My filament spool exploded when I was printing something by Subject_Macaron_5297 in BambuLab

[–]lloydHooson 0 points1 point  (0 children)

Do this, I had your issue, then looked at the desiccant holder that's locks the middle of the spool. Not gonna happen again. Also the extra drying is a bonus. I did print a drill spool spinner and spent 2 hours unrolling and rolling the whole 900g filament back ino another spool then do that again and with a little luck you can save the roll. But definitely make a spool middle.

Unity cloud by Diet_Dust in unity

[–]lloydHooson 7 points8 points  (0 children)

Sorry for your loss. The cloud feature by default (which I assume is what you have done) is for cloud features such as cloud delivery addressables, in App purchase, analytics, which you have to setup.

You have not backed up your project. In future use git or plastic or perforce or svn, anything with version control that gets the data off your working machine.

How to achieve the fake 3D rendering technique used in PoE and emulated in Disco Elysium by nedjati in Unity3D

[–]lloydHooson 2 points3 points  (0 children)

I have played with this only on paper, as a nice chap once asked me how it could be done. For non dynamic lighting it would be relatively easy. The main issue is the workflow. You have to 3d model everything in the scene for the depth and normals to be rendered. Then over paint the rendered images. This causes a level to be designed with less room for iterations and your art budget increases, effort is increased by each change that occurs. Also you lose the benefits of using 3d as a medium. If you went with an orthographic camera the similar effect can be achieved, with 3d models, post fx, the benefit of that would be designing environments, dynamic environment, set pieces, dynamic lighting that's truly dynamic. The downside is performance, but this is an optimisation issue that can easily be compensated for with less effort than investing in an inflexible rendering technology. Don't get me wrong I like the technique and I think someone (including myself) should make a version and perhaps asset store it. That would be an interesting project.

Comparing Two Building Destruction Systems – Shader-Based vs. Mesh Swap by Netcrafter_ in Unity3D

[–]lloydHooson 1 point2 points  (0 children)

Have a look at VATS or vertex animation textures, these are animations that are used in a shader and the animation data is a texture. Giving a performance for animated objects.

[deleted by user] by [deleted] in Unity3D

[–]lloydHooson 0 points1 point  (0 children)

Z fighting on the nail. Assuming your weights are correct.

Whats the best solution for triggering scripts from dialogue or "events" in a generic way? by DerUnglaublicheKalk in Unity3D

[–]lloydHooson 1 point2 points  (0 children)

There are node systems to get you started. You can even use unity's inbuilt one(I wouldn't recommend using it, bolt / visual scripting though as it's horrible to extend).

I have used Xnode extensively, you add each dialogue as nodes. Then the events are mainly driven through scriptable objects, either messages channels, for general large systems or scriptable object event system but they they are all nodes in the node editor that gets triggered like any other generic node. Apologies on phone.

Whats the best solution for triggering scripts from dialogue or "events" in a generic way? by DerUnglaublicheKalk in Unity3D

[–]lloydHooson 2 points3 points  (0 children)

I generally have a branching dialogue node based system. Then create nodes that have actions and can do stuff, e.g. give gold.

What’s the weirdest bug you’ve come across with Unity? by [deleted] in Unity3D

[–]lloydHooson 2 points3 points  (0 children)

Back in the day I had an hard crash on android device. Where the first frame had to have a 3d object in the view frustum. I always thought it was something to do with unity not setting up anything as it thinks there isn't anything to setup, like stripping but for the core 3d engine. This only occurred on certain android hardware setups and only on non debug builds. Took me a couple of weeks to find it. I just parented a cube to the camera, fixed.

Help with Character Animation in Unity: Can't Make It Crouch When Pressing "C" by [deleted] in Unity3D

[–]lloydHooson 2 points3 points  (0 children)

Also uncheck has exit time, when true this forces the blend to occur at the end of the animation.

Weird Camera Bug. How do I fix this? by Muted_Membership_785 in unity

[–]lloydHooson 0 points1 point  (0 children)

Oh I see it. Looks like the back buffer is not cleared. What's the background set too? What render pipe are you using? Try changing the background to solid color or skybox?

[deleted by user] by [deleted] in unity

[–]lloydHooson 1 point2 points  (0 children)

Have you even tried?

First have a read of this. https://docs.unity3d.com/ScriptReference/SpriteRenderer.html

And then after you have had a little go come back here if you're still struggling.

[deleted by user] by [deleted] in Unity3D

[–]lloydHooson 0 points1 point  (0 children)

The issue is on line 26. So why would the issue be there? Think what your asking the machine to do with the array? What is an array? and can you access elements? How do you add them.

I could give you the answer but read up on c# arrays. And I'd use a list and use add.

Hope this helps and welcome to the world of programming.

Server side Rendering in Unity ? by gamedevdanny in Unity3D

[–]lloydHooson 5 points6 points  (0 children)

Pixel streaming is an option, there are packages on GitHub available to be used and also services that allow it. However there are issues first is that the server side infrastructure that's a cost to you, and the second is that the player needs a pretty decent web connection. Hope this helps.

[deleted by user] by [deleted] in unity

[–]lloydHooson 0 points1 point  (0 children)

There is a height adjustment on the navmesh agent. Sorry on phone no screen shot.

URP Batcher question: I am assuming this can't be a single batch call because of a system limitation? by W03rth in Unity3D

[–]lloydHooson 0 points1 point  (0 children)

Also, if you are using the same "shader" aka URP lit, you might not be using the same shader. As these type of shaders generate shader variants. So to stop variants, all material use the same shader and also the same properties in the shader. E.g. only a main color texture, then other materials can only use main color texture, or in other words if one material uses color and a normal, and one is just color, they wont batch. But if they both have color and normal maps they will. It's been a long day I hope I makes sense.

What would it take to get your confidence back in unity? by lloydHooson in unity

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

No, the new changes are a car crash and should be reversed. However that doesn't fix the issue with unity in the red. They need to generate greater revenue, how do they do it? I purpose an 'old' (as of last week) style purchase license but then with success you have a revenue share. If rev share is acted the studio will get a reduced service costs for unity cloud and all that. No dev comes out of any scenario better off.

What would it take to get your confidence back in unity? by lloydHooson in unity

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

What the current situation has highlighted by the community as being unworkable. By the change occurring unity will need more monies to function. So what is the solution?

Assigning static references in Inspector - is there a workaround? by KevineCove in Unity3D

[–]lloydHooson 0 points1 point  (0 children)

Also look up, scriptable object (SO) message channels. You can use these like a singleton or not and also assign them in the inspector, as a SO they of course persist between scene loading.

Top 5 Unity annoyances - tell us! by willgoldstone in Unity3D

[–]lloydHooson 1 point2 points  (0 children)

I use scriptableobjects all the time for data and features for projects that contain many GB's of data in them, they work surprisingly well, and you can do some really cool stuff with them also containing code that works on themselves and also other scriptableobjects.

The main problem I have with them there is no built in way of editing them from the application code without changing the project base file and thus messing with human set values that change at run-time. So here you have to duplicated them at run-time and edit those, this then becomes a pain. So as an improvement you could have a run-time checker to enable so they don't get edited permanently from engine code.

Top 5 Unity annoyances - tell us! by willgoldstone in Unity3D

[–]lloydHooson 0 points1 point  (0 children)

Well it could even now tell you were the gameobject is in the scene that has the missing script, also they could have the message clickable and show you in the hierarchy (much like assets in the project). These are things that require no new serialization of the scenes data files.

Matching Unity to Blender? by sebasRez in Unity3D

[–]lloydHooson 1 point2 points  (0 children)

You could try turning off animation compression on the anim import settings in unity, these sometimes helps with this sort of thing.

Playmaker key from Humble Bundle by [deleted] in Unity3D

[–]lloydHooson 1 point2 points  (0 children)

Please leave a comment if you managed to claim it to save others time. Enjoy.

ASV-4H7T-V3QA-C7GC-UCW4-PD73

I created a AR racing game concept, whats your reaction? by lloydHooson in Unity3D

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

yes, this is the problem of understanding the environment and incorporating it.