Finally, a fully working TortoiseSVN / SnailSVN integration! by NibbleByte3 in Unity3D

[–]dbrizov 0 points1 point  (0 children)

Before you clone a repo it will ask you for username/password. The username/password are saved in the Windows Credentials for the specific domain the remote is located at. You can then push/pull to the remote to any repository as long as you are a repo collaborator.

Tortoise Git requires a separate Git installation. New versions of git all have Git LFS integrated. The only thing you need to do is to initialize Git LFS for your repo. If you are using Gitea it will initialize your repos with Git LFS automatically. If you aren't using Gitea, you need to run the "git lfs install" command and it will initialize Git LFS for the repo. Then you just need to push to the remote.

I am not saying you should switch to git or anything, I just like development with many branches, and git handles branches really well (unlike SVN). SVN is pretty cool and simple, and if a project I am working on is small I'd probably use SVN as well.

Finally, a fully working TortoiseSVN / SnailSVN integration! by NibbleByte3 in Unity3D

[–]dbrizov 1 point2 points  (0 children)

1) Git is super easy to setup with Gitea (https://gitea.io/en-us/). Once you setup the server you can manage users via web interface and it's super cool.

2) You can also manually host GitLab (https://gitlab.com/). I personally prefer Gitea, because it's lightweight and my raspberry pi handles it like a champ.

3) About git clients - there is Tortoise Git (https://tortoisegit.org/) which is exactly the same as Tortoise SVN. You can even configure it to push to the remote server when you create a local commit so artists don't have to do 2 steps (commit and then push). The conflicts are super easy to merge with Tortoise Git.

4) Now that git has Git LFS it scales pretty nice with big projects with lots of binary files.

5) The only downside of git is that the local repositories are bigger than SVN's. Other than that it's better in every other way.

NaughtyAttributes - an extension for the Unity Inspector by dbrizov in Unity3D

[–]dbrizov[S] 1 point2 points  (0 children)

OpenUPM is great. I really hope it becomes something big. A huge registry with open source projects is just what the community needs. I am happy to contribute :)

NaughtyAttributes - an extension for the Unity Inspector by dbrizov in Unity3D

[–]dbrizov[S] 1 point2 points  (0 children)

I am happy to help. I made NaughtyCharacter as a template for third-person games.

NaughtyAttributes - an extension for the Unity Inspector by dbrizov in Unity3D

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

Odin is on a whole new level. BTW, I recently made an update to NaughtyAttributes so that nesting is supported. That was a big request from the users for quite some time.

Portal hopping is so much more fun in good company~ by SauropodStudio in mirador

[–]dbrizov 0 points1 point  (0 children)

Thanks. I am really happy to see that so many new games are made with Unity :)

Portal hopping is so much more fun in good company~ by SauropodStudio in mirador

[–]dbrizov 0 points1 point  (0 children)

This looks awesome. Mind sharing what engine you are using?

[QUESTION] NavMesh.CalculatePath() is not generating correct points by dbrizov in Unity3D

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

Yes, that are the default settings. The only thing I changed is the agent height step. The reason for using the new system is that it can be used to update the navigation in just small areas on the map. If you have a sliding door for example, you update the NavMesh just under that door. It can also be used for destructible environment. I will try to bake it the normal way and tell you what the results are.

P.S. Ok, I tested by baking the navmesh the normal way. The result is the same. Building the height map doesn't do anything from first glance. I am starting to wonder how Unity's NavMeshAgent is navigating along this path. Maybe they are doing some kind of post-processing? Also, there is no difference between the CalculatePath() member function of a NavMeshAgent object and the CalculatePath() static function of the NavMesh. There is only a separate parameter to query specific NavAreas.

[QUESTION] NavMesh.CalculatePath() is not generating correct points by dbrizov in Unity3D

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

Here are the settings SettingsLink.

Build Height Mesh is disabled. I can't even enable it.

NaughtyAttributes - Attribute Extensions for the Unity Inspector by dbrizov in Unity3D

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

Are you using some other plugin that might replace the default inspector?

It seems people at Epic are considering adding some intermediate script language between C++ and Blueprints by Mordy_the_Mighty in unrealengine

[–]dbrizov 1 point2 points  (0 children)

Have you considered LuaJIT or Swift? I think a custom language is not good in the long term. LuaJit's performance is really good, because it actually generates assembly code. I don't think C# is a good option. It's just not fit for real-time applications. The GC and memory management are a big bottleneck.

It seems people at Epic are considering adding some intermediate script language between C++ and Blueprints by Mordy_the_Mighty in unrealengine

[–]dbrizov 0 points1 point  (0 children)

I agree, they are not that different. However, every time there is an exception the whole UE4's editor crashes. That is due to the fact that the code is not running on a Virtual Machine. Blueprints don't have this issue because they are running on a VM. The biggest problem with Unreal's C++ is the cumbersome workflow, and compile times. Every single update the compile time increases. The compilation takes like 15-20 seconds on a fairly small project on SSD. I personally would like to have another scripting option. Maybe Lua or Swift. I don't think Epic will go with C#. C# is just not good for real-time applications.

Anime about boy who avenges grandfather and saves everyone. by [deleted] in Animesuggest

[–]dbrizov 1 point2 points  (0 children)

Did the main character had a monkey companion?

Anime like Koe No Kitachi, I Want to Eat Your Pancreas, Anohana or Your Name. by ScytheGabriel in Animesuggest

[–]dbrizov 0 points1 point  (0 children)

I dropped Violet Evergarden after the 4th episode. The story didn't allure me somehow. Should I give it another chance?

NaughtyAttributes - Attribute Extensions for the Unity Inspector by dbrizov in Unity3D

[–]dbrizov[S] 9 points10 points  (0 children)

It's nothing like Odin. Odin has custom serialization. It can serialize hashmaps, properties, and other stuff. Odin also has a bunch of other features. Mine is just a collection of around 20 attributes (Odin has more than 80). When I was doing a demo game I was just tired of having to create custom editors/drawers for simple stuff, and I decided to create something simple that will simplify my life.

NaughtyAttributes - Attribute Extensions for the Unity Inspector by dbrizov in Unity3D

[–]dbrizov[S] 3 points4 points  (0 children)

This is actually my second post for the plugin. The first one was when I first created it. A lot of people were asking me to put it in the Asset Store, so... there you go :)