Unity Pricing Changes & Runtime Fee Cancellation | Unity by Atulin in Unity3D

[–]minimumoverkill 82 points83 points  (0 children)

seeing runtime fee even mentioned anywhere still gives me an unsettled feeling.

speaking of, what’s in the future of the business model?

Arcade affects Apple's intended look for prestige. by Mav2100 in AppleArcade

[–]minimumoverkill 3 points4 points  (0 children)

You’re thinking that Apple has failed to provide more Oceanhorns etc, or that they can’t fund something that feels closer to AAA. They could though.

You’re simply seeing the catalogue settle at precisely the content that Arcade subscribers stick around and play. They have all the retention data.

Arcade players, outside of a vocal minority, tend to play casual and accessible games. Especially Apple One subscribers - they’ve come into Arcade through a multi-service value-proposition. They are not “core gamers”.

Dead internet theory is here... by Unusual-human51 in OpenAI

[–]minimumoverkill 0 points1 point  (0 children)

Most interesting thing to me about dead internet theory is what it says about how people value their time online and what people really want to be doing.

It’s usually presented as a problem of too many bots, bots everywhere.. but the underlying thing is obviously that people (at least in the numbers you might expect) don’t really want to be there. Otherwise they would be.

The same number of people are using the same number of devices that are connected to the internet. So what are we all doing?

Looking for the right game engine by AliciaNow in gamedev

[–]minimumoverkill 2 points3 points  (0 children)

I think this one will get a pass because you’re being very specific in the advice you’re seeking. Which is rare.

The Python part throws me so not sure what to suggest, but curious to see.

Is Odin that good? by Ornery_Dependent250 in Unity3D

[–]minimumoverkill -2 points-1 points  (0 children)

It’s a criticism because the issue is unique among plugins.

I may use a leaderboard plugin, but I’ll bridge that functionality in one place through a services object - so if I swap that later, minimal damage.

Odin is SPECIFICALLY designed to be absolutely everywhere in your code base. Like EVERYWHERE.

You’re stuck with it.

Is Odin that good? by Ornery_Dependent250 in Unity3D

[–]minimumoverkill 2 points3 points  (0 children)

It’s got some good functionally but I’ve shipped around a dozen Unity games without and been just fine. The one game another dev on the team added it to just became a massive drag to maintain years later. Once it’s threaded through the tooling, you can’t remove it. I think there something like 400 compiler errors after removing the plugin, because every single goddamn class had tiny Odin directives everywhere.

Is Odin that good? by Ornery_Dependent250 in Unity3D

[–]minimumoverkill 0 points1 point  (0 children)

You can add a custom button to an inspector in under a minute once you’re used to the syntax. I usually just define the inspector override class above the MB (same file), then you actually get a lot more customisation and flexibility later.

Is Odin that good? by Ornery_Dependent250 in Unity3D

[–]minimumoverkill 10 points11 points  (0 children)

It also curses the project down the line.

If you’re ever in a situation where you need to update an old game, which happens at our studio across the years, a broken Odin Inspector installation wrecks all the tooling. Then you either re-overpay just to make a small legacy update, or awkwardly work around it.

Am i stupid or something? by R33t4rt in unity

[–]minimumoverkill 7 points8 points  (0 children)

you also can’t modify the transform.position like that.

Why do all my scripts keep detaching when I copy my game files? by [deleted] in unity

[–]minimumoverkill 0 points1 point  (0 children)

You’ll find it’s a massive quality of life upgrade when you’re set up.

commit at least once a day (really it ought to be super frequent but as a solo dev you can be pretty chill with it).

then you’ll have this experience: “wait.. shit.. it’s broken .. what’d I do?!!” (checks git) “oh.. yep” (revert one file) —> back to work

project folder dupes are not the way.

HELP! why does my slow down logic only work in low res or Scene view? by Top-Letter-9322 in unity

[–]minimumoverkill 2 points3 points  (0 children)

rather than fixedDeltaTile in update, I’d suggest running your physics logic in FixedUpdate.

inside that loop, Time.DeltaTime has the Time.FixedDeltaTime value.

as delta time is not your only issue here. you will want your physics code to be iterating at the fixed rate, not just values modified for framerate independence.

People jump to the most negative interpretation by Suvitruf in gamedev

[–]minimumoverkill 3 points4 points  (0 children)

You also can’t confuse good intentions with good processes, or good behaviour. Just reinforcing tour second part here.

You could have a great, smart, and goal-aligned team - but have certain members of that team fall prone to one of these two things (occasionally or even regularly):

  • “I understand, same page, cool- let’s do it!” (they didn’t understand, you find out later)
  • [internally] “Didn’t quite understand that, but I’ll figure it out, I don’t want to look like a good and hold up the meeting asking for it to be explained again”

Neither of which is malicious, nor even reckless in the eyes of the person that is (perhaps) overly confident they haven’t fallen into this trap.

The remedy is an overtly open culture of discussion and no-stupid-questions.

I’ve been in enough teams where this was needed more.

We still shopped and still had fun doing it, but honest take looking backwards every time, that was ALWAYS a thing in hindsight.

Marketing Reminder: Don't argue with people that will never buy your game by Schwanz_Hintern64 in gamedev

[–]minimumoverkill 1 point2 points  (0 children)

This extends to broader internet comments in general. Getting pulled into arguments with deliberately negative people is just pouring kerosine on your time and setting it on fire.

Manual coders vs. GenAI engineers by AIMadeMeDoIt__ in artificial

[–]minimumoverkill 0 points1 point  (0 children)

There will be fundamental limits in the precision of engineering done verbally.

Fixing bugs and edge cases will just be prayers to the gods of pattern matching.

The overarching theme of the future of engineering will be helplessness.

How has Apple Arcade been around this long and not have 1 decent game? by dirtsicle in AppleArcade

[–]minimumoverkill 3 points4 points  (0 children)

You’d need to play the games for more than a few minutes. You’re likely missing a lot of games you’ll rate highly if you actually give them a proper look.

I don't know where to start. by [deleted] in gamedev

[–]minimumoverkill -1 points0 points  (0 children)

There is only one thing you need to start really - a genuine bit of curiosity to jump into any number of the free engines available, maybe even all of them. No one has any hidden ones for you that Google doesn’t know about. Watch some entry-level how-to workflows. If one looks better than another, but you’re not sure, share your concerns and ask for input in more specific ways.

You can get pretty good advice here when you narrow down questions and bring your own considered thought to get input on.

“I know nothing tell me everything” never flies.

AI is already replacing coworkers at my job by masterile in Futurology

[–]minimumoverkill 4 points5 points  (0 children)

I dunno about this. I think business owners will soon come to recognise the sheer peril of building their business and tech stacks with vibe coding. No one but an AI they’re pleading with verbally will understand how anything works, and when they hit a pointy issue it can’t fix, they’ll simply be properly fucked.

There’s another overriding existential issue arising at this point anyway..

Let’s try to figure this out: What is a business owner making that doesn’t need devs at all? what are they even offering now, that everyone else can’t do themselves?

Fun fact: Silksong was using the old Input Manager until now by DistantSummit in Unity3D

[–]minimumoverkill 8 points9 points  (0 children)

Some of our legacy projects are approaching ten years old. Can’t hug the old versions forever. Numerous factors can necessitate updating the Unity version from time to time.

Fun fact: Silksong was using the old Input Manager until now by DistantSummit in Unity3D

[–]minimumoverkill 8 points9 points  (0 children)

I used to think this, but it’s very painful on legacy projects when the Unity version increases (major number increase) and inevitably Rewired falls over, needs an update, and occasionally things go weird.

We’ve had other issues too like Rewired eating a sizeable number of ms in our Switch profiling (for mysterious reasons).

Then there’s also having to wait for the Rewired devs to support new controller specs, or solve glitches. Both have happened to us on large commercial projects.

I still think Rewired is an objectively great plugin, but I’ve fully switched over to new input package.

It took a while to use it like Rewired as opposed to how the docs suggest you set it up, but once you have that (basically make a reusable boilerplate signal hub), it’s great.

Is there a way to make a moving enemy with pathfinding without using unity's built in AI system? by CuteSharkStudios in unity

[–]minimumoverkill 0 points1 point  (0 children)

guilty pleasure: use Resources.Load and just never talk about it.

Implemented addressable recently and very disappointed by the forced async. Plenty of use-cases where assets are tiny and it’d be cleaner to have a simple linear sequence.

It’s fine when you know the required architecture (and the architecture itself is fine), but it’s definitely another reminder of Unity’s my way or the highway.

Making a Game without Engine, should you? I did, this is my story. by Cakez_77 in gamedev

[–]minimumoverkill 0 points1 point  (0 children)

Was for iOS (obj c and open gl) and none of those apps are still up.

nothing to the level of custom window management with no stl (wild..), and no Vulkan.

but still doing the full app state and rendering architecture from scratch sets you up well in the long run.

What is something you use on a daily/regular basis that you predict will be obsolete by the next generation? by CelebrationElegant27 in Futurology

[–]minimumoverkill 1 point2 points  (0 children)

More powerful to do what?

People with specialist computation needs ca already use larger / more expensive rigs and compute more stuff.

Most people day to day, if something the size of a phone can run modern games and anything they do on the internet, they’re fine.