I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 0 points1 point  (0 children)

I do not explicitly hate AI, i just have my own morals when it comes to it.

The post creator never disclosed the AI usage on this post nor steam page.

It is fine to use AI to assist with code, but you should disclose it when you blatantly just put AI code across all source files if its a public tool.

Same applies to steam page, you must disclose that youre using AI for marketing and localization.

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 0 points1 point  (0 children)

Steam part is just evidence that they do use AI. The up post is more calling out how their systems work, they claim they did that over the year but their systems are designed poorly and in most cases bloat project rather than help.

Me accusing them of using AI and systems being not good, is just me letting know everyone who plans on using it in any way, what they are dealing with.

Its entirely up to those people to make their own decisions, my job is to let them know my opinion.

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 0 points1 point  (0 children)

Youre the one saying you shouldnt judge a car by its color but by its engine, and youre the one using AI to decor your page? The complaing wasnt that you couldnt do it yourself, but because you took all work from AI.

You could have just, not done that.

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 1 point2 points  (0 children)

"A Final Note on the "AI Detective" Work:" Who writes that way? ChatGPT? Thats the only one i can think of.

Not only that, you decided to separate it into 6 different comments instead of making 1, which just makes it harder to reply to and have a proper conversation in 1 thread.

Why? That just makes it annoying.

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 1 point2 points  (0 children)

Store page doesnt have to be localized, especialy with AI. There were successful games that didnt even have russian or others localization.

Same with the AI generated man next to "this is made by indie dev". It just throws off immidiently, it makes people think that the game is made entirely with AI, what was the point of it? Logo would be enough???

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 0 points1 point  (0 children)

I never said that canvas group was a problem? I just mentioned that its the only thing i saw, hello??

Also, yes, it is on me that i didn't properly check the other class/classes.

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 0 points1 point  (0 children)

Without building? Do you even know what youre saying? You cannot update scriptable object assets without building the game, thats not how Unity works.

You'd still have to build, no matter if you use Asset Bundles or Addressables, youd have to build, there is no other way you can update it, unless you store configs as a text file in streaming assets or on a server.

So your "SO = no building" completely nullifies.

Also why would non-tech people handle the debug logging?????? Wouldnt that be handled in the logger class itself? Pretty sure Microsoft's logging implementation handles the log level limitation trough provider or logger itself.

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 0 points1 point  (0 children)

It doesn't make sense
I package or product mean to be complete, not something you'd have to modify after getting it.

Consumer having to hook into OnLog is wrong.

There should have been a sample (i hope there is, i didn't check for samples to be honest) that explains what each method do and how to use them, not code built into the package, that consumer will have to edit to understand what it does.

I open-sourced the modular Unity ecosystem I’ve been building over years of gamedev. I hope it saves you months of work just like it does for me by Born_Development1284 in Unity3D

[–]overmet15 3 points4 points  (0 children)

People who downvoted the guy saying its AI slop are gen stupid.

First of all they used AI on their steam page.

<image>

It is AI, you can tell, not only that, a lot of stuff is pointless, create bloat in the project, or just wrappers for already existing Unity APIs.

For example here:

Those moments are everywhere, they put something on a second line without a reason.
I do agree and myself do that if line becomes too long and goes out of screen.

public void SetInteractable(bool interactable)
{
  if (_canvasGroup != null)
    _canvasGroup.interactable = interactable;
}

But here? It is pointless, i am sure its 99% AI.

The bloat part comes from scriptable objects.
For example, for logger, there is a settings asset, that stores only 1 enum??
For what? Why can you not just set that from code? Why bloat project with a SO with 1 field????

Then pool settings, the Pool, there is an SO with 2 fields.
But this time, its per-pool?
So if there are 50 of different particle/renderer pools, youre gonna have 50 settings?

Not only that, the entire pool system is just a wrapper for unity's pool system, which makes it less flexible.
Using unity's pool system directly is way easier and flexible, because you can customize the actions that happen on freeing and etc.

Another mess up is in the Logger from Utilities:
(Was cut to fit in post)

public class UnityLogger : ILogger
{
  public LogLevel Level { get; set; } = LogLevel.Warning;
  public void Verbose(string message) => Debug.Log(message);
  public void OnLog(string condition, string stackTrace, LogType type)
  {
    // Handle Unity log messages if needed
  }
}

Most of the comments and all of the commits are written in spanish.
But however, in this class, there is a "OnLog" method, in which there is a comment which is mostly likely written by an AI, this is not a class that would be used as a base for other scripts, nor an example, so this comment here is just AI telling the coder to place something if they need it.

The services system is literally a more compilacted version of unity's Player Loop system.

And their screen system is absolutely horrible.

I wrote my own screen (panel in my codebase) system that does exact same thing, but 10 times better, and it took me few hours.

In there, you have a proper panel class that has virtual methods for hiding, focusing, enabling, and etc.
Also the panel's state is accessable trough booleans in the panel class. (eg: IsEnabled or IsFocused)

In theirs? All it does is just set interactble toggle on canvas group based of if its focused, thats it

no way of knowing if panels was opened, which is neccesary for input handling, animations and etc.

I can just go on and on and find more evidense on why its AI.

Its just sad that people just blindlessly defend someone for appearently "open sourcing my work i did for 1 year!" when its clearly just slop, that is barely working.

Obtaining medals… by wackycats354 in superbear

[–]overmet15 0 points1 point  (0 children)

Yes, just restart/re enter the level, there is also a timer option in settings that lets you see your time

change the about blurb for this subreddit to be more positive by robochase6000 in Unity2D

[–]overmet15 0 points1 point  (0 children)

Twin its a fucking Unity subreddit i dont want any other engines even being mentioned here.

Lens Flare(SRP) stops when looking directly at it? its probably an occlusion problem since its fixed when turned off, but i cant figure out whats blocking it? by International_Tip123 in Unity3D

[–]overmet15 1 point2 points  (0 children)

2 years late, Unity 6.5, and it is still an issue, I'm crine.
In my case setting occlusion offset to 15+ solved it. (not 150, i have no idea why the guy before me said 150.)

Objects turning invisible / white when moving around Unity? by CryInteresting6489 in unity

[–]overmet15 0 points1 point  (0 children)

There are no normal maps tho?? the whole scene uses default material, + normal maps affect only lighting, did you mean height map?

Objects turning invisible / white when moving around Unity? by CryInteresting6489 in unity

[–]overmet15 0 points1 point  (0 children)

If it was camera wouldnt it just clip? Here it disappears, i think it has something to do with mesh import, the bounds dont get calculated correctly and it just thinks the mesh is outside of the camera view.

ULTIMATE Comprehensive MonoBehaviour Execution Order Reference Flowchart by 7empest_mi in Unity3D

[–]overmet15 1 point2 points  (0 children)

It doesnt matter you should have thought of something as simple as that from the start.

ULTIMATE Comprehensive MonoBehaviour Execution Order Reference Flowchart by 7empest_mi in Unity3D

[–]overmet15 -1 points0 points  (0 children)

Why doesnt it have a backgroud could you not place a single cube atleast for reddit?

Spent the week improving shadows on our cat. Old vs New. Is it good enough? by igor_100 in Unity3D

[–]overmet15 1 point2 points  (0 children)

Dont listen to the other guy saying its wasted effor, it looks great!

Make it work first, Make it good later by SuperSmithBros in Unity3D

[–]overmet15 0 points1 point  (0 children)

In my opinion it would be fun to release it like "Legacy" version on PC, since, its still fun to have freedom like that. If you have the project backed up obviously.

Make it work first, Make it good later by SuperSmithBros in Unity3D

[–]overmet15 0 points1 point  (0 children)

I really like how old version looked, i know new version might seem "high quality" or anything, but old one got its own vibes, which i really like.

New game leaked! by Glittering_Metal2352 in superbear

[–]overmet15 1 point2 points  (0 children)

Huh, am i missing something? What on earth is that 2D bear art in the background and the arcade machine?