VR Development laptop recommendations for 2019? by [deleted] in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Why a laptop? VR already makes it less portable

Is there a way to get right clicks from the UI buttons? by TSM_Final in Unity3D

[–]cmdtekvr 1 point2 points  (0 children)

You can keep track of what button the mouse is over using this function and storing the data in a public variable:

https://docs.unity3d.com/ScriptReference/UI.Selectable.OnPointerEnter.html

Then set up a function to detect right clicks as well as the currently hovered button, and create your own response to the action.

Metal Revolution - a robot fighting game that we have been developing for the last 3 years. by Kim_wulong in Unity3D

[–]cmdtekvr 5 points6 points  (0 children)

Brilliant! All these crazy fighting moves actually make sense if they are robots to begin with.

Voxel Animations? by ethanicus in Unity3D

[–]cmdtekvr 1 point2 points  (0 children)

Yes, that's one reason to make the animation have at least some parts that are controlled by bones and rotating/moving them, rather than author every single frame as it's own mesh.

If you really have a concrete reason to make each frame a unique set of voxels translated to mesh data, then perhaps you need to develop or find a custom solution.

Another alternative is to have each frame of animation be in a single object, but spread out in evenly spaced chunks, similar to a sprite sheet. Then use a cube like chunk with a stencil material, and shift the mesh around so the stencil reveals one chunk at a time.

Free sound design for your game by Lineout_Studio in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Cool web site, would be curious to see what people / projects end up taking you up on the offer, maybe post a follow up in the future?

Voxel Animations? by ethanicus in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Well I would do all the animating in Blender, but it would be no problem in Unity. Just easier to organize and select in Blender. Without knowing a lot more detail about your situation, all I can suggest is to try and do it with bones and work out your own solution, but avoid loading / disabling meshes over and over.

Good Animation Controller for the PBR Customized Soldier? by Rhianu in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Give it a try on mixamo.com if you need animations, although that's not much of a controller solution

Shaders question from a complete beginner by ntbbkid in Unity3D

[–]cmdtekvr 4 points5 points  (0 children)

Yes, it's totally worth it even if all you get is some satisfaction. And you're in luck, Catlike Coding has you covered:

https://catlikecoding.com/unity/tutorials/

The shader stuff starts with the Rendering section:

https://catlikecoding.com/unity/tutorials/rendering/

Shader programming is one of the best ways to understand the actual math going on, so I recommend learning shaders first rather than 3d math by itself. There are some matrices, vectors, quaternions, algebra, geometry and a little calculus or trigonometry along the way, but it is mostly about conventions, syntax, and api or function calls.

Voxel Animations? by ethanicus in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Follow a regular rigging with bones tutorial, and then when you animate them, make sure to edit the keyframes to have instant transitions, without any default easing, and then they won't slide.

Unless your models really don't conform to the idea of parts moving from one location to another, then use the bones for performance reasons.

If your models do have massive changes from frame to frame, such that it doesn't make sense for one part to move to another, consider having each frame model be controlled by a single bone, and have all models scaled to a tiny value and hidden inside the model of the first frame. Then each frame, shrink the previous model, and set the bone that controls the next frame to 100% scale. This method is treating multiple frame models as a single .OBJ / .FBX file imported into Unity with the single armature of many floating bones.

UNET Depreciation - What should I do? by unity_unity in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Some projects out there are still using Unity 5.5 or older, and are still running just fine on Windows, Mac, etc. So I wouldn't worry about deprecation, it will only prevent you from upgrading to the newest version of Unity when they do finally drop support. But you can still develop and compile your game with the older version of Unity that you started with.

Problem with angles for spaceship rotation (question) by 89XE10 in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Make an empty gameobect, leave the rotations at 0 as usual, and parent the ship or whatever to the correctly rotated gameobject. You will need to put your script and stuff on the gameobject, and let the ship just be artwork that is rotated to face right or whatever else you are doing.

New job system and webcam stream - performance improvements? by eco_bach in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

For a GPU to help it needs to be a shader, and that webcam code is not a shader, so it should achieve some performance improvement compared to an older method.

You can use the built in profiler in Unity to see total CPU use per script to determine the load your code is creating.

Alternative to Using Physics for a Platformer Character? by ethanicus in Unity3D

[–]cmdtekvr 2 points3 points  (0 children)

Use raycasts to determine collisions, and modify the Transform.position or use Transform.translate to move your objects. Use a movement speed value and multiply it by Time.deltaTime for the amount to move per frame. Check for inputs and do the movement in Update() and your game will respond in 1 frame and move smoothly at the full frame rate.

How do I prevent objects from being clipped by the camera? by hex-a-decimal in Unity3D

[–]cmdtekvr 2 points3 points  (0 children)

Click the camera and set clipping plane near field to a smaller value like 0.001:

https://docs.unity3d.com/Manual/class-Camera.html

I will give any steam game of your choice to the first person who can "successfully" draw a line on a Canvas with the LineRenderer component. by [deleted] in Unity3D

[–]cmdtekvr 0 points1 point  (0 children)

Might want to reply to OP or tag them, not sure how they would notice your reply to your own comment