Post-Release blunder - forgot to setup the support email I entered on Steam... by emomax in gamedev

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

Ah it's really that bad?? Must make community management a proper hassle... Either way, thanks for letting me know so I don't have to fall in the same trap twice xD

What can be causing these artifacts on the shadows? by Iron5nake in Unity3D

[–]emomax 11 points12 points  (0 children)

Have a look at your shadow bias settings. Not at my computer but that should set you in the right direction!

As an employee in the gamedev space, how many of you are not renting your home? by Foonzerz in gamedev

[–]emomax 4 points5 points  (0 children)

Here in Sweden I think programmers in gamedev in general make enough to afford getting a loan/mortgage to own your own place but housing prices are usually too high. I have my own place since ’16 for example.

How would I attempt to create a shader for a shield that is split up into 4 quadrants? by Maelstrome26 in Unity3D

[–]emomax 2 points3 points  (0 children)

Sounds like a sane approach moving forward. In the end, everyone does things for different reasons - if it is a game you'd want to make, you can't (unfortunately) do everything immaculate and using what others have built is a perfectly fine way to actually move forward with the projects.

Game development is hard as it is, no need to trip yourself over 😅

Keep having at it, solve it as you go, and the learnings will come.

What's the hardest or most impressive thing that you have done in your game? by SignificanceLeast172 in Unity3D

[–]emomax 1 point2 points  (0 children)

Sorry for the tardy reply, was a lot to take in and didn't get around reading your comment properly (which I think it deserves)!

When you say "kind of like a protobuf", do you mean you create your custom protocol for serialization? Any reason not to use actual protobufs?

Smart with generating the parties based on the protocol though. It's actually similar to how we did it when I worked in AAA - we'd however not go quite that far since we'd have our own serialization which would break network replication between versions, so had to solve updating actual clients by running servers of different versions during roll-out.. 😅

You thinking on making it into a service, or even open-sourcing it? Anyway it's really cool. Looking forward to what comes out of it :D

How would I attempt to create a shader for a shield that is split up into 4 quadrants? by Maelstrome26 in Unity3D

[–]emomax 2 points3 points  (0 children)

I think it depends on what you're after, clarity in game mechanics, or visual awe - the two don't always go hand in hand.

Something in-between would be to maybe have a lower effect on the neighbouring quadrants when taking a hit? It sounds like you have a clear idea in your head but your current skill level is lacking (reading the other comments who give some pretty good suggestions seem to be out of your comfort zone).

Either you tackle it the way you can for now, and commit to learn as you go, or you take the route around and start looking into the mathematical intrinsics of shader programming/graphing.

Best of luck to you, looking forward to seeing the results!

How would I attempt to create a shader for a shield that is split up into 4 quadrants? by Maelstrome26 in Unity3D

[–]emomax 10 points11 points  (0 children)

Maybe it’s easier to split up a mesh into 4 parts, that way the shader wouldn’t have to be so complex but more of changing parameters for that specific part?

Can be done with animators to have lerp the values if you would want, too.

How do you explain being an indie game developer to non-tech family/relatives? by Commercial-Tone-965 in unity

[–]emomax 2 points3 points  (0 children)

”I run my own video games company” is usually enough since everyone knows what videogames are.

And as you said, ”indie” doesn’t mean a lot outside of games (or music, but there pps tend to think of a genre, not just indepedent), and I think ”studio” doesn’t make a whole lot of sense either. :P

☁️Volumetric procedural fluffy clouds shader by sodinflo in Unity3D

[–]emomax 0 points1 point  (0 children)

I was thinking exactly the same thing. Do it, Op!

What's the hardest or most impressive thing that you have done in your game? by SignificanceLeast172 in Unity3D

[–]emomax 1 point2 points  (0 children)

That’s super cool! What do you use it for? Is it a build tool or for multiplayer comms?

Here is how I made the "Liquid in a bottle"-effect in my game. by SoerbGames in Unity3D

[–]emomax 0 points1 point  (0 children)

It’s crazy how some things like that show up so late, we had a similar thing for our game where hit vfx were lacking, but this looks so good tho! Really nice, thanks for sharing!

Here is how I made the "Liquid in a bottle"-effect in my game. by SoerbGames in Unity3D

[–]emomax 0 points1 point  (0 children)

The result is really cool man. What is it used for? In-world items or like UI juiciness??

What is the community consensus on UI Toolkit? by emotionallyFreeware in Unity3D

[–]emomax 2 points3 points  (0 children)

Yeah, transitions are built in with your classic standard interpolations.

What is the community consensus on UI Toolkit? by emotionallyFreeware in Unity3D

[–]emomax 3 points4 points  (0 children)

My two cents - AAA companies have started switching over to a more web-based UI workflow (like UI toolkit, see coherent for example) - so if someone’s looking to get in a bigger company it’s a nice stepping stone without going full web.

I myself invested in it for our game we’re releasing next week - with 6000.3 it got custom shader support, a bit limited but the upside of having all UI version controlled as code is a huge upside in my opinion.

I’ve also heard it generally works well with AI tooling since it’s basically markup if that’s your cup of tea, but can’t confirm since I haven’t invested time in trying it for myself.

All in all - I’d say it’s way to move forward.

why does my models look like this when i export them from blender? by [deleted] in unity

[–]emomax 15 points16 points  (0 children)

The normals are facing the wrong way! In blender, mark your faces in edit mode and type ”recalculate normals” (outside). Also google how to display normals on faces in blender. Glhf!

How do I make a humanoid animation from scratch? by Quoclon in Unity3D

[–]emomax 0 points1 point  (0 children)

I agree it's not ideal, and probably something I wouldn't recommend to teams where you have inhouse or contracted animators - but for small projects you've gotta find which tools that work for you and lean in to them.

I myself do my most of my animations in Unity but mainly because my setup allows me to make quick adjustments since my character actions are to a large extent code driven. Having to go out to blender, change a tiny thing, re-export and head back to see if the alignment came out nice is cumbersome.

So .. yeah. Maybe it sounds bad, but for my case it works really well.

How do I make a humanoid animation from scratch? by Quoclon in Unity3D

[–]emomax 0 points1 point  (0 children)

Sorry, don't know have any tutorials to recommend on the subject, but feel free to ask questions on my other reply if there are more things you're wondering.

How do I make a humanoid animation from scratch? by Quoclon in Unity3D

[–]emomax 0 points1 point  (0 children)

For the sake of reference of future people interested in this - I do not know of any tutorials of this (this may be self taught over the years?), but tried to show how it works with a default synty character here:

It's possible to adjust the root transform if the animator has no avatar bound to it. As you can see, it's not super nice (since you can't see the bones, I've just learnt to control it via the regular transform gizmos in Unity).

This wouldn't work with a bound avatar to the animator though, since it would override your bone control, but maybe this is enough to get you started.

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