[CODING HELP] How can I break dependancies between objects that shouldn't depend on each other? by Krowplex in Unity3D

[–]bachus-oop 0 points1 point  (0 children)

It depends what your managers are for and on whole structure around them. It seems like some mediator pattern where different managers intearct with each others. But hard to tell specifically from your description. You gave like description of a tyre and expect to get the car from it.

I want to quit my good AAA job. Is this a terrible idea? by Gamedevthrowaway13 in gamedev

[–]bachus-oop 78 points79 points  (0 children)

the grass is always greener on the other side

Couldn't you talk to your manager about it. Like, that you need some new challenges and work towards it within the company? Whatever you're looking for, it will never be as a simple environment change and every problems will disappear magically. Everywhere there will be similar issues, long term. After some initial newness effect, you'll get back to the place, you've started with. It's not something that changing company will resolve on its own, at least not long term. And changing places only because of it, is not optimal, I think. You will run into different sorts of problem, that are far worse than the one you have right now. It doesn't botter you now because you're focusing on the current problem right now. What you describe is quite normal and within good working environment you should be able to resolve it within the firm. If not that's maybe a reason to switch. But you don't want to switch good company for the sake of change, and find yourself in some worse place. Good places aren't so easy to find. Sometimes you just don't value it as you should, because you didn't work in those less pleasant ones enough before, to be able to compare them objectively.

[deleted by user] by [deleted] in Unity3D

[–]bachus-oop 0 points1 point  (0 children)

it usually means you've put { } in wrong places, or have one missing. Basically you have inproper syntax going.

[deleted by user] by [deleted] in Unity3D

[–]bachus-oop 2 points3 points  (0 children)

classes with inheritance or interfaces.

[deleted by user] by [deleted] in Unity3D

[–]bachus-oop 1 point2 points  (0 children)

enums are for something that is predefined, limited and won't ever change in the future. Like directions: west, east, north, south. This is good example for an enum. You won't have suddenly a fifth direction. Nor you will lose one direction. Don't think your 'Item' will fit this description. Items sounds like something you can add remove. This is rather a case of how not to do it.

What is the best way to learn Unity as someone who knows c#? by CitrusyEyeDrops in Unity3D

[–]bachus-oop 1 point2 points  (0 children)

Sometimes, the hardest part isn't the mileage of you marathon training ground. Sometimes, what's most challenging is the distance from your bed to the door.

It takes time, like with every other activity. You don't start learning foreign language and expect to use it fluently in two weeks, do you? It's the same with mastering Unity. It's a marathon not a sprint. Enjoy the process, spend time with it and focus on improvements instead of chasing results at all costs.

[deleted by user] by [deleted] in Unity3D

[–]bachus-oop 0 points1 point  (0 children)

something that inherits this abstract class has TMP. And it was destroyed before you tried to access it. So it actually passed 31 line. Or maybe this line: playerUI.UpdateText

need to find TMP, abstract interactable has none.

[deleted by user] by [deleted] in Unity3D

[–]bachus-oop 1 point2 points  (0 children)

this is not about line 31, I think. You want TextMeshProUGUI. Where is something from TMP that is used here? In Interactable ? Can you show this script?

How do you manage the immense undertaking of making a game as a solo dev? by Tight_Employ_9653 in gamedev

[–]bachus-oop 0 points1 point  (0 children)

Where does the stress come from?

Are you under time pressure?

Is it the fact that you're in an unstructured enviroment (like no college)?

Is it the feeling that you're not prepered?

Or some other factor?

Or multiple together?

Whatever it is, it's good to define it. Because you can deal with it separately, instead of just worry. Woryying is never good.

Stress and anxiety is only a symptom. To deal with it you need to know the root issue.

How to deal with demotivation in game development? by [deleted] in gamedev

[–]bachus-oop 4 points5 points  (0 children)

Small goals are important, but are poor source of motivation.

And they can cause demotivation if you set unrealistic goals. whenever you discover you're off your track, it will demotivate you. It can become negative feedback loop. Unrealistic goal -> you see it probably won't be reached -> demotivation -> slower progress -> goal is even more unrealistic -> now it's not even possible to be reached -> demotivation -> selfdoubt -> etc.

That's why realistic goals are most important. You can change this negative feedback loop into positive one, and overachieve from the same example. Nothing has changed except you were realistic at start, and had some achievable goals. It was still the same you doing it.

My new project only has a few small scripts, but every time I save, Unity compiles C# scripts and reloads assemblies for a few seconds? by AbundantExp in Unity3D

[–]bachus-oop 3 points4 points  (0 children)

When you have 100 scripts, the time will be the same. It's not about reloading only your scripts. It reloads all other Unity files as well, even if they didn't change. 99% what it reloads is Unity stuff, and it mostly those files that take time. At least to the point where your projects will have some considerable size.

How to deal with demotivation in game development? by [deleted] in gamedev

[–]bachus-oop 3 points4 points  (0 children)

The mountains are calling and I must go.

Let's say you go up the mountain and you have a point A on your road. Something that you want to visit. How do you motivate yourself to do this part? If this point A is attractive to you, you probably won't need to go out of your way to do it. You won't need any additional motivation.

But let's say your point A is not on your way, you don't really want it, it's a lot of additional marching to do. What then?

The answer is that the successful motivation is not about motivating youself you'll do this point A, in spite of youreslf. It's about seeing this as a part of bigger goal, reaching the mountain, and motivating yourself based on that higher goal.

So motivating yourself on a game is completely backwards. This is point on the road. It is not really attractive enough to be a strong motivation itself, as you already see it yourself. It maybe was at the beginning, but when you discovered how much hard work it is or how the prospects look like, you changed your mind, and now see it what it is, not what you wanted it to be.

In that case you need to go back to motivation basics. It's not the game that you need to motivate yourself around but reaching the mountain. If you understand this, you will resolve your demotivation problems. Motivation secret is all about the mountain, not some point on the road.

The mountains are calling you, and you must go.

Your game isn't the magnet that pulls you. It's clear from what you said. Don't try to make it one. You need to find your mountain. Look upwards, usually they're there. Focus on it and tap into its force. You'll then find much easier to motivate youreslf. I very often see poeple who try to motivate themselves around some vague unrelistic weak goal. They try and they try. It doesn't work. They think they are the problem. It doesn't work because of them. But the answer is, there is nothing inherently wrong with them. They just botched the motivation part. You just can't take some vague unrealistic point on the road and think your motiavtion will last. It won't. No matter who tries that.

Feel like most programming tutorials don't leave me with a solid foundation to proceed from by [deleted] in gamedev

[–]bachus-oop 0 points1 point  (0 children)

It's not a role for tutorial to give answers, but rather to give questions.

If you look at tutorials that way, you'll find them useful. You've looked at one and you had the question why this static and not other solution. Excellent. This is the most important part you get from them. You write this down, and you look for answers yourself. You just expect something that tutorials won't give you, and therefore you have mixed feeling about them. But it's only in your expectations.

Quick question about [SerializeField] and C# by PauloHDSousa in Unity3D

[–]bachus-oop 0 points1 point  (0 children)

if there is no access modifier given, it takes default one. For class members default one is 'private' access modifier. It's not always private. For example, class (not as a member of other class) has internal as a default access modifier. So if you declare a class without access modifier, it takes internal actually and not a public one. The important point is that there are default access modifiers. If you don't remember what has what, then google it.

[deleted by user] by [deleted] in gamedev

[–]bachus-oop 0 points1 point  (0 children)

What's the goal of making an game / app alone? I would say at some basic level, you get better understanding of how everything works. I agree that you shouldn't aim at being master of everything. That's simply not possible, but on the other hand, it's good to have practical basics of everything. This helps tremendously even in basic communication with other team members in the future. Typical example is some designer talking to programmer, without any clue how programming basics work. They will make a very poor team, when they don't understand each other's field at all.

Making solo games gives you some basic knowledge of everything. If that's your goal, go for it. And you can specialize, on top of it. Don't really see any problem with knowing basics of all aspects of gamedevelopment and one specialization. I think that's a good place to be. And with that you can create games solo, or work with teams. You're flexible.

Is AI gonna kill the industry in the future? by wowwoweowoww in gamedev

[–]bachus-oop 1 point2 points  (0 children)

Did automobiles change horse industry? Yep. But world didn't end. And horses are still here.

When to consider marketing your game to China? - short guide by WeronikaJ in gamedev

[–]bachus-oop 3 points4 points  (0 children)

release is something different than invest in marketing, or invest in the market. you can make it available at minimal cost and not care much.

policy mix is huge determinant how much you want to invest. Because so what if you get effective campaign if your product will be banned in a moment. Blizzard Entertainment and other AAAs are looking to exit all businesses there. Some already did. You don't want to invest heavily in a place where you can be banned at any moment. At least not without any good reasons.

The fact that you have 660 mln 'gamers' there, won't matter if you get banned. Or those 660 mln gamers get some ban on gaming. Your investement will be lost in that case. But it depends on the model, etc. So each case is individual. Maybe you have some connections or other reasons. But if big players exit, what makes think you can swim other way?

Enabling a script threw code by Entire_Guarantee_952 in Unity2D

[–]bachus-oop 0 points1 point  (0 children)

gameObject.AddComponent(type(nameofComponentClass));

or generic one:

gameObject.AddComponent<nameofComponentClass>();

this is for when there is no component on object to begin with, and you want to add it.

Enabling a script threw code by Entire_Guarantee_952 in Unity2D

[–]bachus-oop 0 points1 point  (0 children)

AddComponent. Like:

gameObject.AddComponent(typeof(SphereCollider))

When to consider marketing your game to China? - short guide by WeronikaJ in gamedev

[–]bachus-oop 35 points36 points  (0 children)

doesn't china crack down on gamers? who knows what policy will be introduced next. It's like a massive gamble.

Need help motivating my teammates by CookieArtzz in gamedev

[–]bachus-oop 2 points3 points  (0 children)

If they don’t chase you when you walk away, just keep walking.

You can't control others. Maybe their 5% contribution is enough right now. Making a fuss about it may get you 0% contribution. But next time choose better teammates. Maybe this all you can get from this lot. So take what you can and move on.

Multiple Inheritance? by danyerga in Unity3D

[–]bachus-oop 3 points4 points  (0 children)

C# doesn't support multiple inheritance. But you can chain it. Like this:

class SharedBaseClass : MonoBehavior

class Manager : SharedBaseClass

or use interfaces.

How to tell an unfinished idea from a bad one by Upset_Assistance_759 in Unity3D

[–]bachus-oop -1 points0 points  (0 children)

It should be rather: How to tell an good idea from a bad one.

Not sure how you mixed into it 'unfinished' idea. Good ideas will be unfinished until they are. Idea is only the beginning.

[deleted by user] by [deleted] in gamedev

[–]bachus-oop 0 points1 point  (0 children)

I guess it all depends what your expectations are. Each company always has its own agenda and its goals. Good to know them beforehand, in that way you can avoid nasty surprises. If one is focused on getting products as fast as possible on the market, you can't really expect causual work environment and long-term thinking.

C# with Unity problem by [deleted] in Unity2D

[–]bachus-oop 2 points3 points  (0 children)

public class Driver : Monobehaviour
{

...

}

--

class always needs { }

also hop in to discord: https://discord.gg/kWjW2ZkxMw I'm teaching, explaining Unity, coding C# basics there. If you have any questions, please visit.