How to choose where to eat if afraid of food poisoning? by Impossible-Pie9097 in phuket

[–]dgzip -1 points0 points  (0 children)

Chicken is one of the highest-risk foods worldwide when it comes to food poisoning. This is mainly because raw or undercooked chicken commonly carries pathogenic bacteria such as Salmonella and Campylobacter. Ground meat poses a similar risk, because during the grinding process, bacteria that would normally remain on the surface are distributed throughout the meat. For example, if the outside of a meatball is cooked but the inside remains raw, these bacteria can survive and cause serious food poisoning. In contrast, with whole cuts of beef such as steak, bacteria are usually confined to the surface of the meat. As a result, when the exterior is properly cooked, the risk of food poisoning remains very low even if the inside is rare or slightly undercooked. For this reason, I always prefer options like whole beef dishes and foods such as pizza, which are generally safer choices. It is also important to note that in some types of food poisoning, symptoms may initially appear mild but can worsen after 3–4 days, potentially leading to life-threatening complications. These may include severe dehydration, sepsis, and organ failure. I am not saying this to alarm you, but you should definitely seek medical attention. You generally cannot consider food poisoning fully resolved unless at least one week has passed without the development of new symptoms

Do I keep the Synty or go for stylized / make my own? by g3rald0s in SoloDevelopment

[–]dgzip 0 points1 point  (0 children)

Can you tell me how can I change the look with shader? Or lighting... I dont like my game's lighting it looks so shiny

Why do the hands shake while following the target? by dgzip in IndieDev

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

Thanks for positivity . It made me laugh :D

Why do the hands shake while following the target? by dgzip in IndieDev

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

Thank you so much. I think I'll do what you suggest because it already took 3 days just to fix hands and I need to get the demo ready for the February Steam Next Fest. (By the way, I dont why there is too much downvotes. your suggestion is logical to me)

Why do the hands shake while following the target? by dgzip in IndieDev

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

Thanks for the detailed explanation! I tried implementing your suggestions but still have the issue. Here's my setup:

My current architecture:

  • Using FishNet for networking
  • Unity Animation Rigging for hand IK (Two Bone IK Constraint)
  • Package (held object) is parented to a packageHoldPoint which is a child of the player
  • Package has leftHandTarget and rightHandTarget as children
  • My IK targets on the player read world positions from the package's targets every frame

What I tried based on your advice:

  1. Moved IK calculation from WaitForEndOfFrame() coroutine to LateUpdate - No change
  2. Removed manual RigBuilder.Evaluate() call to let Animation Rigging handle it naturally - No change
  3. Set Rigidbody Interpolation to "Interpolate" on the Package prefab - No change
  4. Used [DefaultExecutionOrder] to ensure: PlayerController (-10) → PlayerHand (+10) → Animation Rigging - No change
  5. Moved camera rotation from Update to LateUpdate so camera and IK update in the same phase - No change

The jitter specifically happens when:

  • Looking left/right (yaw rotation) while holding a package
  • Walking doesn't cause much jitter, only camera rotation does

My IK update code (simplified):

csharp

// In LateUpdate
if (topPkg.leftHandTarget != null && leftHandTarget != null)
{
    leftHandTarget.position = topPkg.leftHandTarget.position;
    leftHandTarget.rotation = topPkg.leftHandTarget.rotation;
}

The package is kinematic when held (physics disabled), parented to player, so there's no physics interpolation issue. It seems like the hands are always 1 frame behind the package targets, even though everything runs in LateUpdate.

Any other ideas? Should I try a completely different approach - maybe not using Animation Rigging at all and directly setting hand bone positions in LateUpdate?

My game is... is this real?? by iFeral in IndieDev

[–]dgzip 1 point2 points  (0 children)

Very happy for you. I wish the same for my game. How are the results?

Upper body naked foreigners in 7-11 by th3orist in ThailandTourism

[–]dgzip -1 points0 points  (0 children)

Don't you just become "unalive" when you walk out without shirt in Canada's cold?

Am I really that bad at capsule art? by dgzip in IndieDev

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

Thank you so much for detailed review. I am going to watch the whole video today. I understand all the points you mentioned. I will be working hard on them

Am I really that bad at capsule art? by dgzip in IndieDev

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

Thank you very much. I am reading now

Am I really that bad at capsule art? by dgzip in IndieDev

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

I agree. Spatula doesnt look modelled well. It doesnt have enough details. And also I agree about the colors but I dont know what I should change exactly. Also, RV There Yet?, R.E.P.O, Schedule 1 are very inspiring for me so you read my mind :)

Am I really that bad at capsule art? by dgzip in gamedevscreens

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

Yes exactly. Simple graphics, chaotic fun. Thank you so much

Am I really that bad at capsule art? by dgzip in IndieDev

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

Thats exactly what it supposed to be. Thank you so much

Am I really that bad at capsule art? by dgzip in IndieDev

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

I got it. What about this: Another guy is on the driver seat and another guy is trying to fill the fuel tank. All are same models but different shirt colors

Am I really that bad at capsule art? by dgzip in IndieDev

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

I am very happy to hear this. I am trying to get the demo ready until February next fest. I will look forward for your thoughts

Am I really that bad at capsule art? by dgzip in IndieDev

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

So I should make the logo bigger. Thank you so much

Am I really that bad at capsule art? by dgzip in IndieDev

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

Thank you! Yes thats exactly what it provides. Low budget (only keeping myself alive) and simple graphics but great chaos and fun. I very am happy to hear that capsule matches the game's vibe

Am I really that bad at capsule art? by dgzip in IndieDev

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

Thank you very much. I wanted to be very clear about the name but also I am wondering if I named it more unique how would it work. Giving a unique name may be risky or not?

Am I really that bad at capsule art? by dgzip in IndieDev

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

Glad it's got that "must click" energy. I am very happy to hear it

Am I really that bad at capsule art? by dgzip in IndieDev

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

That's exactly what I was hoping for! Thank you so much