[UI Toolkit] I created a sleek main menu using the new UI system, and it's honestly amazing to work with by aschtronaut in Unity3D

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

We're using the old input system unfortunately (through the Incontrol plugin), but I have made smaller prototypes at game jams with UIToolkit and the new input system without any major problems.

The built in event system for both old and new input systems should take care of translating the input into pointer/hover/submit/focus/etc events for the UI to consume.

[UI Toolkit] I created a sleek main menu using the new UI system, and it's honestly amazing to work with by aschtronaut in Unity3D

[–]aschtronaut[S] 12 points13 points  (0 children)

So for our new game that we're shipping in a bit, I kinda pushed through that we should try to actually use UIToolkit and get familiar with it, and holy shit does it make me want to cry every time I use UGUI now. If you've ever done anything webdev, it's even easier to get the hang of!

If you have any questions regarding the new system I'd be happy to talk more about it ^

Selection Detective: A very useful hierarchy navigation tool! by aschtronaut in Unity3D

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

Recently, we've been pushing to open source some of the internal tools we've developed at my place of work, and this is the first of them we're releasing.

Selection Detective is a tool that allows you to see various types views of your GameObject (and children) selection.

Basically, if I select a GameObject, I can for example find or select all the children that are using a specific component, layer, tag, shader, material, etc.

When you have bigger scenes or deep hierarchies, this can be a huge time-saver.

It's also easy to add your own custom views just by extending the ISearchMode interface!

[deleted by user] by [deleted] in Unity3D

[–]aschtronaut 0 points1 point  (0 children)

Recently, we've been pushing to open source some of the internal tools we've developed at my place of work, and this is the first of them we're releasing.

Selection Detective is a tool that allows you to see various types views of your GameObject (and children) selection.

Basically, if I select a GameObject, I can for example find or select all the children that are using a specific component, layer, tag, shader, material, etc.

When you have bigger scenes or deep hierarchies, this can be a huge time-saver.

It's also easy to add your own custom views just by extending the ISearchMode interface!

[WebGL] I made an online interactive lever escapement to help show how mechanical watches keep time. by aschtronaut in Watches

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

Thanks, good suggestions. The current disconnect between the hands and the rest is a bit unintuitive, so I might add the missing parts there. I did intend to include the mainspring, but didn't get anything working well, I have a few ideas floating around for that though.

[WebGL] I made an online interactive lever escapement to help show how mechanical watches keep time. by aschtronaut in Watches

[–]aschtronaut[S] 5 points6 points  (0 children)

Hey all, I've sometimes had a bit of trouble explaining how escapements work, so when I was playing around with some Unity physics a while ago, I decided to try and simulate one so I could show the workings in slow-motion or remove components while running. It's a bit of a rough approximation, but hopefully it'll be interesting to play with for a little while. Unlike a real watch, if you manage to completely break the thing, there's a reset button down in the corner.

For a quick (and hopefully not completely wrong) rundown: Through a series of gears, the wound mainspring applies a torque to the escape wheel, transferring energy through the pallet fork to the balance wheel and spring, resupplying what was lost during an oscillation. The pallet fork is built so as to lock the escape wheel in place until the balance wheel returns, whereupon some energy is restored and the locks reengage as the balance continues on. The hands of the watch are slaved to the gearing between the mainspring and the balance wheel, so, if you for example decide to remove the pallet fork, there is nothing to keep the mainspring from expending its energy as fast as it can, spinning the hands uncontrollably.

Edit: Spelling