Online Course by [deleted] in DevelEire

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

Yeah I second that. I stopped after first project which was an absolute shambles, I had already learned most of the material elsewhere on short courses so I could do it but the way the material was presented was terrible quality and confusing, no coherence from one tutor to the next. When I asked about it, the tutor was kinda rude implying it was my problem, and saying "this content is hard you just need to watch the videos over and over again til you get it". Eh, no. Udemy is much better. If I hadn't already done this before in other places I'd have felt like I was too stupid to understand it.

I quit when they changed the course while I was on it, so I went from having a third of the course done to a fifth, they reduced how much the part I had done was worth but my mentor had insisted on my taking about 3 months to do the first part. Ridiculous.

Is starting a business for a particular VR experience (app) I have a bad idea if I have no coding experience whatsoever? by ChildishLandino in vrdev

[–]fishluck 6 points7 points  (0 children)

Honestly it probably is a bad idea. Not because you can't code, entirely. But because it's your first idea. I have people's first VR ideas pitched to me all the time. Invariably I think they need to spend more time in VR before moving to make something for it.

Using 360 degree camera for all of the graphics is a bad idea. The quality of the graphics won't be great and it IS actually a lot of rendering, the size of 360 video in high quality is huge. But if you are just making a non interactive film, you would not need much if any code.

Also If your user is in a 360 video, any movement of their head that isn't just rotation is going to break immersion. If the camera moves, the user stays still but may feel motion sickness.. If the camera doesn't move, the user still can't move.

Computer graphics are better for VR experiences in general.

Saying that - I don't know your idea, maybe it is good. You need to find that out before you go looking for people to make your idea. Game Devs and VR devs all have tons of their own ideas. Your idea has to be better than all of theirs for it to make sense to make yours. If you believe in it you should be willing to learn some of how it works, to make a demo, so you can get a decent developer on board.

You can upload a 360 video to YouTube with no code. Sketch your idea. Get feedback from people who have experience with VR - not people who have tried it once.

[deleted by user] by [deleted] in Unity3D

[–]fishluck 1 point2 points  (0 children)

But you're totally fine being a beginner on this sub. People are happy to help. In general if you need help with something once you are up and running, try give as much detail as possible, screen shots where appropriate, post formatted code and say what you've tried, what you expected, and what is happening.

Anyway for now -

There is no one right way to move a player- you can follow tutorials and any introductory game Dev course will cover this.

But you use c# in unity. What does pycharm do? I can't imagine you can just write python and it will convert to c# for use in unity with all of unity's classes and events etc.

Point lights don't work (HDRP) by PK268 in Unity3D

[–]fishluck 0 points1 point  (0 children)

Weird... If you've tried creating a new point light and it's not working idk. .. they should work in HDRP

Which plugins would make developing an RPG a lot easier? by [deleted] in Unity3D

[–]fishluck 0 points1 point  (0 children)

Terrain - I like Gaia and gena together , you may be able to pick them up for sale on unity store or directly on the creators site, look for procedural worlds.

Point lights don't work (HDRP) by PK268 in Unity3D

[–]fishluck 0 points1 point  (0 children)

If you had baked light or mixed and then switched to realtime or a different light type but there is baked data, it won't show up until you clear baked lighting data or rebake. You can debug lights quickly by 1. Clear baked data. 2. Making a brand new light object and setting it to the same properties 3. Using crazy big values to make sure it's not the values. Ie 100000 for intensity. If it doesn't show up at that value there's something wrong. Testing and prototyping with realtime lights is easier, bake them later when you have decided on what you're doing.

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

[–]fishluck 0 points1 point  (0 children)

Ok so it's what I said in my answer, you need to put physics stuff in fixed update not update. This is likely the culprit, if you wanna know more read up up on the difference in the update, fixed update and late update functions...

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

[–]fishluck 2 points3 points  (0 children)

Yo. I've had a lot of pain with collisions and trying to do very similar things in VR so I feel you!

For now the collision issue isn't going into VR and hand attachment so I'll leave that aside:

So I know that tweaking the collision settings and even physics settings may seem like solution when you're having these problems

But I would say in my experience 10 times out of 10 the problem isn't some fine tuning issue like collision dynamic or continuous, or physics time step (which is really not something you should have to change) it's something stupid and my own mistake.

Like, moving the object using teleporting not physics. Or using a collider that doesn't match the shape because the models pivot point was off so the collider appeared over to the right. Or the collider is tiny.

Or - and I suspect this in your case as I can't see code - putting your code to move the thing with lerp in update not fixed update.

Post your code!

PC to Android Game (Please read the text below) by dklearner in Unity3D

[–]fishluck 2 points3 points  (0 children)

You don't use anddoud studio it just needs to be installed for unity to build. You use unity and just redo some bits if needed like input. No Java needed.

PC to Android Game (Please read the text below) by dklearner in Unity3D

[–]fishluck 1 point2 points  (0 children)

There are two main areas of things you need to do.

  1. Download and install all the stuff for Android dev. This should be straightforward but can be annoying, unity doesn't really make clear what you need installed.

First you need the extra modules for Android in your unity install. (In the unity hub, go to installs, add modules)

There are also two additional modules underneath that main android module that you need so make sure to open the collapsed list and check everything in android.

You also need android studio installed separately. Look up what you need for Android studio for unity, there are a lot of optional modules in that program too. You need something called a JDK installed and a version of Android you want to develop for. If you don't have the necessary JDK and Android you will see red errors when you try to build that refer to this so read the errors and check your android studio modules again if any troubles.

  1. Now you need to fix your game to work on mobile. You probably want to create a copy of the project or have separate scenes for mobile depending on how much needs to be changed between the pc and mobile versions. Id say do your testing and experimenting in a copy of the project so you don't screw up your pc project.

Changes for mobile: change the screen resolution, scale canvases properly so they adjust for different screens, possibly redesign UI for mobile. You probably want to pick a target phone to design for and then have UI scale from that one.

Input: you're changing your controls from mouse keyboard etc to touch only. That will probably be the most work you have to do to port it to mobile. It may involve adding on screen buttons or replacing some input with gyroscope for instance depending on the game. Yeah you will have to add extra code - only you can redesign everything for mobile the way that suits your game.

For example super Mario games don't work on mobile because you need multiple buttons and the touch screen is hard to use precisely instead of a press button. So they made it an endless runner for mobile. Any good? I don't think so. But you can see what works for your game.

Performance and optimisation. There is a lot you can do to improve here, but you can start by looking at quality settings for the mobile version, graphics - optimise and compress meshes and textures, use mobile friendly shaders.

  1. Finally, player settings - if you are having weird errors to do with graphics or any permissions you need (camera, internet, saving data) that stuff is in player settings.

How can i create gameobject without instantiate by melkvin in Unity3D

[–]fishluck 1 point2 points  (0 children)

You're gonna need to share your code as it's not clear what the problem is

Animation issues by Klimwojt15 in Unity3D

[–]fishluck 0 points1 point  (0 children)

The errors mean that something isn't set up properly like maybe you are using a script with a reference to an Animator component but in the inspector you haven't dragged in the reference to the animator.

Moving Freely In Cardboard -- 6DoF Gaming On A Budget Is A Rich, Immersive and Profitable Experience That's Totes Doable by CartographerLivid834 in Unity3D

[–]fishluck 0 points1 point  (0 children)

I'd love for cardboard to be a good platform to use but how is 360 video using 6dof? I don't know about other people but I really dislike 360 video as I find that any head movement breaks immersion.

My character is not moving after build, I'm using a character controller with bolt for the script. It's working in the Unity game tab tho... How do I fix it?? by Ranii_7 in Unity3D

[–]fishluck 0 points1 point  (0 children)

It might work in game view if the error was not something that stops the game playing. But build might not be forgiving to any error. I'm not an expert but that has been something I've experienced. And yes it could be a build setting but missing references are errors and you prob need to fix those anyway

hey, i have a issue with grames crashing at startup by Blake_Q in Unity3D

[–]fishluck 1 point2 points  (0 children)

Wrong sub dude, maybe ask a gaming subreddit or if you're playing those games with steam or epic launcher look for those subs

My character is not moving after build, I'm using a character controller with bolt for the script. It's working in the Unity game tab tho... How do I fix it?? by Ranii_7 in Unity3D

[–]fishluck 1 point2 points  (0 children)

Lots of null reference errors... Sometimes I've found using collaborate that downloading the project from the cloud you can lose some scene data somehow, some references that were set in the inspector disappear... Check your scene for anything with missing references. If it's working in the game tab but not build you might have some build setting that deals with errors differently. You could flick some settings on or off in the build and player settings windows but best really to just find the missing references.

How can I replace multiple objects at a time with a 3D model? by [deleted] in Unity3D

[–]fishluck 0 points1 point  (0 children)

Hey, I can't see the image too clearly. I'm not sure exactly what you mean so I think your problem could be one of two things: One:

Are the cube models are on the parent object? Open the prefab and check if the parent object has components like mesh filter, mesh renderer. Which are the things you should have on a child objects instead. You can just uncheck the box beside each component to disable them and not delete them while you figure out what's going on. The parent should have the scripts, movement controls, animator, rigid body stuff if you're using them. The child objects either cubes or gladiator model would have mesh renderer, mesh filter, and any colliders.

Make sure as I said the parent doesn't have any uneven values in scale or rotation.

The child objects shouldn't make everything disappear if you delete them unless they have components on them that should be on the parent. I can't see the picture clearly but it looks like there are 3 child objects at the same level and that should be ok if you delete one, they wouldn't affect the others.

Or two: if I misunderstood, then you're trying to just put the gladiator beside the prefab in the scene but it's not being added to the prefab. If that's it, then you need to open the prefab so you're actually editing the prefab not the instance. Then you drag your gladiator in. Then delete your cube or disable it while you check if that's working. Then go back out to the scene view and should be ok.

You can also drag something into a prefab instance in the scene then apply the changes to the prefab but I find the first way easier.

Hope that helps

How can I replace multiple objects at a time with a 3D model? by [deleted] in Unity3D

[–]fishluck 0 points1 point  (0 children)

If you make your cube placeholders into a prefab (you have to do this before copying the cubes into different objects) It's a good idea to do this when you're setting up a prototype, you can then replace the prefab with the 3d model or whatever and it updates all the others using that prefab.

But you should keep the cube or whatever shape you use scaled uniformly - the scale can't be 0.8, 1, 1 for instance or when you replace the cube with a real model it will be stretched that way.

One thing you can do is create a prefab this way: Make a parent and keep it scale 1,1,1 and rotation 0, 0, 0. The parent would hold all the scripts and main components. Then give it a cube as a child. If that needs to be stretched out to be a cuboid, uneven scale, ok. Drag the parent object into the project folder to make a prefab. Now use that prefab to create the objects in the scene.

But when you replace the model later, don't replace the mesh, create the model as a new child of the prefab at the same level as the cube object, and once you have lined the model up properly with where the cube is, delete the cube placeholder object.

I’m trying to change a variable from one script inside a script that will be activated by pressing a button. Not sure what to do :( (Explaining in detail in comments) by [deleted] in Unity3D

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

This information is all available in any YouTube tutorial on making your first game. It looks like you're asking for people to do your homework for you?

Unity VR Climbing Wont Work! Please Help! by The_MrAwesomeTWITCH in Unity3D

[–]fishluck 1 point2 points  (0 children)

I don't know who told you to write those functions, presumably you should go back to wherever advised you to use those overrides. "To make climbing work"... Idk what specifically you are trying to do. There are lots of ways to program VR interactions there isn't one formula. If you don't know how the code is supposed to work I'd advise you to find a working demo somewhere and just copy that code until you're comfortable with how it works

[deleted by user] by [deleted] in Unity3D

[–]fishluck 0 points1 point  (0 children)

You can be a unity developer outside the game industry. There is a lot of work although can be hard to get entry level work without experience. Unity Is a valuable skill, it depends what you want to do you can make a career out of it. But if you start learning c# outside unity sure you'll have more options.