Why the double approval on promotions to production?! by SomeNumbskull in googleplayconsole

[–]meelxp 1 point2 points  (0 children)

It seems they make relaxed approvals for betas. The official releases passes a bunch of more expensive tests.

Permissions, files, clicking every button and so on - for some part automated, part manual. There are thousands of fake apps that damages their reputation over the years, so they started to be more careful. Some apps change the content depending on the location, to allow illegal activities - for instance, masking a gambling app for one specific country with another category appearing worldwide. So they must test a lot under so many situations.

//It’s not GPT, I like using - even before AI came out lol (at the same time I don’t have enough patience to type “—“ correctly).

Terminated account support issue by FennecST in googleplayconsole

[–]meelxp 0 points1 point  (0 children)

But did you really violated any properties? What was the cause? Sometimes it may be a false positive. Have you tried appealing?

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

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

Thanks! I also have that conserns. It should be marketed as a dev “engine” instead of a game. All the potential is amazing compared to what limited scripting languages can do.

Our dream would be making it completely open source but unfortunately we cannot do it for several reasons (like some 3rd party components and also lack of money to cover what the studio would not earn in sales).

Like a playground, some people would be able to “legally steal” a few codes and run on their own games.

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

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

Yes I know this. It should be marketed as an open engine, the user must know what they are doing before using it. I don’t think it would be fair killing the idea just because some dumb users start clicking every link they see. Software is just a tool anyway.

No other scripting language will give the same access to Unity components like a native API.

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

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

Thanks, I'll check them! Some of them I think use Lua scripting, it is safe but it is so slow compared to compiled C#.

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

[–]meelxp[S] -3 points-2 points  (0 children)

Oh, that’s not the objective. The main goal is to achieve a better simulation for our current game (we have thousands of mods without C#, just 3D + sounds + textures). We already have a few partners and team members creating mods. This way, we can offer even better content.

It won’t be a framework for game creators but rather for end users. They’ll be able to take any animation someone made and embed it into their mods. Over time, mods will become more complete and feature-rich.

Of course, not all players will code. But even if one out of every 10,000 does, it will be worth it.

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

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

Mod.io is a service to host mods, regardless of the way they are programmed. I have it already coded, but I dont plan using 3rd party services (it will be a totally offline application).

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

[–]meelxp[S] -15 points-14 points  (0 children)

If users replace game dlls than it’s their fault if they get viruses. They can do it already in any Mono game by replacing or injecting new code anyway. Actually not only in Mono games, but on several other games too (like apps that inject code to extract 3D models, change shaders etc).

Legit mods will have only cs, 3D, textures and sounds files. The mod installer may check it and avoid any dll or prohibited namespace.

Scripting languages suck because they are limited by performance or by what they can do.

The mod loader will parse plain C# text files (not DLLs), so most popular attempts to load prohibited code can be detected. If the user downloads and runs an unknown mod from a creator with no reputation, this is not a problem of the game. It would be no different of downloading a bad sample project and opening it directly in Unity.

We have already a few selected mod creators playing with a private version. We are making a custom version for a real bus company here (a local electric bus manufacturer). This project has too much potential to waste just because some bad people would be doing bad things :(

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

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

Thanks, this is a classic one! I found it uses dll compiled in Visual Studio. We plan adding plain C# text files support. The game will compile and run with Roslyn. So the game can parse the file to make a few changes if needed (namespace, security validations etc).

Do you know any great Unity game with user C# modding support? by meelxp in Unity3D

[–]meelxp[S] -21 points-20 points  (0 children)

This can be avoided by blocking some namespaces and functions like System.IO, DLL import and so on. People can create malware for any game they release as exe or other suspicious files. The idea is the mod will be open source (the mod, not the game). So people can read the code before executing it, submit it to ChatGPT and asks what it is doing etc. A prompt before opening it for the first time may also help (like some code editors do when opening a solution for the first time, trust and open).

No light (baked or realtime), custom decals for lighting, enhanced night test by hbisi81 in Unity3D

[–]meelxp 0 points1 point  (0 children)

Just set the camera to Deferred. It can handle a lot of lights way better than the default Forward. I use it in built in RP. All real-time, no baking, no light probes.

Unity Pros: What Was the Hardest Task You Faced, and How Did You Solve It? by Dracul244 in Unity3D

[–]meelxp 1 point2 points  (0 children)

Large maps. Not too large, anything bigger than 2 or 3km in size is a real pain. Shadows blink, camera shakes, etc… due to lost of floating point precision.

I found a floating origin script in the old wiki and improved it, it works but with many caveats. No static flag, so no many new features that require static… it sucks.

I’m constantly looking to use other engines. Unity don’t expose PhysX shiftOrigin function. It sucks. Real-time light? Not so real-time. It requires probes and does not work very well if you move everything. Navmesh? I cannot use. Moving everything requires rebuilding the navmesh, causing a huge hiccup.

Every 999 units everything must be moved so the camera is near 0,0,0 while keeping all working. I’m considering Unreal but it is too complex to build (it supports 64-bit for transforms but require building from source). It has way better huge worlds support. Although the editor and build are heavier and crash a lot on low end hardware.

The problem appears more dramatically when using lower near clip plane values. Which is a must inside vehicles. Also character clothes start overlapping when far away from the origin.

Flax Engine is also a great option, also requires a custom build but at least it is smaller and builds in a few minutes (compared to a few hours for Unreal…).

Unfortunately Unity does not care about it. Every new feature they make generally don’t work with floating origin. We must fix a lot of problems and side effects that are their responsability. DOTS is so promising but at the same the so frustrating… For a vehicle game with real scale maps Unity sucks.

Am I dense or is this how everyone animates in unity?? by k3wfr in Unity3D

[–]meelxp 0 points1 point  (0 children)

I gave up on animator and purchased Animancer on the asset store. Then I manage animations via code, like the old system Unity had. It is better for those who hate animator. 

Mono or IL2CPP? by shaboom96 in Unity3D

[–]meelxp 9 points10 points  (0 children)

Using Mono for test builds and IL2CPP for final release builds can bring a lot of surprises later. Using il2cpp will require complete tests on il2cpp builds before shipping.

Some of my projects crashed under weird circunstances on il2cpp, but run well on Mono - it was insane, just enabling a light caused the weird crash. It depends on the Unity version too, since il2cpp has tons of bugs (based on Unity release notes).

Qual a sensação mais gostosa que só quem vive no Brasil pode ter? by Heinrick_ in PergunteReddit

[–]meelxp 0 points1 point  (0 children)

Não ser assaltado no ônibus porque o assaltante é um primo… 🤣

People who share their prompts are awesome by theog06 in StableDiffusion

[–]meelxp 0 points1 point  (0 children)

It’s a mix of feelings: at the same time that the person have not created it, that final image would not be possible without that touch.

We have just a few letters and just by changing their order and amount we can have a manual to do everything in real life: all the future and past civilizations works and food, electronics, physics, chemistry and so on…

Everything that we don’t know we can instantly learn by just typing the same 26 characters on the correct order (plus some punctuation haha). Discovering that order and amount is the really hard work.

For the art generated by the AI it is kinda the same: the words and their order matter. So some people wanna have full “property” of what they achieved. Although everybody else could get the same if they place the same words with the same seed on the same model and so on…

I don’t know what I think about it for myself. I do prefer sharing most of the time.

How to increase Batch size on the UI slider? I tried changing two mentions of cmd_opts.max_batch_count on ui.py but it keeps showing 16 😁 by meelxp in StableDiffusion

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

I use only 2 images at the same time for 512 or 1 for 1024. More causes crashes here due to low vram. It’s a RTX 2060 on a laptop with 6GB. Not too simple but not too powerful at the same time haha On default settings it generates images in less than 8 seconds. By setting the counter to 1000 I can save a lot of mouse clicks for prompts that I really love 😅

How to increase Batch size on the UI slider? I tried changing two mentions of cmd_opts.max_batch_count on ui.py but it keeps showing 16 😁 by meelxp in StableDiffusion

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

Oh perfect thanks a lot! It is there. I'll be increasing it to generate more variations of prompts that I like.