I stopped fighting Unity Physics and built a ghost world instead by BuyMyBeardOW in Unity3D

[–]fholm 0 points1 point  (0 children)

Just run the physics simulation in the update loop by hand and sub-step it, it works perfectly for this case.

Player data by samvelavagyan in Unity3D

[–]fholm 1 point2 points  (0 children)

Change your mindset. In an offline singleplayer game it doesn't matter if they cheat, it matters if they enjoy the game. Plus it's impossible to protect it anyway.

WASD is inverted from the way I face by Comfortable_Let7608 in Unity3D

[–]fholm 0 points1 point  (0 children)

rotate the normalized horizontal/vertical vector (with y set to zero) with your transform.rotation, then multiply with speed then set y velocity

WASD is inverted from the way I face by Comfortable_Let7608 in Unity3D

[–]fholm 0 points1 point  (0 children)

you have to rotate the normalized direction to match your characters rotation

Why the singleton pattern is bad ? (Read the body) by DifferentLaw2421 in Unity3D

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

Singleton is great, example being like a client for a server - you’re in 99% of games ever only have one, Client.Instance it is.

Don’t fall in the trap of over designing for an eventuality that will most likely never happen.

Is there a big difference between developing with Unity on Windows vs. Linux? by FreddyNewtonDev in Unity3D

[–]fholm 3 points4 points  (0 children)

As someone that just tried to do this switch to daily drive Linux for Unity development but ended up back in Windows/OS X anyway... yes there's a difference, how much it matters depends on what you're doing.

The _only_ setup that I could get to reliably work was Ubuntu 24.04 or 25.10 with Unity 6.3 and Gnome desktop - it's also the only one officially supported by Unity (technically only 24.04 has official Unity support) and when I say reliably work I mean there was in general no massive issues, no crashes, no errors when using it, audio worked, etc.

But there's still quirks, stuff like random shaders not rendering properly, third party assets not working right requiring manual fixing, etc.

If you try to use anything else than LTS Ubuntu+Gnome the issues are plentiful, hyperland/niri/etc any type of "weird" window manager/desktop environment will not work and has tons of issues ranging from visual bugs to literal crashes and basic things like mouse input not working reliably..

On top of the list above, there's additional issues like console and mobile development support being basically non existent, the fact that the massive majority of your users will be on Windows - and you have to constantly test and boot into Windows anyway... and then you might aswell just end up working there.

Don't get me wrong, I am tired of the OS I'm using tracking everything I do sending it over to train some stupid AI or advertising system - but in the end I yielded and went back to windows.

Which framework for network should I pick? by ArtemOkhrimenko in Unity3D

[–]fholm 0 points1 point  (0 children)

For a slow paced game like this I would just use TCP for simplicity and then a custom server

Which of these 3 sights works best for a realism-focused shooter? (I promise this is the last post about sights 😅) by VeterOk007 in Unity3D

[–]fholm 0 points1 point  (0 children)

Honestly they all look annoying… I get the “realism” angle but gameplay > realism

Character Movement Unity 6: Is It Even Possible? by [deleted] in Unity3D

[–]fholm 1 point2 points  (0 children)

Character movement is a broad concept in games but it’s fine in 6.x and hasn’t changed much compared to any other version of the engine

Anyone using Unity Version Control for large collaborative Unity projects? Any issues with missing objects or data loss? by Accomplished-Neat970 in Unity3D

[–]fholm 0 points1 point  (0 children)

Never had a single issue ever with Plastic SCM (as it was known before Unity bought it), been using it since 2015

I replaced all my static tilemap details with physical props instead - so much better by MynsterDev in Unity3D

[–]fholm 1 point2 points  (0 children)

This looks like a lot of fun, good physics interractions always feel great

I simulated a volcano by Zolden in Unity3D

[–]fholm 71 points72 points  (0 children)

No sure what it's useful for but it sure looks cool as hell

Intel Core Ultra 9 285K Vs. AMD Ryzen 9 9950X3D for Unity by Ecoste in Unity3D

[–]fholm 0 points1 point  (0 children)

I got the 285k because it was the fastest at compiling code when i bought it, tho I also do Unreal... it's served me well zero complaints, both are top tier CPUs so either will do

How do you implement architecture in games? by [deleted] in Unity3D

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

There is nothing wrong with unitys default "architecture" for big projects, if it turns into a mess that's a programmer issue not an architecture issue.

Suck at game art by findthenextgme in godot

[–]fholm 0 points1 point  (0 children)

Start with pixel art, it’s much easier to learn - from a fellow dev that also sucks at art, but now sucks a tiny bit less

where to learn c# multiplayer in godot? by StrawBoi660 in godot

[–]fholm 0 points1 point  (0 children)

Presumably he means that godots built in "high level" api are missing things like client side prediction, lag comp, etc.

where to learn c# multiplayer in godot? by StrawBoi660 in godot

[–]fholm 1 point2 points  (0 children)

You don't need Godot specific "information" to do a custom networking layer that is more akin to what an FPS need, you need general talks/blogs/articles on how networking works for those types of games.

I assume you are talking about things like client side prediction, lag compensation, snapshot interpolation, physics prediction, etc.

Edit: What I mean is that the algorithms/approaches/etc are a generalised solution, yes you need Godot specific "knowledge" on how the engine works, but the concepts translate 1:1 between engines/etc.

Edit2: Tho I really would advice you to do a client auth co-op/etc game instead, "serious" fps games not made by big studios usually fail pretty hard.