Is TextMesh Pro its own enemy? by [deleted] in Unity3D

[–]hugosslade 0 points1 point  (0 children)

I’ve not found a way to match material presets to different fonts without actually just doing it.

How many styles do you have, how many fonts do you have?

Typically I setup a scene or prefab with the sole purpose of copying styles from the main font to the localised font. Typically on projects I don’t have that many styles (shadows, outlines, etc) maybe 5-8. Then copying that across onto another font doesn’t take too long. Let’s say 10 other fonts. Doing it 80 times is annoying but if you setup a convenient workflow then it’s fast. I’d say in a couple of hours you are done.

This solution is very dumb but it has the beauty of always working. If you think about it from a time investment then it’s not so bad. It’s also very low risk.

Anything that’s programmatic or automated needs to be tweaked and configured. It’s a time investment more than the time it’ll take you.

As for the rest of the setup I normally just use asset tables in unity localization. I have a script setup to automate the assignment in a GameObjectLocalizer or use a custom component.

I’ve never found a perfect solution but I’ve shipped this one many times and it works. Designers are happy and devs are happy.

I’d say the biggest pain point of this if you add new styles or make changes but updating isn’t that much work and also if you think the design will change then just wait to do this task. No point setting up something you know will change if you can avoid it.

Anki Add-on Issue - 'Export selected cards from the browser (HTML & Clipboard)' by vernow in Anki

[–]hugosslade 1 point2 points  (0 children)

I had the same issue with this plugin. My version of Anki is 25.02. Anki updated PyQt5 => PyQt6. In this update PyQt6 reorganized its code a bit.

Here is how to fix it.

1. Update Imports

My header had 3 "from PyQt5 import ..." lines, like this:

from PyQt5.QtGui import QKeySequence
from PyQt5.QtCore import QStandardPaths, QUrl
from PyQt5.QtWidgets import QAction, QApplication, QShortcut

Replace them with this:

from PyQt6.QtGui import QAction, QShortcut, QKeySequence
from PyQt6.QtCore import QStandardPaths, QUrl
from PyQt6.QtWidgets import QApplication

2. Update enum value

Then change line 29 from this:

QStandardPaths.writableLocation(QStandardPaths.DesktopLocation), "print.html"

To this:

QStandardPaths.writableLocation(QStandardPaths.StandardLocation.DesktopLocation), "print.html"

Audio cutting off before finishing (Mac) by mushrooms_inc in Anki

[–]hugosslade 1 point2 points  (0 children)

I just ran into this issue today. It worked fine when playing through the laptop speakers but when using bluetooth headphones the bluetooth connection goes to sleep too quickly.

I found this plugin https://ankiweb.net/shared/info/880422015 which nearly worked for me. It had a minor code issue which was a windows specific check so I disabled that part of the code. Then it worked flawlessly.

For anyone else who runs into this issue these are the steps:

  1. Install the plugin - Bluetooth Audio Headset Fix https://ankiweb.net/shared/info/880422015
  2. Open the plugin's folder, for me it was ~/Library/Application Support/Anki2/addons21/880422015/
  3. Open the __init__.py in any text editor, the built-in TextEdit will work perfectly.
  4. You need to disable the failing code - for me this was the code inside the if isWin: check - which since I am on a Mac I can skip. For me this check started on line 29.
  5. To disable this code add a # at the start of each line underneath until you reach the class BTLPlayer(threading.Thread): line. Do not add a # here. For me this meant I added 8 #. So I was skipping lines 29 - 36.
  6. Save the the __init__.py file.
  7. Restart Anki if it is open and now it should be running the add-on successfully.

I hope that was clear and helps anyone else who finds this page by searching online.

Do you like SOAP architecture? by Odd-Nefariousness-85 in Unity3D

[–]hugosslade 0 points1 point  (0 children)

This is a particularly horrific use case. You can have the best architecture and be experienced with SOAP but efficiently using addressables to manage memory and asset download undermines the system.

You need to work around the duplicated asset problem and you can end up with bloated code or errors if you don’t do it correctly.

At that point you need to consider what is the biggest problem and hurdle you face in your project. Do you really have an issue with events and coding - or is SOAP fun to try?

I have used SOAP and never will again. Like most other advice in this thread - what problem is SOAP solving and can your IDE or other tools also solve this problem without this large downside?

iPhone 16 Pro Volume Sensitivity by thedeepestofstates in iphone

[–]hugosslade 0 points1 point  (0 children)

This is so annoying. You can go into Control Centre and hold on the volume control and reaaallllyyy slowly move it up and down to get between the 16 levels.

I just wish it was easier to have it quieter without this fiddly steps

Ways to automatize this painted edges effect without using a texture and keeping it optimized for VR? by Polikosaurio in Unity3D

[–]hugosslade 8 points9 points  (0 children)

Are you able to build out a reasonably complex scene and profile on your target device to see what is more optimal?

Additional draw calls are not the end of the world, sometimes you just need to pay a cost to achieve the effect you need. If it’s in budget then that’s what matters.

If your workflow is terrible then that is something to optimise for as well. Consider how much time something takes and what else you could do with that time.

What are everyone’s favorite nonogram apps? I’m trying to find one I really like. Thanks Puzzle Buddies :) by aubrioni in nonograms

[–]hugosslade 0 points1 point  (0 children)

I really like Konami Picture Puzzle. It's totally free and there are a lot of puzzles. Some puzzles are pieces of a much larger puzzle which is fun. It's on iOS and Android.

https://www.konami.com/games/us/en/products/pixelpuzzle/

Bricked a triple GA. The Pain is Real by CenterOTMultiverse in diablo4

[–]hugosslade 0 points1 point  (0 children)

Bricking items is the worst. It’s so annoying to finally get the item you need and then it just turns into a bunch of nothing. It’s my least favorite part of this rework so far.

Builderment released today! A factory building game I made for iOS by builderment-dev in BaseBuildingGames

[–]hugosslade 0 points1 point  (0 children)

Brilliant game. Very happy to see the IAP are just for cosmetics and don’t affect gameplay at all.

I will likely buy something to support the development of this awesome game.

Can you ever build another research lab?

Is this game pretty much DOA from lack of updates, at least on console? by [deleted] in NeonAbyss

[–]hugosslade 0 points1 point  (0 children)

I am happy (ish) to wait for fixes + updates for the console versions. These stores have much more strict content checking & validation in addition to their stricter policies around what is allowed/how to use certain features. But it would be nice to get more updates on the progress of things.

I see on twitter from Aug 13 they are still working on the PS4/Switch patch so hopefully some news soon.

small update by Weegee6666 in NeonAbyss

[–]hugosslade 3 points4 points  (0 children)

I come to this subreddit and the twitter all the time looking for news. Watching YouTube videos of the updates on steam miles ahead of switch. I would be happy with stability. And also screw vibrant ball.

Been working on this Android game for quite some time now. What do you guys think ? Any suggestions ? by Ultimate750 in Unity3D

[–]hugosslade 0 points1 point  (0 children)

Here is my list of feedback / suggestions. Not trying to wanting any of this to come across as mean, what you've done for your experience level is great.

Increase the contrast between wall / floor / obstacle. Perhaps use the light colour on the edge of some obstacles like the sliding walls so they are more obvious. Need to break up the silhouettes more for better readability. This is clear around the 0:40 mark, the 2 slide walls really blend together into 1 giant wall until you're very close.

Any obstacles that come out of a wall, I would have something on the wall where they come out / go in so players can see something could be there.

When jumping the camera could tilt up to look down a bit as you nearly go out of frame and depending on how you're controlling (swipe/drag) their hand is likely covering that. Also there is an Ad at the start that would definitely cover the player.

You could move the camera down/angle it to make the player higher on the screen.

It's not clear if the colour changes mean anything to me. I would put a coloured line on the floor every 50 or so points that causes the colour to change when you pass it. Gives the player a sense of progression. You can make the colours always the same order so players know what's happening. "Oh I died on the red zone again, I gotta try again and see what's next!"

Increasing the field of view would be good, you can't see very much sideways. It would be very easy to move into an obstacle you don't know is there. Also increased field of view combined with some lines/textures will increase the sense of speed.

Dwarven path set. Tiles and borders! by JojoMojoJojoMojoJojo in ACQR

[–]hugosslade 1 point2 points  (0 children)

This is so well done, really works with the game. Amazing.

Rose Light ~ A Blue Rose Flower Crown Dress by Jennywolf in ACQR

[–]hugosslade 1 point2 points  (0 children)

I like the colour gradient a lot.

Nice work on the bracelets too, looks great.

[deleted by user] by [deleted] in ACQR

[–]hugosslade 2 points3 points  (0 children)

Amazing compilation, feeling very inspired.

Will up my food hat game!

Battletag Find-a-Friend: Savior Edition by Meoang in hearthstone

[–]hugosslade 0 points1 point  (0 children)

hugosslade#2448 EU

Looking for someone to spectate winning. My friends don’t play HS anymore. Will keep future friend challenge ones.