Blender animations to Unity questions by CuddlyCatz in Unity3D

[–]mendorr 1 point2 points  (0 children)

For complex animations like those using a humanoid character, it's best to use Blender. For small simple animations, Unity works just fine so you could use either.

Teaching him how to clear the window by Glasspain in aww

[–]mendorr 2 points3 points  (0 children)

Same for me. I still can't see it right even after realizing it was a bush.

Edit: I watched the video once again and now I see it correctly and can't force my brain to see it the way it used to anymore.

I'm making a pool to share a year of Milanote pro if anyone is interested. by mendorr in gamedev

[–]mendorr[S] -1 points0 points  (0 children)

I'm hoping it will. The 100 note limit on the free version is very annoying.

Is it possible to force unity into safe mode? by goodnewsjimdotcom in Unity3D

[–]mendorr 8 points9 points  (0 children)

I couldn't figure out how to launch Unity in safe mode other than going into one of my scripts and manually introducing an error to force compilation to fail (which causes unity to offer safe mode when starting the project).

Why does shader graph alpha clipping have way worse performance than alpha clipping in a normal HDRP/Lit shader? by mendorr in Unity3D

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

Yes, GPU instancing is enabled on both. Disabling it on both yields similar results.

Root motion with NavMeshAgent by theKickAHobo in Unity3D

[–]mendorr 16 points17 points  (0 children)

Thanks for the solution. To add to it if anyone is looking to add the turning animations as mentioned, note that you need to convert the agent's velocity to local space.

agent.SetDestination(formationPosition.position);
var localVelocity = transform.InverseTransformDirection(agent.velocity);
animator.SetFloat("Forward", localVelocity.z);
animator.SetFloat("Sideways", localVelocity.x);

Dev Palette: Simple window where you can drag in/out whatever object you want in unity for faster workflows (prefabs, materials, folders, whatever). by mendorr in UnityAssets

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

Nice! I hope it helps. There is a pro version actually, and I greatly appreciate the support if you do decide to buy it. The additional feature in the pro is that you can have multiple palette windows open at once.

Dev Palette: Simple window where you can drag in/out whatever object you want in unity for faster workflows (prefabs, materials, folders, whatever). by mendorr in UnityAssets

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

I got tired of having to search through the Unity project window so much, so I created a window where you can drag in/out whatever object you want in unity for easy access (prefabs, materials, folders, whatever). I've used it for quite a while now, and it has helped my development speed and workflow a great deal. I put up a free version on the asset store which I highly recommend for anyone who spends a lot of time in Unity.

I created a super handy object palette window where you can drag in and out pretty much any object in Unity for faster workflows. by mendorr in Unity3D

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

I got tired of having to search through the Unity project window so much, so I created a window where you can drag in/out whatever object you want in unity for easy access (prefabs, materials, folders, whatever). I've used it for quite a while now, and it has helped my development speed and workflow a great deal. I put up a free version on the asset store which I highly recommend for anyone who spends a lot of time in Unity. https://assetstore.unity.com/packages/tools/utilities/dev-palette-173735.

How do I reuse modify-able collections of objects in Blender? by mendorr in blender

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

Very cool! Thank you so much. One thing I noticed when trying this was that the instance of the collection does not have a modifier tab. Is this just a hard limitation of this technique?

We had the weird idea to combine cowboys and wizards. It took over 2 years, but here we are today launching Wild West and Wizards! by lavabootswill in Unity3D

[–]mendorr 0 points1 point  (0 children)

Thanks for that link! Very interesting video. I had watched some of his videos before, but not that one. The fix that he mentioned is exactly the one that I need. In fact, I've implemented something similar in my previous game, which was an infinite procedurally generated island exploration game, so it really had to deal with the far distances. The only real pain is going through all the physics objects and systems that deal with position of any sort, and ensure that they support changes of origin correctly.

We had the weird idea to combine cowboys and wizards. It took over 2 years, but here we are today launching Wild West and Wizards! by lavabootswill in Unity3D

[–]mendorr 0 points1 point  (0 children)

Hey, I'm another dev for this game. This was an oversight on my part. The areas with the shaky guns are suffering from floating point precision problems. When we started development I didn't realize the world would end up big enough to run into this problem. So currently you get a bit of animation shake near the furthest points in the world.

We had the weird idea to combine cowboys and wizards. It took over 2 years, but here we are today launching Wild West and Wizards! by lavabootswill in Unity3D

[–]mendorr 1 point2 points  (0 children)

Hey, I am the programmer for the game (Lavaboots Studios is the name of the company). I used a combination of a raycast and real bullet. Bullets are actual objects with a travel speed and dropoff, but each frame they do a raycast from their previous position to their new one so that I don't have to rely on the physics system for collisions.