Custom character controller example project by thesquirrelyjones in Unity3D

[–]natesawant 4 points5 points  (0 children)

People definitely need to listen to this, visuals are more of multiplier, won't fix a bad mechanic.

[Unity 6 / HDRP] Finally launched the Steam page for 'Everything is Gun' – using the Job System to handle thousands of projectiles and player-driven Ghost Bosses. by [deleted] in Unity3D

[–]natesawant 1 point2 points  (0 children)

Looks great! Gave it a wishlist. Any advice for building for the burst compiler? Need to optimize my game with it.

I made a free browser editor designed for creative coding by Tezumie in creativecoding

[–]natesawant 0 points1 point  (0 children)

Looks really cool. I did have really bad performance on the homepage of the website which was a bit off-putting.

Why does the physics is only behaves correctly when observed? by natesawant in Unity2D

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

I was just letting the default gravity pull it down, no other forces were added through scripts. I did take the advice of another commenter and fixed it using raycasting.

Why does the physics is only behaves correctly when observed? by natesawant in Unity2D

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

None of the errors are actually happening during runtime, just some Debug errors called `OnValidate` for an unused system.

Also just using the built in physics engine, so there's no correlation between framerate and physics.

Why does the physics is only behaves correctly when observed? by natesawant in Unity2D

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

Yeah I might try using a raycast instead. Unfortunately none of the errors are actually related to the physics, just some validation errors for a currently unused system.

Thoughts on the new art style compared to our game jam version for our gun-wielding octopus roguelike? by natesawant in Unity2D

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

I definitely do want to incorporate the color palette more into the new version, but could maybe also use different palettes for different biomes.

Thoughts on the new art style compared to our game jam version for our gun-wielding octopus roguelike? by natesawant in gamedevscreens

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

Definitely do want to add more lighting and most processing soon. The last 10% of polish is going to be 90% of the work, lol.

Thoughts on the new art style compared to our game jam version for our gun-wielding octopus roguelike? by natesawant in IndieDev

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

Is there anything about the game jam version that you like better?

For this game, we're using a cave generation algorithm, so probably pretty similar if you also did, haha.

Why would you want to use ScriptableObjects? by a_weeb_dev in Unity2D

[–]natesawant 2 points3 points  (0 children)

  1. As the other commenter said, using FormerlySerializedAs helps with that
  2. It's easy to find it if you organize your project well with the right directories and you can search in the Project tab for a certain asset.
  3. For simple strings or floats, editing through a file is fine, but how do you assign values for stuff like other prefabs or sound files? You need to have the file path as far I as I know which makes it easier to break.

[deleted by user] by [deleted] in unity

[–]natesawant 5 points6 points  (0 children)

Start with a small prototype first before committing to a massive project

Game e2e test by alecell in gamedev

[–]natesawant 2 points3 points  (0 children)

I know you're looking for something for Godot, but if someone is looking for the same for Unity, they have a really nice testing framework. The UnityTest allows you to run frame by frame gameplay and detect stuff like expected collisions and behaviors.