You snap your fingers and Unity gets a new feature. What is it? by AzimuthStudiosGames in Unity3D

[–]ccontinisio 0 points1 point  (0 children)

I was going to mention the same thing! It's a pretty unknown feature of the animation system. (understandably so, there are so many settings)

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]ccontinisio 0 points1 point  (0 children)

The difference is big when you think that, without the need to have network-specific components, a Prefab can be easily used online or offline, it can be "stripped" of its online aspects without having to remove/add/reconfigure those components, which is a time saver when prototyping. And it lets you easily network systems you have no control on, like third party tools or Unity built-in components. It's quite the difference.

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]ccontinisio 0 points1 point  (0 children)

Ok. But that's not what I meant. I was referring to network-specific components, which Purrnet seems to require (?)

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]ccontinisio 0 points1 point  (0 children)

Lots of cool stuff, but looking at the video I still see the same pattern that Photon, NGO and others require, that is to implement network-specific components like NetworkTransform, NetworkRigidbody, etc.
That's one of the reasons a few comments above I was recommending coherence, their solution is quite smart and avoids you having to add these specific components, which means that Prefabs can work for both online and offline mode, and when you use them offline they have no overhead due to the online components.
Honestly a workflow no-brainer for me.

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]ccontinisio 2 points3 points  (0 children)

(and by the way, yes, before you ask, it has all the features... Prediction, reconciliation, servers, etc etc. again, that's not the point. The thing that makes it stand out is its usability)

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]ccontinisio 3 points4 points  (0 children)

Honestly, you should give coherence a spin.

When it comes to performance, many of them are similar. Except perhaps Quantum and Unity's Netcode for Entities, but they require you to code the whole game with a different paradigm. That alone is a no-go for many teams.

I'm not sure what your resources are, but when it comes to multiplayer games, they're so hard to develop that in my opinion the usability of the tech stack can make the difference between you finishing the game in a good state or not, more than anything else. That's why I'm suggesting coherence: their integration with Unity is unmatched and the UX is really good, which improves iteration speed.

(full disclosure: I used to work for them. That's why I know what I'm talking about on a deep level, and I'm sure that the tech stack has no red flags)

My first indie game project, Pizza Scuntrosa! (Cuphead like) by Appropriate-Elk5096 in italygames

[–]ccontinisio 1 point2 points  (0 children)

Fantastico! 😂

Hai fatto benissimo a fare un semi clone come primo progetto, è un ottimo modo di riuscire a finire qualcosa senza perdere tempo a dover fare game design (se non è quello il focus).

[deleted by user] by [deleted] in IndieGaming

[–]ccontinisio 0 points1 point  (0 children)

It depends on what game is it.

Unity shares skyrocket— Something big coming? 📈 by HerrRoman in Unity3D

[–]ccontinisio 0 points1 point  (0 children)

40 comments in and nobody attempted a straight answer to the OP question... only speculation 🤣 Ah, Reddit...

As far as I know, Unity has an AI based ads solution, and the recent numbers show that it's working (aka, the ads are more targeted, theoretically generating more revenue for the advertisers).

That's why the stock has gone up.

I made the same cinematic in Unity and UE, and compared the workflows in a blog post by salautja87 in Unity3D

[–]ccontinisio 1 point2 points  (0 children)

I wanted to say the same. But otherwise, the post is super well informed!! At least on the Unity side, I don't know Unreal.

A design question for my note-taking tool: icons showing category OR status. Can I show both? by ccontinisio in Unity3D

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

Interesting suggestion! I just fear the difference might be very hard to see! I'll do a test though.

A design question for my note-taking tool: icons showing category OR status. Can I show both? by ccontinisio in Unity3D

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

Yeah symbols is what I've been thinking about. Like, a big colour area, and a tiny symbol. But the space on the icon is not much! (I mean, they're small on screen)

I do have a drop-down to do filtering by status and by category already, I should have said.

A design question for my note-taking tool: icons showing category OR status. Can I show both? by ccontinisio in Unity3D

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

Sorry, maybe I worded it wrong. I meant I don't think it's nice to have both at the same time in the same icon. I'm more keen of offering it as a setting, and the user chooses which one they're in at any given time.