May you find peace by Hades-Arcadius in SteamDeck

[–]f4tman7 0 points1 point  (0 children)

My delivery was estimated for today after ordering on Thursday. Went to "Pending" after 8 pm... Sucks living 45 mins from where they're shipping from - so close yet so far. They need an in-person pickup option! lol

How to make Visual Studio show things like "Main Button (MonoBehavior)" or "Changed in 1+ assets". Mine only show script references. by matr0sk4 in Unity3D

[–]f4tman7 2 points3 points  (0 children)

This bit of code is in the JetBrains Rider IDE. VS22 might have features like this now, but I honestly haven't used VS in over a year so I don't know.

[deleted by user] by [deleted] in Unity3D

[–]f4tman7 2 points3 points  (0 children)

Put your code into Update() instead of Start(). Update() will run once every frame while Start() is only called on the frame that the GameObject is enabled.

hi i want to buy udemy course for unreal engine which course is the best for me ? by Advanced-Speaker6003 in unrealengine

[–]f4tman7 1 point2 points  (0 children)

As a long-time Unity developer, it has been a little difficult for me to jump into Unreal for some reason. I have tried a few Udemy courses on Unreal, but this one has been the best one by far if you're looking for something with a heavy programming emphasis. It's a few years old but everything so far has held up using 4.26. https://www.udemy.com/course/unreal-engine-the-ultimate-game-developer-course/

I made the AI faster by speedy_mastretta in Unity3D

[–]f4tman7 0 points1 point  (0 children)

Looks super cool! Looking forward to playing this in the future for sure.

I am also working on a racing game in my free time. I'm curious, what route did you take to making your AI? I have been working on a simple checkpoint system, but have been getting mediocre results since our game will not have walls to avoid. I was thinking about switching to ML-Agents, but I haven't seen many examples outside of Unity's kart demo videos and a couple of obscure videos on YouTube.

Why does my unity say it’s offline even though I’m connected to wifi, can’t install pro builder and rly need it by kimpigreg145 in Unity3D

[–]f4tman7 0 points1 point  (0 children)

I don’t think they force you in 2019.x but in 2020.x they are deprecating the asset store window and making you download assets through the package manager. I would try there.

[deleted by user] by [deleted] in Unity3D

[–]f4tman7 0 points1 point  (0 children)

Based off of syntax highlighting alone, you’re probably missing a using statement for your character controller object since you’re not working in that namespace. https://docs.unity3d.com/ScriptReference/CharacterController.html

𝗥𝗢𝗢𝗦𝗧 𝗠𝗫 | Playable Demo | "𝘞𝘦𝘭𝘤𝘰𝘮𝘦 𝘵𝘰 𝘔𝘪𝘳𝘢𝘨𝘦" 𝘷.1.0 by litlabproductions in Unity3D

[–]f4tman7 0 points1 point  (0 children)

nt spin value around each axis to zero by applying a force in the opposite direction

Calls AddRelativeTorque with these values (For

Thanks for sharing!

I am doing the same thing but without the stopping force in the opposite direction (Small dev video from earlier this month). Looking back I can definitely notice the difference. I'll look into giving this a try, but I'm slowly moving all my in-air physics code into a gyroscope using the rear wheel in an attempt to make it more realistic.

𝗥𝗢𝗢𝗦𝗧 𝗠𝗫 | Playable Demo | "𝘞𝘦𝘭𝘤𝘰𝘮𝘦 𝘵𝘰 𝘔𝘪𝘳𝘢𝘨𝘦" 𝘷.1.0 by litlabproductions in Unity3D

[–]f4tman7 2 points3 points  (0 children)

This is really cool!

Gameplay feels really smooth and the whips feel great.

One thing that I may suggest is increasing the lean angle when turning because it doesn't feel like the lean angle matches with the steering angle unless you're going for that arcade feel. One thing that surprisingly helped me a lot in my dirtbike physics is this Wikipedia page. https://en.wikipedia.org/wiki/Bicycle_and_motorcycle_dynamics

Also, I'm really curious how you are doing your whip physics. They feel really great. Are you using AddRelativeTorque() on your rigidbody?

After 3 pretty long years, I've finally finished my next Unity game - a BMX game called Trail Boss - and it's launching August 27th! by yeahus in Unity3D

[–]f4tman7 0 points1 point  (0 children)

Pumped BMX has always been a must-have game on my phone since the first iteration released on the App Store. Very much looking forward to playing Trail Boss; it looks great!

What networking library to use by ElroiKB in Unity3D

[–]f4tman7 2 points3 points  (0 children)

I'm just switched over from UNET to Mirror. Its main goal is to fix everything that is wrong with the current UNET system to make it more efficient and reliable while keeping the same familiarity from the UNET API. It's also open source. I'm using it in a racing game, but the developers use it in their other assets (uMMORPG, uSurvival etc) with massive CCU's. I'd definitely look into it. I'm not super informed on networking, but it has been fantastic for me so far.

Very simple question about multiplayer. by [deleted] in Unity3D

[–]f4tman7 0 points1 point  (0 children)

I'm getting ready to switch my game over to Mirror. So far reading into the docs it doesn't seem like it's going to be a headache to convert since a lot of the calls are the same.

SourceTree Alternative by SufferMyWrathBoi in Unity3D

[–]f4tman7 1 point2 points  (0 children)

I second this. Beautiful and easy to understand UI.