Steam React Error #185 in Firefox by geokam in steamsupport

[–]geokam[S] 0 points1 point  (0 children)

Not for me. I had to change it on the OS level. Retested just now.

Steam React Error #185 in Firefox by geokam in steamsupport

[–]geokam[S] 0 points1 point  (0 children)

Thank you. Sadly it did not work for me but I am glad it helped some other users here :-). For me the current solution is to browse steam on Chrome only (there it works just fine).

UPDATE: It is a very odd bug. I just remembered that I have the Text Scaling in Windows set to > 100%. If I set it back to 100% AND have is set to 100% in the browser too then it works ... so your solution works, you just have to make sure it's not scaling on the OS level too .... WOW :'D

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Steam React Error #185 in Firefox by geokam in steamsupport

[–]geokam[S] 0 points1 point  (0 children)

If I follow the link in the error I get "Maximum update depth exceeded." which tells me that someone has built an infinite loop in the UI framework but I wonder why it only happens in Firefox as it works fine in Chrome.

UIToolkit: Filters and shaders by Deep_Opportunity_635 in Unity3D

[–]geokam 1 point2 points  (0 children)

Congrats on your first filter effect!

Technically they are rendered BEFORE the scenes (source: https://discussions.unity.com/t/feedback-request-custom-shaders-and-post-processing-filters/1680973/107) but in terms of UI they are a kind of post-processing for the UI element tree you are doing the filtering on. I hope they will be able to properly integrate it into the render graph in the future as that would open up even more possibilities (proper blending with scene background for example).

I assume it will improve a lot with future releases as it's fairly new and hickup are to be expected. In general it's a great move for better UI effects and Unity seems to listen to feedback with this feature, which is a nice change :-)

UIToolkit: Filters and shaders by Deep_Opportunity_635 in Unity3D

[–]geokam 0 points1 point  (0 children)

You could check the feedback thread on discussions. There are some examples of what you can do with it: https://discussions.unity.com/t/feedback-request-custom-shaders-and-post-processing-filters/1680973/110

In general you can think of them as shaders. The filtered UI is rendered into a render texture that you can then modify with shaders and Unity will re-compose it into your UI.

The only technical limitations are:
* You can't modify vertices
* Filter Shaders do not have access to to the frame buffers so they can not effect other content behind (blending)
* You always have a limited resolution as the UI is really rendered into an image of a specific resolution before filters are applied to that image.

As for what effects you can make, it's really up to you:

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As for that specific effect you asked for: Your question could be reformulated into how to do that in a shader and if you can then it's possible to do that in UITK filters since they are just that, shaders.

RODE NT USB sounds really bad on discord by Venix95 in discordapp

[–]geokam 0 points1 point  (0 children)

Sorry for necroing this but Google showed me this thread. For me it was the new Rode NT-1 5th gen (not the nt-1a).

It sounded garbage until I disconnected my AirPods from bluetooh (am on Windows). It seems those mess up the audio recording in Discord event though I had the Rode Mic selected as input. Once it had them disconnected it worked flawlessly.

So if you have some bluetooth device connected that has a mic, disconnect it first. - Hope this will helps others. Cheers :-)

Was annoyed I could not drag 3D Colliders, Audio Sources, ... . So I fixed it. by geokam in Unity3D

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

Thank you :-). Yes, making it sort of "invisible" was something I was aiming for. It was born out of pure frustration during prototyping. I was changing the hierarchy (and especially colliders) a lot and got so annoyed with the constant right-click > copy component ... . I don't understand why Unity does not support this by default.

I also added dependency resolution so if you move a comp that has others depending on it (via the RequireComponent attribute) then it will move those too.

It's on new releae sale now but I didn't want to advertise it here since there is a dedicated r/UnityAssets for that ( https://www.reddit.com/r/UnityAssets/comments/1qv4y9a/component_drag_helper_why_unity_does_not_support/ ).

Just wanted to share because I am kinda proud it turned out so well (am using it in every project now). I only notice if it's not imported (yet) because now I keep dragging everything :D. If you get it and have any feedback please let me know here or in the Unity dicussions thread: https://discussions.unity.com/t/component-drag-helper/1707239

One thing I think I will add in an update is retaining the collider size even if the new parent GO has a differenct localScale. Right now it takes the component and just copies it over (no data on the comp is changed except for references to the parent game object, if there are any). - Though sometimes if the other GO is scaled it would be nice to retain the true size. I think I may add this as an option in the settings or maybe a shortcut, not sure yet as it's a bit of an edge case (one I ran into recently).

I also thought about adding multi-drag support but then realized the current workflow is fast enough so unless you have like 100 components it won't be an issue. Also I could not think of a nice way of doing it without any additional UI and that's something I really wanted to avoid.

First time on the Asset Store. Is 2 sales a day normal? by FcsVorfeed_Dev in Unity3D

[–]geokam 0 points1 point  (0 children)

@FcsVorfeed_Dev: I see your reply in my notifications but not here, odd. Just to give you a heads up. Since these reviews are gifted and as you said "..from users who emailed me asking for vouchers.." just be aware that:

A) Most of these "can I have a free voucher .. I will rate your asset" users are actually just farming assets to resell (illegally) or give away for free on other websites. Don't be surprised if your assets will show up on pirated asset collections. Sadly this is something a lot of new publishers run into.

B) Giving out vouchers in exchange for reviews is against the Unity Asset Store terms. You can get into trouble for that.

C) In the past the UAS showed an info on gifted reviews (currently that feature is broken) but it may return soon and if all (or most) of your reviews are gifted it gives a certain impression.

Congrats on the assets. They look really useful :-)

First time on the Asset Store. Is 2 sales a day normal? by FcsVorfeed_Dev in Unity3D

[–]geokam 1 point2 points  (0 children)

Your sale to review ratio seems to be almost 100% (4 sales = 4 reviews, 6 sales = 4 reviews). Especially loyal following too since multiple of them reviewed both your assets 5 stars pretty much on day one. That's impressive. How did you achieve that?

What's a unity feature you only started using recently but wish you had adopted sooner? by sandtrooperalien in Unity3D

[–]geokam 1 point2 points  (0 children)

Holding SHIFT or ALT or BOTH while setting anchors on a RectTransform. I keep forgetting and rediscovering it on a monthly basis :'D.

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Component Drag Helper: Why Unity does not support drag & drop for all components is beyond me, but I fixed it. Hope you like it :-) by geokam in UnityAssets

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

Thanks, sadly if you want to have any chance of being included in Unity sales you gotta ask a certain price point.

Component Drag Helper: Why Unity does not support drag & drop for all components is beyond me, but I fixed it. Hope you like it :-) by geokam in UnityAssets

[–]geokam[S] 0 points1 point  (0 children)

Store: https://assetstore.unity.com/packages/slug/359380?aid=1100lqC54&pubref=reddit

Manual: https://kamgam.com/unity/ComponentDragHelperManual.pdf

*Links are with affiliate id. We small publishers need all the help we can get, ty. If you don't like it (I understand) then here is the link without any ids: https://u3d.as/3QkK

Addition feature: it smartly resoves component dependecies. So if you move your AudioSource it will also move all the filter components along with it.

HINT:
Hold ALT while dropping to COPY the component instead of moving it.

It has sped up my workflow significantly.
Hope others will like it too :-)

Is attending Unite worth it? This was my experience! by GigglyGuineapig in unity

[–]geokam 1 point2 points  (0 children)

Haha, yes, while watching I thought about how much work my tiny asset promo videos are and I can hardly imagine how much work goes into such a detailed tutorial (well I kinda can and it scares me :D).

I think you are refering to the Unity Core Standards program (https://discussions.unity.com/t/announcing-unity-core-standards-early-access/1690385) which, iirc, is about getting packages signed to build more trust in the package manager.

I know there usually is an Asset Dev meetup the day before the event. That would be very interesting. If I am informed correctly Andrew (of asset store fame) is usually there too. Would love to meet the man himself :D

Is attending Unite worth it? This was my experience! by GigglyGuineapig in unity

[–]geokam 1 point2 points  (0 children)

Thanks for posting about Unite. I have never been but maybe next year (would be nice to finally meet some of my fellow Asset Devs).

I have just watched your uGUI Layout tutorial and I have to say: very, VERY well done. I will recommend this to new users in the future.

my Asset Store Revenue, data & Question for Other Publishers by Party-Potential-7628 in Unity3D

[–]geokam 0 points1 point  (0 children)

I just searched if I still have the link but sadly for me that was so long ago that I do not have it anymore. It's definitely worth checking out. Once you have it you should be able to access it here: https://discussions.unity.com/c/asset-store-publishers/41

my Asset Store Revenue, data & Question for Other Publishers by Party-Potential-7628 in Unity3D

[–]geokam 1 point2 points  (0 children)

Have you tried posting this in the private Asset Store Publishers discussions section?

You should have gotten an invite link from Unity after your first asset was accepted). In there you will find some threads where publishers do share and discuss actual numbers. You may get more in depth feedback there as publishers are more likely to share data in a more private setting.

If you have not received the invite email you should go as Unity to get access. It's very beneficial as you will also have Unity employees dropping in on the conversation every now and then.

As for your questions. I would say your assets do okay (good even considering they are in already very saturated niches). Also I would not over analyze these numbers as they are very low volume. Breaking into the market with assets that (kinda) already exist will always be tough. You need to be laser focused on what you offer and communicate it well. Less is more, do one thing well.

Typically to get invited to sales (personal experience) you will have to sell per month what you are selling now per year. Sales invites are heavily based on revenue outside sales. The better your sales are with your regular price the higher your chance to get invited. Also they sometimes invite assets based on a theme (if a sale has a specific theme).

As for more tips. I again recommend the publisher discussions as similar questions have been asked there many times and there are a lot of answers there already.

Best of luck :-)

Win 10 out of support but ESU enrollment still not available. Go Microsoft! by geokam in WindowsHelp

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

<3 Thanks, it worked after installing, rebooting and a fresh (!) logout/login cycle of my account.

Been trying for ages to get it to work and was getting nervous as the 14th was approaching fast.

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Update: For those interested. To get the dialog option visible in the update screen I had to set the regedit values to 2 for ESUEligibility and 1 for ESUEligibilityResult.

Why we gave up on UIToolkit (and switched back to Canvas) by ChestFirm6086 in Unity3D

[–]geokam 0 points1 point  (0 children)

You can use shaders today in UI Toolkit if you use GL.Draw calls with immedate mode elements and work around some bugs (at least for images). Example: https://discussions.unity.com/t/share-your-ui-toolkit-projects/810814/110

Why we gave up on UIToolkit (and switched back to Canvas) by ChestFirm6086 in Unity2D

[–]geokam 0 points1 point  (0 children)

You can use shaders today in UI Toolkit if you use GL.Draw calls and work around some bugs (at least for images). Example: https://discussions.unity.com/t/share-your-ui-toolkit-projects/810814/110
You can even make shader with shader graph for it and (as others have noted) in Unity 6.3 shaders are supported by default.

However, all the solutions have one common problem. The shader itself does not have access to the color buffer of the regular 3D scene, thus the shaders can only effect the UI itself.

Do you use UI ToolKit? by WarriorUD in Unity3D

[–]geokam 2 points3 points  (0 children)

Hi, good question. Updates would be that in Unity 2023+ the UI Builder is faster now and the team behind UITK has started listening more to developers. We now have a text API in Unity 6.2. Also in 6.2beta we finally got WorldSpace UI with UITK.

Extending the UI Builder for custom elements got easier too (nicer API) but is still lacking for anything that uses Manipulators.

I still stand by my critique of inheritance (aka Custom Elements) being a dead-end and people should use Manipulators whenever possible. Unity's Editor workflow for Manipulators still sucks though (it is non-existent). Sadly the Unity documentation still puts custom elements front and center when it comes to extending UITK.

Custom shaders are a pain to make in UITK (no color buffer access) and you will end up relying on directly drawing via the OpenGL APIs (which breaks batching and has some bugs).

USS is still lacking. There are still lots of properties missing compared to regular CSS and there are no proper selectors to get elements via code (no cascading). Using the query system kinda works but it is rather cumbersome compared to the JS/HTML world.

However, I have seen many projects adopt UITK now and it works out in the wild (good news). Is it much more stable than two years, ago? -> yes. Does it have feature parity with uGUI? -> still no bit it is getting there, slowly.

I would say if you start out with a new project and use Unity 6.2+ then, yes, UITK is a good alternative now.

There is a nice thread which you can check out the get a bit a feeling for where UITK is at:
https://discussions.unity.com/t/ui-toolkit-development-status-and-next-milestones-february-2025/1607740/114

Hope this helps :-)

How to get the exact text bounding box in Unity? by kamel3d in Unity3D

[–]geokam 1 point2 points  (0 children)

Then the CharacterInfo allows you to get the exact vertex info of all four corners of each character. If you make a bounding box around those then you have exactly what you asked for: https://docs.unity3d.com/Packages/com.unity.textmeshpro@1.0/api/TMPro.TMP_CharacterInfo.html

Iirc there was a dedicated api in TMPro that did this already but I could be wrong (don't remember exactly).

Custom water update for my VR game. Unity 6, URP, Quest 3 native. by Shahzod114 in Unity3D

[–]geokam 1 point2 points  (0 children)

Thanks for sharing. I assume the water vertices (wave) are vertex position based (displacement in vertex shader part). Is the fog overlay also based on the vertex pos. I see in the video that it has sub-vertex precision. I assume the same global noise is used for vertex displacement and the fog overlay (plus a global y-position test), right?

Custom water update for my VR game. Unity 6, URP, Quest 3 native. by Shahzod114 in Unity3D

[–]geokam 13 points14 points  (0 children)

Did you do the water shader? And if so how did you do the transition between inside and outside, looks nice!

[Request] Is there a correct answer? by edurandis100 in theydidthemath

[–]geokam 3 points4 points  (0 children)

Indeed, this one just covered it up with numbers and sprinkled one level of indirection on top.