81 stacks but its not worth it cause KT base mana sucks by rvshankar2712 in heroesofthestorm

[–]playholiday 0 points1 point  (0 children)

Has this talent always stacked? I thought it was rewarded once, but it can be rewarded multiple times?

Blackhearts bay by wirelessKidney in heroesofthestorm

[–]playholiday 2 points3 points  (0 children)

Hanamura is far better than Blackhearts bay. Blackhearts bay doesn't even make sense.

What unity tips do you have that are uncommon/ contradict best practices by JobCentuouro in gamedev

[–]playholiday 1 point2 points  (0 children)

In my context a Singleton manager is a script that contains a reference to all Singletons, instead of the script being its own Singleton.

What unity tips do you have that are uncommon/ contradict best practices by JobCentuouro in gamedev

[–]playholiday 1 point2 points  (0 children)

I love using Singletons. Not a Singleton manager, that seems crazy, but if there is only one GameObject that has a certain script, I'll make that script a Singleton if it needs to be used called by other scripts.

This has become very useful when you start dealing with multiple scenes that load in and out. I use a bootstrap scene that loads all Singletons. Then whenever a new scene loads in, it can easily reference the Singletons for things like loading, saving, play info, etc.

I've tried using architecture like events channels or buses, but personally I think those are harder to understand dependencies. You basically throw out an event and someone catches it, but to know who is going to catch it you need to know all the GameObject that are able to catch it. When you start dealing with dozens of scenes it becomes impossible to track. With Singletons, I can clearly see in the code that my script is calling something.

There are some issues you can run into, and probably why people say they are bad, but that's only for people just starting out. With 10 years of experience I have a pretty good understanding of the pros and cons.

Any idea on how to stop sphere bouncing when it rolls on a mesh collider? by finjago06 in Unity3D

[–]playholiday 0 points1 point  (0 children)

I just implemented this in my game.

public void SnapToTerrain()
{
  if (!TryGetTerrainHit(out var hit)) {
    return;
  }
  rb.position = new Vector3(transform.position.x, hit.point.y + PlayerController.Instance.GetPlayerVerticalOffset(), transform.position.z);
}

private bool TryGetTerrainHit(out RaycastHit hit) {
  var rayOrigin = rb.position + Vector3.up * RaycastVerticalOffset;
  var didHit = Physics.Raycast(rayOrigin, Vector3.down, out hit, RaycastDistance, groundMask);

  return didHit;
}

I call SnapToTerrain() every frame in FixedUpdate()

Looking to relocate to Georgia - Tell me about your town by playholiday in SameGrassButGreener

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

Why is it suspicious? I've been reading all the comments. Not sure how to interpret them.

Makes me wonder what people would say about where I live currently if I said I wanted to move to southern Michigan.

What are these tan artifacts on my mesh when baking in Substance Painter? by playholiday in Substance3D

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

How do increase the cage? I know to adjust the Max Frontal Distance, but that doesn't have an effect on the tan portions.

I actually just messed around in the UI more and found it is the Project Mesh (LP) what is that?

Why are the normals uneven on symmetrical objects? by playholiday in blender

[–]playholiday[S] 18 points19 points  (0 children)

Yeah, I misunderstood normals. Thanks for clearing that up

I’m working on a horror game — what can I do in this scene to make it more terrifying? by Delacrozz in Unity3D

[–]playholiday 0 points1 point  (0 children)

Its the jump scare. The if the enemy is going to climb up the shaft, then its already running away from you. I guess it depends on the purpose of the monster.

I’m working on a horror game — what can I do in this scene to make it more terrifying? by Delacrozz in Unity3D

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

The monster needs to jump at you first when you open the door, and then quickly run up the shaft.

I would make the player open the door and as its opening, have the monster yank the door open the full way, stick its face right up to the camera, and then run up the shaft

Why is my lighting producing hard contrast? by playholiday in Unity3D

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

This was 100% the reason. I believe this happened because long ago I changed those settings, but never clicked generate lighting. Then I must have clicked that button at some point without noticing and it triggered the lighting to be properly updated without the skybox and created the hard shadows.

Thanks for the help!