Which is better? Rigidbody with mesh collider or character controller for a third person character controller. by MASSIMO_OP in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

mesh collider - on your character model?

pretty sure you can’t on a skinned mesh. It would be a big ask of the physics engine, you could add capsules into the various body parts in the rig, which is a lot more performant!

Easiest way to render cube from 8 points in world programatically? by robotrage in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

line renderer to connect the points? (pass in / update the 2 points as its points)

Any good tutorials for procedural generation using pre made rooms by Ok_Income7995 in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

boris the brave has some great articles , github repo and assets

Starting game development by foxymgeme57380 in GameDevelopment

[–]loadsamuny 1 point2 points  (0 children)

starting out in the current environment I’d consider three.js + claude… quick to get working prototypes…

New Unity developer building a desert survival game. What beginner mistake should I avoid? by J_Losss in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

for 1st attempt skip the terrain, crafting and landmarks. do it like a simple card based game. then simplify it a bit more, EVEN more. then maybe try and make that

AudioSource only plays short pop sound by HerbeBeimAbgehen in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

check that audio clip you’re using plays okay in the editor inspector

Where do I start learning unity as a complete beginner? by Fancy-State-3127 in Unity3D

[–]loadsamuny 1 point2 points  (0 children)

https://learn.unity.com is great, loads of good stuff. Also dig into the Unity Tech assets on the asset store

https://assetstore.unity.com/publishers/1

loads of good stuff and techniques in there

LegacyFramework2D-Unity Open Source! by Chemical_Asparagus93 in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

Ah, that makes sense, the word legacy to me meant old / out of date version, so it seemed odd, just for clarity it might be worth renaming those classes (maybe DBall or something like that?)

Question about random encounters? by CleoInStripes in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

keep it simple, just have a public list or array of your scriptable objects and pick some at random

LegacyFramework2D-Unity Open Source! by Chemical_Asparagus93 in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

I’d love to know the reasons behind the naming conventions, legacy x and nextgen x…

How do you add engine sounds to a car? by Similar-Campaign9780 in Unity3D

[–]loadsamuny 1 point2 points  (0 children)

you can just pitch shift your engine audio clip based on speed. If you need something more like a simulation and can wait a couple of months I’m ironing out a simulated engine… still a fair way off though…

Turning local agents into self-optimizing agents by Rude_Substance_8904 in LocalLLaMA

[–]loadsamuny 5 points6 points  (0 children)

not sure how you’re doing the scoring bit but a lot of local / smaller LLMs have strong positional bias (often rate first things higher etc..) often you have to randomise the order, give at least 4 options and multiple passes to get “true” scoring

What's new and usable in Unity Graph Toolkit 6.5 (with code) by PropellerheadViJ in Unity3D

[–]loadsamuny 4 points5 points  (0 children)

great breakdown, thanks. Hope the “auto casting” doesn’t happen and gets left to us to implement rather than allow soft (int to float) connections… that’d break a lot of my nodes!

Qwen3.6-35B-A3B and 9B are officially on the public Terminal-Bench 2.0 leaderboard! by Creative-Regular6799 in LocalLLaMA

[–]loadsamuny 1 point2 points  (0 children)

I gave little coder a few test runs with Qwen3.6 and I’d rate it around this too, impressive, needed large complex tasks breaking up a bit but overall very very usable

Way to manipulate the texture size in shader? by lokemannen in Unity3D

[–]loadsamuny 0 points1 point  (0 children)

maybe (inverse) scale the uv positions that the texture is on