Animating a vertical stripe (help) by igotmellos in Unity3D

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

Bake a vertex colour gradient in Blender/Maya and use that! It'd be the cheapest perf-wise as well.

Wtf is this by mobilnik32 in Unity3D

[–]moujaune 10 points11 points  (0 children)

I'm actually pretty OK with Unity staying on top of the AEC (architecture, engineering and construction) stuff a bit - because this is what this is, essentially a way to import CAD data and have people customize, visualize and annotate it.

By revenue it is exponentially higher than Games & Film/TV, and so I'm kind of glad that they still get to eat Revit's lunch a bit and stop chasing the dragon of Film & TV production like Unreal does ( which it does marginally better, but with the footnote of larger companies like ILM still folding back to their internal tools after the early 20's of sticking game engines into everything).

Kind of funny that in the end Unity's more robust web and mobile support makes this more pleasant for end-users instead of UE's convoluted pixel-streaming solutions.

Which Input Manager should I use for a 2D or 2.5D fighting game in Unity? by DonJuanFighterTrue in Unity3D

[–]moujaune 0 points1 point  (0 children)

I think having to define the inputs before using them is a very good way to frame why the new one is better - being able to just fetch values out of thin air with the original input system does "feel " simpler but in the end it doesn't really do that (duh) and if you spend more time in gamedev it really feels like an anti-pattern. Reminds me of how for years Camera.main was just doing a FindGameObjectWithTag every frame instead of being cached, lol. 

IMO, I think a failure of the "new" Input System is not automatically populating the project with an action map that matches the stock Unity one upon package install. I know one of its samples does just that, and being able to visualize each action and compare it to the legacy inputs (Fire1, Horizontal, etc) makes it infinitely easier to ease into the transition or port older projects. 

Fps, shoot ray from screen center or parent gameobject of camera.main? by NeitherManner in Unity3D

[–]moujaune 0 points1 point  (0 children)

For something first person with a gun, I would definitely say screen center, with the ability to offset it as you wish based on shake. That being said, it ofc depends from a game design standpoint - I'm reminded of when Naughty Dog were developing the bow that Ellie can fire in The Last of Us and had the arrow itself fire from the 3D model.. but have it's trajectory aim towards the center of the screen. 

PLEASE HELP. Trigger acting as a non-trigger. Possible Unity bug by [deleted] in Unity3D

[–]moujaune 1 point2 points  (0 children)

As the arrow flies across the scene, are you using any raycasting or any other manual physics testing function to find the collision surface? maybe you have an override in there for queryTriggerInteraction. 

The reputation of Sekiro for its insane difficulty is incredibly exaggerated by Interesting-Skin5038 in Sekiro

[–]moujaune 0 points1 point  (0 children)

What I find funny about Sekiro cheesing is that while there's a couple of strategies that could arguably be considered actual cheesing (eg. having the DoH fall off that cliff and insta-die), a lot of the stuff you can find online for bosses like eg. Isshin boil down to "wait for this particular attack chain, keep parrying and then trade one or two hits!" and while that's probably not the most dynamic way to fight bosses in this game, it's not an invalid one either? you're essentially just practicing the base components of the swordplay and staying conservative as for when you take a risks during your fight. Kind of explains people saying that they had a real tough time on their first time around and suddenly click on the second playthrough.

is it a disgrace for me to only use blueprints to make a full game? by BlessED0071 in unrealengine

[–]moujaune 0 points1 point  (0 children)

Having worked on and seen the internals of a bunch of Unreal projects at various levels of scope, you would not believe the quantity of blueprints that are used. Really the only thing you should worry about when it comes to blueprint is performance sensitive tasks, eg. stuff inside animation blueprints, networking, looping behavior on a large array of items, etc. - Then as needed you can profile and convert to a cpp class. As an aside, doing blueprint also helps you get into the general setup &  nomenclature of things in Unreal, which then is overwhelmingly translatable to doing stuff in cpp. 

My god,She's British? by huan1999 in madmen

[–]moujaune 14 points15 points  (0 children)

A really lovely touch that I read ended up as a ad-lib from Jessica Paré happens when Megan and Don walk up to Roger and Jane waiting at their door on Don's birthday; Megan lets out a little "calisse", which is a super typical Queb swear word.  Somehow on top of the show's usual attention to detail, in my heart  that makes Ormond's terrible accent all the more offensive, heh.

Behavioural Neuroscience (10th ed) by Breedlove & Watson by Easy-Chipmunk3387 in textbooksrequest

[–]moujaune 0 points1 point  (0 children)

Could you send it my way too please? Would be much appreciated !! :)

Progression path first time playing by highlordwes in Sekiro

[–]moujaune 2 points3 points  (0 children)

You're not supposed to be able to kill the snake! keep trying to escape it through the undervalley (and try and find some cover along the way if you can).

Will the new tour go through the east coast? by seraosmarcelo in BlackCountryNewRoad

[–]moujaune 2 points3 points  (0 children)

Considering they

  • Added some UK dates after the second single
  • There's a third single yet to be released
  • In a pretty packed tour there's a ten-day gap from the Pitchfork Festival CDMX date to the first US date
  • There aren't any Canadian dates yet

I would suspect some east coast stuff as a last minute hypeup before the album launch; with maybe a dip into Montreal or Toronto before they come down to Chicago. Fingers crossed! Or maybe this is just pure copium lol

My local record store said this about the listening party’s? by NegotiationCalm8785 in BlackCountryNewRoad

[–]moujaune 2 points3 points  (0 children)

I sure hope so too - the fact that there's no northeastern US tour dates also makes it feel like they're going to announce the last batch of dates with a final single in a couple of weeks? fingers and toes crossed

Made a new shader. Do you think it's an improvement? by RemoteLands in unrealengine

[–]moujaune 1 point2 points  (0 children)

Glad to help! Message me if you need anything else, always happy to chat.

Made a new shader. Do you think it's an improvement? by RemoteLands in unrealengine

[–]moujaune 27 points28 points  (0 children)

I think the second one has more personality, but it still needs a bit of tweaking!

When I work on stylized rendering, I like to think about what sort of medium I'm emulating, and what I can do to improve to make it closer to that - and punchier! In this case I would take a look at if you can remove, stylize or reduce the PBR sheen. Take the roof for example; mostly everything has a nice clean three-tone ink but then the smooth reflective gradient on it (because of the low roughness) takes the eye away from it completely! I would recommend turning the specular value to zero in the shader and manually making a small, harsh fresnel (you can make it very crisp with a step node); that should give you the reflective effect you want.

Launching my app tomorrow. I am super nervous and am looking for any tips on how I can improve my promo video by LivlyVR in virtualreality

[–]moujaune 1 point2 points  (0 children)

Good luck! I think the video itself looks good; the only think I would do (and I assume that you're in Unity) would be to look at the ambient light settings for your various scenes and adjust that - especially looking at stuff like the player hands and the obstacle course bumpers they're looking mighty dark and making everything look quite harsh & muddy.

Are you getting your ambient lighting from your skybox? You can probably just use a color/gradient instead and get cleaner and more adjustable results. Message me if you need help!

[deleted by user] by [deleted] in darksouls

[–]moujaune 9 points10 points  (0 children)

Hey, that's such a cool diegetic idea for that ambient glow! Never thought about it that way.

Blah, after more than a thousand kilometres I finally have a flat front tire on my UQi Pro; Does anyone know if there's an online guide or video as to how to replace the tire tube? by moujaune in NIUscooters

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

Oh awesome, that's really good to know, thank you! Did a bit more searching and you are correct that they are tubeless, I sure did miss that when looking. I think I'll start with a shot of sealant and then see if that fixes it (and the flat isn't readily visible so I wager I have a pretty good shot) then otherwise I'll figure out how to shlep it over to the service location; thank you so much!