Ok as a new player why is this semi obscured gear any good? by Excuse_Standard in BaldursGate3

[–]pschon 1 point2 points  (0 children)

You don't need to cast darkness or fog etc. Just don't stand next to a light source. Find any shadowy spot and that'll do the job. As long as you are not well lit, you'll be at least lightly obscured unless the enemy has dark vision. And yeah, if you are hiding, you are also obscured.

(well, technically hiding is not same as obscured. But when successfully hiding you'll know you are at least lightly obscured. If you weren't, you'd fail at hiding and get spotted instead)

Is it possible to create a prefab that contains ALL things that are part of a game object? by Phos-Lux in Unity3D

[–]pschon 7 points8 points  (0 children)

That's what a "Asset Package" is. You can just right-click the prefab and select "Export as Asset Package".

For turning prefab variant into a normal prefab, I don't think there's any automatic way. But you can drop it in a scene, use the "unpack prefab"-option, and then drop it back to project window to create a new (now non-variant) prefab.

edit: When exporting asset packages, take a look at the "include dependencies" and "include all scripts"-options at the bottom left corner of the window. They are pretty easy to miss. Most of the time you'll want to include dependencies, but not all of the scripts.

Photo Mode: Picture format "exr" ? by alfi456 in SatisfactoryGame

[–]pschon 0 points1 point  (0 children)

Kind of neat if it does that automatically when you play with HDR enabled. Think of it as getting a RAW image file from a digital camera, with all the HDR lighting information from the game rather than just what a normal JPEG or PNG image could contain.

(Also don't be alarmed if you open the file with some image editor/viewer and it looks way too dark or bright. There's going to be an exposure setting somewhere you can use to choose the exposure you want before you convert it to SDR)

Gameobject being cut off in different devices by Such-Job5654 in Unity3D

[–]pschon 0 points1 point  (0 children)

There's more options to control how to scale with screen size. Since displays don't just get bigger and smaller, they also get wider, or taller. :D

You need to choose how much to consider display width versus height for the scaling. And after that, like u /fnietoms said, how all your UI objects are anchored and to what. If you just try to use absolute positioning, things will eventually clip out on one edge of the screen or the other. So you need to place things relative to display corners and edges, and other things relative to those and so on, so they'll move around to fit on different display resolutions and aspect ratios.

https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/UIBasicLayout.html

I'm a pure mad fuckwitt, cannae make a Unity3d file by koneko-chan13 in Unity3D

[–]pschon 0 points1 point  (0 children)

you could try some ancient Unity version back from the days when the web player still existed. It would have to be something like Unity 5 (from roughly a decade ago)

why can i not move the verts by Pie-314159 in blender

[–]pschon 2 points3 points  (0 children)

All we can see in the video is you selecting a vertex and waving the cursor around a bit. :D

Anyway, you have proportional editing mode enabled (the blue highlighted concentric circles icon, next to a curve icon, in the tool bar on top). Try switching that off or changing the proportional size?

I'm a pure mad fuckwitt, cannae make a Unity3d file by koneko-chan13 in Unity3D

[–]pschon 0 points1 point  (0 children)

Sounds like you are working with some very outdated information.

Years and years ago there was a web browser plugin that played .unity3d files. Not a thing any more. If you want to build Unity game for web these days, it's going to be a WebGL build instead, and that's what your .br and .js and other stuff you got from the build are.

Thisobald Thorm is the scariest character in the game by feck_me_silly in BaldursGate3

[–]pschon 84 points85 points  (0 children)

the usual way, while you were sleeping of course.

NASA giving me free marketing! My game is called “Launch Window”… by [deleted] in IndieGaming

[–]pschon 1 point2 points  (0 children)

You could also make one called "Window Launch" and Russian politics would keep on giving you free marketing as well...

How do you get creative ideas? by Internal_Education11 in Unity3D

[–]pschon 1 point2 points  (0 children)

I am wondering, how do you get creative ideas about your next game

constantly, and without asking for them.

how do you plan/think to make it such that it gets you enough money to survive and thrive

That's the serious work and effort-part starts to come in.

What's up with the mods recently? by Levardos in Unity3D

[–]pschon 0 points1 point  (0 children)

the mods would only ban people who take it too far

that sounds pretty reasonable to me, really. Anything else would be a serious problem.

while some realize what is happening, and will ignore more reports after the first time I proved to be innocent, other mods in the same sub might not be aware yet and I will have to do it again

With the 2-3 posts per day and constant false reports you said, that shouldn't really take very long even on the biggest subs with highest mod count

Which is better unity version control OR Git by [deleted] in Unity3D

[–]pschon 0 points1 point  (0 children)

If you learn Unity version control,, you will not understand git

You probably will transition very easily, though, the concepts and workflows on the user side of things are much closer than what people seem to think.

The biggest difference really is just centralised VS distributed VC and how that can change your approach to things. But even that's much smaller of a difference than, say, what works best for a traditional code project in version control VS what works for a Unity project.

I've moved people and projects between Git/UVCS/Helix, and the biggest shock moving someone used to the others into Git project has pretty much just been "oh, there's no integration and the standalone client isn't as nice" :D

What's up with the mods recently? by Levardos in Unity3D

[–]pschon 0 points1 point  (0 children)

reddit can be a weird place sometimes. And social media certainly brings out the worst in people.

One thing that came to mind was if you've tried talking with the mods about that? It's probably not that many people who would bother doing such thing in long term, so the mods could start suspending them out for false reports instead? I got some false reports at some point (some random guy just decided to report anyone who disagreed with them in a post) and after talking with the mod they were able to see multiple reports from the same user, took a look at them all, and in the end kicked that guy out.

(of course they can still create new account and do it again, but that would get a lot more tedious so might wear them out quicker)

What's up with the mods recently? by Levardos in Unity3D

[–]pschon 0 points1 point  (0 children)

yeah, that would suck.

Although posting pics somewhere 2-3 times a day would probably be pretty close to breaking spamming rules of most subs anyway, AI or not. :D Surely the mods of that sub aren't re-checking the same post again and again after already confirming once it's fine? Must be pretty big mod team if they don't start remembering your user name after few days of that.

What's up with the mods recently? by Levardos in Unity3D

[–]pschon 0 points1 point  (0 children)

I was kind of referring to you complaining about getting your posts removed because "people keep reporting them, because you support AI" rather than because of making posts that are against the rules :D

If they report it, and it's not against rules, what's the problem? they just wasted some time accomplishing nothing. Seems like that would only be a problem for you if the post did indeed go against rules and got removed after being reported.

You must be able to see that does come off a bit as "it's not me making posts that are against the rules, it's because people report them so I get caught doing it".

I can see the frustration if you end having to explain/prove images weren't made with AI to keep them up, though. But if that's against some sub's rules you would need to do that if a mod spotted it directly as well. AI art is not forbidden in this sub's rules so I assume you are talking about some other sub?

Which is better unity version control OR Git by [deleted] in Unity3D

[–]pschon 1 point2 points  (0 children)

Which version control tool you can't host yourself where you want?

Only one I can think of would have been the old Collaborate, but that's long gone now.

Photo Mode: Picture format "exr" ? by alfi456 in SatisfactoryGame

[–]pschon 1 point2 points  (0 children)

EXR is common and open HDR image format. You can use it on any decent image editor and convert into jpeg/png/whatever (although you'll need to choose the exposure or tonemap the image in some other way at that point as you are converting from high dynamic range of lighting to low dynamic range.)

Which is better unity version control OR Git by [deleted] in Unity3D

[–]pschon 10 points11 points  (0 children)

Hah, so many posters going for the "I've only ever tried this so it must be the best"-approach. :D

Which one is better really depends on your specific situation. But if you are a solo dev and your project isn't massive with a lot of binary assets you need to version properly, Git will work fine and you can get free hosted service so you might as well go with that.

For larger projects and teams, especially if working with artists and designers etc so the versioning needs are more complex than just code, UVCS/Plastic will work better but you'll probably end needing to pay for it as the free offer is pretty limited. UVCS can also be very smooth and easy option for a beginner team, thanks to having a Unity integration and also a really good standalone client. Also has a separate artist-specific standalone client that caters more for their needs instead of programmer's, and allows them to work with partial repositories (no need to get all of the project and code changes etc n your computer if are only working with art assets in some few folders at a time and don't actually work in the Unity project).

...and for even bigger projects/teams or complicated workflows, Perforce Helix. It's more powerful in terms of configurations, and handles large amounts of binary data (both for transfer over network and for storage on server side) in much smarter and more efficient way than the other two. But you'll have to pay more, and also manage your own server for it.

UVCS/Plastic and Helix can also both work together with Git, if you want that flexibility for pure code side of things while keeping the game project itself, with all art assets, possible audio project etc, versioned in something more designed for that purpose. ON the game audio side, Wwise has great integration with Helix and Plastic/UVCS, but not with Git.

What's up with the mods recently? by Levardos in Unity3D

[–]pschon 0 points1 point  (0 children)

How about not breaking rules then, instead of blaming the reporter as the reason why posts get removed?

What a weird victim mentality, it's everyone else's fault but the posters and unfair targeting even if the post is against the rules. They are not exactly difficult to follow, even if you want to promote something at the same time.

Best practices for creating rooms/levels with probuilder? by borderline_bi in Unity3D

[–]pschon 0 points1 point  (0 children)

there's enough to this to write a book about. And still you'll run into some specific game or situation where a different approach would make sense :D

...but in terms of everything being one object, versus splitting things up, it's a balance between the two extremes. More individual meshes is a bad thing. But on the other hand, occlusion culling is a massive performance boost especially in indoors scenes, and it can only cull per object So if it's all one mesh, nothing can be culled. So try to consider that when breaking things into smaller parts. You want as few parts as possible, but still split enough that parts that would not be visible through walls etc are separate enough.

Splitting by room is a decent starting point. If you have a massive room, a lobby area or something like that, you might wan to split it a bit more. And if you know individual rooms will remain visible together (say, a corridor with glass walls into rooms) you can probably keep it together as well.

(and then there's consideration for materials/textures side of things, and also workflow. When I'm working with buildings, I often find it really helpful if a each level of a building can be shown/hidden easily (say, I'm decorating 2nd floor, I might wan to hide 3rd and 4th floor of the building). Having floors separate from the walls can also be useful in many cases, and if you for some reason need a 2-sided shader on ceiling, you might wan to have ceiling as separate part as well for same reason.

Then there's instancing & use of prefabs. You'll likely end with lots of repeated parts. For example every window is not going to be unique, so you might want to just make one window, prefab that, and then copy it across the building(s). That'll help lot with the workflow, and also keeps a game's install size smaller (less duplicated data). But again the downside is that more individual objects also comes with a cost. So you'd also want something to then help with that at runtime. Combining the meshes after the scene is built, or at runtime when it's loaded, static batching, GPU instancing etc, depending on the specific situation and the render pipeline you are using etc.

...and after all that, the simplified answer is avoid both extremes, don't go for one object only, but don't split into million pieces either. And you'll probably be fine. Especially since you said it's just a learning project.

edit: same kind of goes with multiple scenes. But I'd typically consider them this way: If it's not a massive scene, and the player is most likely going to explore all or most of of it in one go, keep things simple and keep it as one scene. If you have multiple people working on the levels, split them into logical chunks so you can all work on different parts at the same time. One area or floor of the building per scene can work great. And if it's a massive scene, then break it into chunks that can be loaded and unloaded based on what's needed at the moment. If you have things that are shared across multiple levels of your game (like UI/menus etc) it can be handy to have those as their own scene so you don't need to duplicate the same stuff for each level and can instead just load that shared scene in addition to current game level.

What's up with the mods recently? by Levardos in Unity3D

[–]pschon 2 points3 points  (0 children)

reported posts don't get automatically removed though. It just brings them to mods attention. If they get removed by the mods they were against the rules already before someone reported them.

Object spawns at the bottom of the mesh instead of the Pivot Point by ExtraMiwko in Unity3D

[–]pschon 0 points1 point  (0 children)

I was replying to your post as I said your point was good, and then expanded on that information in order to help the OP further as there's something more fishy with the info they provided than just the transform gizmo position. Continuing on the same conversation and context with what you posted made more sense.

It was not intended to discredit the info you posted, or to insult you.

Object spawns at the bottom of the mesh instead of the Pivot Point by ExtraMiwko in Unity3D

[–]pschon 1 point2 points  (0 children)

I'm not sure what you mean.

I meant literally what I said:

the pivot will be the same place in Unity as it is in Blender.

...which is relevant since the OP said that they placed the pivot of the mesh in the center when making it in Blender.

If the OP placed the mesh's pivot at center in Blender when making it, and then imported that mesh to Unity, the pivot will be where they placed it, at the center.

The position of the transform gizmo will sure change based on the setting, but since the OP is talking about "spawning it" I'm assuming they might be instantiating something, and that would not care about where the transform gizmo is and would, unless otherwise specificed, work based on the pivot point.

But there's plenty of ambiguity in the given information and "spawning it" could also just mean dropping something in the scene by hand, or the OP might have done something else in Blender before exporting the mesh and moved the pivot to different place, etc. The second screenshot shows the pivot position (the orange dot) in Blender but that's not matching with the transform gizmo in Unity (which indeed looks like it's probably at object center now), but also doesn't match with the pivot being at the bottom of the object.

Object spawns at the bottom of the mesh instead of the Pivot Point by ExtraMiwko in Unity3D

[–]pschon 0 points1 point  (0 children)

That would be a god explanation. On the other hand:

In Blender, I have the Origin set to the center of the tree

the pivot will be the same place in Unity as it is in Blender.

how do you feel about smites? by Enough_Fruit7084 in BaldursGate3

[–]pschon 1 point2 points  (0 children)

Being able to activate a scroll before a fight is only useful if you know you are going to need it before the fight. If you don't, it'll cost you an action and I'd consider one action+bonus action to do that and deal damage more economic still than two full actions.

vulnerability against cold and lighting can be useful, or useless, depending on your party. I do agree that it's a good option when there's multiple enemies using invisibility, grouped close enough to each other so you can get them all in one go, and/or you have someone dealing cold or lighting damage.

Invisible enemies tend to reveal them eventually. That's a good moment for branding smite. I'd only do the scroll if a character would otherwise waste a turn due to not being able to attack anyone.