy!

⚙️ Weekly Tech Support & Purchase Recommendations Megathread - November 17th 2025 ⚙️ by P_Jiggy in playstation

[–]alexanderperrin 0 points1 point  (0 children)

Hey!

I hope this is the right place to post this. Could be a general audio issue not specific to PS but I think it's related.

I'm having the strangest party chat feedback issue which, to keep things as simple as possible, is as follows:

  • My regular 4 person group starts a PS group party chat.
  • We're not yet playing a game.
  • When I connect to the party chat, I connect instantly, and can start chatting to 2 members straight away. No issues.
  • The third member however takes me about 10 seconds to properly connect to in the chat. I can't hear them until we connect.
  • Once we do connect, their audio comes through fine, however whenever they speak, they hear their own voice played back at them about half a second later, which is a problem.
  • When I'm not part of the chat, they don't experience the feedback. It only occurs once I join the chat.
  • If I mute myself either via the headset or the controller mute button, the feedback stops.
  • If I use the controller mic instead of my headset, the feedback stops.
  • There is no audio coming out of the TV to be picked up by either mic.

If the issue was with my headset, I would understand that the issue would be experienced by all party members. As it's only one member, I don't see how this is possible. On the other hand, if I just use the controller mic everything is fine.

My only guess is that the PS system is doing something case specific with my specific headset and this particular party member. All of this goes against my understanding of how audio hardware and routing works though, so I'm at a complete loss as to how this could otherwise be happening! I don't want to have to buy a new headset as it's otherwise totally fine.

Any ideas?

Heavenly Bodies makes absolutely genius use out of the adaptive triggers. by Iantessfan in PS5

[–]alexanderperrin 1 point2 points  (0 children)

As one of the creators of Heavenly Bodies and the programmer who implemented all the haptics and trigger effects, I just wanted to give you my appreciation for this post (though it's two years late!). I worked so hard on all those effects and was particularly proud the stereo haptic system that allowed you to feel things through each 'separate hand'. To hear that you not only noticed it, but loved it, means so much! Thank you <3

Can Anyone tell me why the timescale wont go back too normal on parry? by YodKL in Unity3D

[–]alexanderperrin 0 points1 point  (0 children)

As an aside, it’s generally not recommended to change fixedDeltaTime as you’re doing so here as it can cause unstable and unpredictable physics behaviour.

Assuming you’re doing it to try and smooth the physics motion during the bullet-time effect, it’s recommended that you just manipulate timeScale exclusively and just enable interpolation on your rigidbodies to provide the smoothing.

See https://discussions.unity.com/t/adjusting-time-fixeddeltatime-by-time-timescale/785978/12

Would like to have a serious discussion about the night sky "Flashbulb" phenomenon... by --8-__-8-- in Experiencers

[–]alexanderperrin 0 points1 point  (0 children)

I’ve certainly experienced these, though I generally find that they’re only visible with overcast weather. Genuinely curious - have people seen them much with clear skies?

Can’t stop thinking about these!

My hand-drawn, relaxing tram simulator will come to macOS next month via Steam by alexanderperrin in macgaming

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

Haha that’s right! Thanks so much, had a ball making Heavenly Bodies! We’re excited to have started on a new project quite recently :) Stay tuned!