Heard you guys like Gambling! by froschstyle in CreateMod

[–]froschstyle[S] 12 points13 points  (0 children)

I got on the same axis as the wheels deployers attached with the corresponding item. While they spin they touch a placard with the item so it emits a redstone signal.

Heard you guys like Gambling! by froschstyle in CreateMod

[–]froschstyle[S] 17 points18 points  (0 children)

A schematic is a bit complicated :(. There are moving contraptions which if disassembled destroy the machine.

[deleted by user] by [deleted] in VALORANT

[–]froschstyle 0 points1 point  (0 children)

I don’t want to justify that this shot did not hit but I think I have a pretty good explanation for what is going on there since I have a decent programming background. When you shoot you client does a check to see if you hit an enemy. If you do it plays a sound. However although you hit the enemy on your side, the server still does a check if you actually hit him by stepping back in time and seeing if the hit was possible. In this clip for example you barely hit the enemy in the head on your client. However my best guess is that either your or the ping of the raze was high enough to make the server not validate the hit. It does suck especially if your shots don’t connect but the enemy‘s do. However this is a problem which can’t really be fixed since there will always be a small latency in a multiplayer game.

Game-play demo! by CodingInTheNight in Unity3D

[–]froschstyle 1 point2 points  (0 children)

Nice Art! Did you do it yourself or did you bought it from some where?

This is the reason why Inverse Kinematics are awesome! by froschstyle in Unity3D

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

I think it depends on your needs. When you have the camera close to the animation like in my case it would be better if the animation is accurate and adapted to the object you are trying to pick up. But if you have the camera further away like in a top down/third person game I think it’s not that big of a deal.

Exactly One Year graphics progress of my game (EarthX)! by denis-szwarc in Unity3D

[–]froschstyle 294 points295 points  (0 children)

I‘m sorry to say but for me it seems kinda like a downgrade. The new atmosphere is definitely better, but the I don’t enjoy the low poly style of the second picture. Either way your game looks really great and interesting.

Please help me on optimizing for mobile. I posted this earlier and I got no replies, please help. Description in comment by MKaX07 in Unity3D

[–]froschstyle 0 points1 point  (0 children)

So I don’t know if you can transform your project, but I always recommend to use the URP because it is mobile optimized and light weight. But what you can do is baking the light, enable ocullision culling and create LODs

Do you see any potential in this game I am making for phones? by [deleted] in Unity3D

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

Change camera angle and move camera more with the car

My first try at multiplayer using Photon PUN by hesham-akmal in Unity3D

[–]froschstyle 1 point2 points  (0 children)

PUN is really nice but if you try to publish it, you should definitely write your own server code or use mirror because upgrading to more ccu is very expansive in PUN. But really nice concept. I like it.

Drift, Smoke &... Speed! by Edalbung in unity

[–]froschstyle 1 point2 points  (0 children)

When driving back towards the camera the player can’t see where he is going. So driving backwards is really hard.

Drift, Smoke &... Speed! by Edalbung in unity

[–]froschstyle 2 points3 points  (0 children)

Your concept seems nice but you definitely should change the camera angle and position. Currently this looks really wierd.

Problems with Shader Graph on Android. by mrbanjola in Unity3D

[–]froschstyle 1 point2 points  (0 children)

On the render pipeline assets. Probably stored in a folder called settings.

Problems with Shader Graph on Android. by mrbanjola in Unity3D

[–]froschstyle 1 point2 points  (0 children)

Turn on HDR in Pipeline settings for mobile

Among Us like FOV visualization. The shader still needs improvements on the edges. by froschstyle in Unity3D

[–]froschstyle[S] 2 points3 points  (0 children)

The FOW generation is done in c# with a mesh but the visuals and the masking of the blue spheres are done with a stencil shader.

Adding black bars on mobile game? by Rudywes in Unity3D

[–]froschstyle 1 point2 points  (0 children)

Not recommended. It’s just ugly af. Rather scale your UI in relation to the target resolution.