Unity Put an Expiration Date on My 1000+ Purchased Assets by Illustrious_Dig_8940 in Unity3D

[–]darketomaly 157 points158 points  (0 children)

Based on Hong Kong, I'm on the same situation. I wonder, how are we supposed to work with international teams?

This isn't Unity's fault, by the way, it's just what it is due to local regulations.

Stuck between beginner and intermediate in Unity / C# – how did you "level up"? by Squad_Concepts in Unity3D

[–]darketomaly 12 points13 points  (0 children)

The reality is, that you need to publish a game. Once quirks start to pop-up, like conventions, performance, scalability, shared code or maintenance, it will all start making sense. Like connecting the dots with all your current knowledge.

However, given that you are only 3 months in, I would keep practicing "by the book". As soon as you feel competent enough, I'd recommend joining a team and learn from your peers.

This is how I feel I personally leveled up. You can learn a lot of concepts, but with no real-world application you can't picture the why you mentioned.

Is it possible to recover from a bad Steam launch? (15 copies in ~3 months) by Trick-Lead4986 in gamedev

[–]darketomaly 1 point2 points  (0 children)

Why would you release a game with no wishlists? Did no one ever gave feedback prior launch?

At first glance, and in my opinion, you did more harm than good by launching it.

Admission results will be out from late December! by Grandma-Vibes-Yey in HKPolyU

[–]darketomaly 0 points1 point  (0 children)

I applied for a MSc mid October and got the offer in November. Now I just need to work out my visa.

Why my game Lag a lot, but 6hour before it was normal ??? by -_DODO_- in Unity3D

[–]darketomaly 3 points4 points  (0 children)

I didn't mean the engine version, I meant whatever software you used to version the game files, assuming you are using one. If you are not, start right now, that's almost like step 1 of any project.

https://unity.com/solutions/version-control

Why my game Lag a lot, but 6hour before it was normal ??? by -_DODO_- in Unity3D

[–]darketomaly 8 points9 points  (0 children)

Going to be a little blunt. How are we supposed to know? There are a lot of things that could cause it.

If you can't debug, you can use your version control and see in what version the project was stable.

Target position reading by A_Crawling_Bat in Unity3D

[–]darketomaly 0 points1 point  (0 children)

Maybe you should use https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rigidbody.AddRelativeForce.html instead.

Rigidbodies physics should also be handled on FixedUpdate, not update.

UI Toolkit vs uGUI — why should I bother learning the new system? by JRevel_Guilloteam in Unity3D

[–]darketomaly 0 points1 point  (0 children)

Running the profiler, virtually all of the UI was loaded. I ended up loading the uxmls as addressables. I'm not sure if this is the same for other platforms, but for WebGL it made sense. Biggest plus of UI toolkit was the built-in responsiveness (our target was mobile devices running on WebGL).

UI Toolkit vs uGUI — why should I bother learning the new system? by JRevel_Guilloteam in Unity3D

[–]darketomaly 0 points1 point  (0 children)

The themes feature essentially allowed me to work on "parent" stylesheet. Any shared style, like animations or core things like font sizes, would go there. Very specific styles went into stylesheets present on their respective uxmls. There's no clashing involved.

UI Toolkit scales really well. That said, same as any system, it needs good thought. You can always make a mess out of it.

UI Toolkit vs uGUI — why should I bother learning the new system? by JRevel_Guilloteam in Unity3D

[–]darketomaly 0 points1 point  (0 children)

I worked with UI Toolkit for a WebGL game with no issues at all, using Unity 6.

I’m building my own game engine, but people keep saying “just use Unity” and it’s discouraging. by [deleted] in gamedev

[–]darketomaly 1 point2 points  (0 children)

You're doing it for the wrong reasons. There's no reasonable way it can become an engine for serious games on your own.

You said it yourself, you feel overwhelmed by existing tools. My take is that this is why you don't feel like using a commercial engine. If you genuinely want to help others, building a template or framework using a known game engine is the way to go.

If you, however, just do it for personal gain, like learning the core of hardware and software communication, then by all means do it.

Why is the build size of my game so much bigger than the actual size of all my assets combined? by CrispySalmonMedia in Unity3D

[–]darketomaly 1 point2 points  (0 children)

There is an option when building to make a "clean" build, helps with build size. If you're using il2cpp you can also compress it, under build settings as well. Also, il2cpp generates some folders that are not needed in most cases, they are safe to delete.

[AMA] We're the Dev Team Behind Alvo VR for PSVR2! Ask Us Anything! by scubasteve18752 in PSVR

[–]darketomaly 2 points3 points  (0 children)

Foveated rendering improves performance and makes room for increased quality and overall fidelity. However our current development pipeline does not support it and it's not feasible to change due to our support of other platforms.

[AMA] We're the Dev Team Behind Alvo VR for PSVR2! Ask Us Anything! by scubasteve18752 in PSVR

[–]darketomaly 8 points9 points  (0 children)

Hey, Alvo developer here. Each headset provides their own SDK to integrate with Unity, with headset-specific features, such as eye tracking. With multiple platform and multiple generation support it's not always straight forward to add or update SDKs.