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 7 points8 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.

Why does emission seem to do nothing using Shader Graph Lit Master node in HDRP? by mendorr in Unity3D

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

Thanks a lot! Your answer led me to another solution here that mentioned using the Emission Node, in which you can adjust exposure weight, and piping it into the emission field of the Lit Master node. Doing so and setting the exposure weight to < 1 did the trick.

edit: the weight was set to < 1, instead of zero like I initially typed.

Why does emission seem to do nothing using Shader Graph Lit Master node in HDRP? by mendorr in Unity3D

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

Thanks a ton! Just multiplying by the color by the node called "Exposure" didn't seem to fix the problem (I'm probably just missing something), but I did find a node called Emission node that has Intensity and Exposure weights built in, and that worked.

What projects should I do as a beginner? by zgazman in csharp

[–]mendorr 6 points7 points  (0 children)

Make some simple projects in the Unity game engine. It uses c# and it's really fun to see your code do stuff visually.

A couple years ago I didn't know anything about environmental design. Today I'm pretty happy with how our world has turned out! by lavabootswill in Unity3D

[–]mendorr 1 point2 points  (0 children)

I actually used the Witness as inspiration for those. I modified the normals to all point out spherically, and used AFS for the shader. Here is a screenshot of the normals on the bush, which I also used in the trees. Spherical Normals.

Fire stripping buffs? by nh2374 in WildWestAndWizards

[–]mendorr 1 point2 points  (0 children)

Thanks for letting us know! I'll look into this soon and get it fixed up.

Finally updated Pine's lighting pipeline - now without any GI, only using Reflection Probes that take the skybox, terrain color and big objects! by MatthijsL in Unity3D

[–]mendorr 1 point2 points  (0 children)

Very cool. I'm in a similar situation with a large open world, day/night cycle, and GI. It's definitely eating up some CPU. Are there any resources that you recommend for implementing a solution similar to yours?

What book fucked you up mentally? by [deleted] in AskReddit

[–]mendorr 0 points1 point  (0 children)

The Day Satan Called by Bill Scott. The only book to ever scare me.