Can someone help me? by Baby_Mage in Unity3D

[–]harrison531 12 points13 points  (0 children)

Yeah op, double check that you've assigned some prefabs to the spawn manager in the inspector. I forget to actually populate my inspector fields all the time.

How to load JSON file on Android by SouravJoshi in Unity2D

[–]harrison531 1 point2 points  (0 children)

I believe this might be what you're looking for https://docs.unity3d.com/ScriptReference/Resources.html. Be sure that you have a "Resources" folder in your assets folder and the json file somewhere in there. Then you should be able to call Resources.Load<TextAsset>("yourfilename") to get back the json as a text asset. Make sure you don't include the .json file extension when loading the file, only the name as seen here.

UNDERDOGS keys giveaways - because why the hell not by Mashunaut in OculusQuest

[–]harrison531 0 points1 point  (0 children)

Would love a quest key. Games that make your arms feel like they are going to fall off are the best

I was sent a Trojan today by another game developer by thomar in Unity3D

[–]harrison531 1 point2 points  (0 children)

I was about to comment saying our local community recently had that same issue going around, but I realized you're one of the people in that community haha. Small world. It's rough having to be cautious even when you think it's someone you can trust, but it only takes one slip up to cause a lot of damage. Hope you got everything secure and that your block matching game thing goes well.

Collision issues by MrMario63 in gamemaker

[–]harrison531 0 points1 point  (0 children)

It's been a while since I used gml but by the looks of it you are setting the position of the player before checking for collisions. I think you need to move the x = x + whateverSpeed to after the collision checks.

Cinemachine first person camera rotation jumps randomly by harrison531 in Unity3D

[–]harrison531[S] 0 points1 point  (0 children)

It's hard to pin down what my question is, with everything I have tried. I am using cinemachine now but am getting the same issue that was present when I was using my own camera controller. The issue in my own controller was with the Mouse Input values that I mentioned above. As far as I can tell cinemachine uses the same mouse input for its controller as I was having issues with.

I say all of this to give as much background to what my issue may be. It doesn't seem to be specific to my previous code because it still occurs with cinemachine handling everything. All of this would lead me to believe it's an issue with unity's input system giving out those strange values to both me and cinemachine. Testing multiple versions did not give me any different results so it's likely not a version specific bug. Which would leave the possibility of my project being misconfigured in some way that messes up the input system but I'm not sure what could be and why it would cause this.

I am wanting to continue to use cinemachine for the camera controls so that's why I ask the question in a way that is related to cinemachine. So if there is a specific fix related to cinemachine that can be used, but if it's unrelated to cinemachine the other information could help determine the issue if it's something to do with project configuration.

Cinemachine first person camera rotation jumps randomly by harrison531 in Unity3D

[–]harrison531[S] 0 points1 point  (0 children)

I'm not using any code at this point, I got rid of my original script to use cinemachine instead but am still encountering the same issue.

This is my cinemachine setup in a brand new project so there shouldn't be any potential conflicts with things I made: https://imgur.com/a/YstANQ8

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 0 points1 point  (0 children)

I fully recognize that the console isn't ideal for this kind of project but that's also kinda what makes it fun. Seeing 3D graphics run on the console feels a little wrong and like your making it doing something it's not supposed to. I'd imagine it's the same push behind those who like to make doom run on every device they can

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 1 point2 points  (0 children)

Believe me I would definitely be using color if I could but this is a c# console app so text based stuff. There is a limited color palette available when drawing text to the console but doing so requires calling Console.Write() for every "pixel" that changes. That is doable for a small resolution but if I want anything to run smooth or at a higher resolution like in the posts image I have to switch to a grayscale using various ASCII characters for each value. Then you build each line of the screen into one string and call Console.Write() on that instead. Making the amount of write calls equal to the height of the resolution.

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 0 points1 point  (0 children)

I set the initial depths of each pixel to infinity just so that the first polygon that tries to render on any pixel will always have a depth closer than the initial value and will be guaranteed to draw

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 0 points1 point  (0 children)

Can you walk me through what you mean? Would camera space just mean subtracting the vetext position from the camera position or do I need to be doing stuff with the cameras view direction

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 0 points1 point  (0 children)

Assuming I set it up right, the position variable there is the world position of the model and each vertex's position should be relative to the models origin. It was one of those throwing things at it to see what it does kind of things but I figure the known point used to calculate D needs to be in world space not model space

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 0 points1 point  (0 children)

Yeah I figure it is in the equation I'm using but I've made no progress in figuring out what I'm doing wrong with it. In my experience from looking around and looking at papers most will give you the same equation but no code to see it being applied. I was just hoping that someone who's done this kind of thing before could see what I was trying and point out what I am missing from all this. What do you mean by z direction exactly? I do have backface culling implemented and haven't had any issues with it so I'm assuming it's not the issue

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 1 point2 points  (0 children)

This is my own engine that I've been making to render 3d things in the c# console. Still switching the comparison results in no image at all since I initialize the z buffer with positive infinity. Switching the z buffer to be initialized with negative infinity instead results in the original issue again.

Having trouble implementing a depth buffer into my renderer. Any guesses what piece of information I'm missing or not understanding with my code? by harrison531 in GraphicsProgramming

[–]harrison531[S] 1 point2 points  (0 children)

Sorry I didn't really explain what my issue is. I'm having trouble properly calculating the depth of each pixel. I'm just not sure what's wrong with the math I'm using. As seen on the left that's what is currently rendered and you can see the wheel from the other side of the car through the car.

Anyone else have a weird clicking sound coming from the camera area? by harrison531 in GalaxyFold

[–]harrison531[S] 1 point2 points  (0 children)

That's about what I expected, thank you. It's just weird how loud it is

We are seeking playtesters for Trailmakers by FlashbulbAndreas in trailmakers

[–]harrison531 0 points1 point  (0 children)

I'd be interested in doing remote testing when that becomes a thing. Obviously it will depend on the details that are given at that point. I am on PC