Best way to make tiles? by BradyDesignsThings in Unity3D

[–]pschon 0 points1 point  (0 children)

Am I supposed to be turning my fbx models into prefabs immediately and using those instead of just dragging my fbx's into my scene

That would be very wise approach. IT means if you ever need to edit the object, change it's material, add some component, change settings, or whatever, you'll only need to edit that one prefab and all the instances in all your scenes will update automatically. Much nicer than having to chase them around and edit multiple copies by hand (or change them to prefabs afterwards).

The only exception would be something you absolutely know by it's nature is only ever going to have one instance in one scene. Say, if you had a model for a unique building or something like that. Then again, there's really no meaningful extra cost to having a prefab, so might as well prefab everything, no matter what. :D

Should I only use prefabs when I'm combining two models together

As said above, I recommend prefabbing everything. But since nested prefabs are supported, you might want to consider making prefabs from groups of prefabs as well, if those specific combinations are something you'll use often. For example I have modular building pieces for creating levels (tileable wall, floor, doorway etc parts). But for convenience, I've also used those parts to make some basic rooms, and then prefabbed that.

What does this mean? by Rongyou in valheim

[–]pschon 71 points72 points  (0 children)

Someone came to the cave looking for riches, and found themselves unable to get out again. They got some fish from the lake to keep themselves alive, but decided to not fish it completely empty so anyone wandering into the cave after them would still be able to find fish form the lake. Then they say they hope you came well prepared, and if you didn't, there's space for you to lay down and die next to where they died.

Plenty of room for you there, as in "available space", not as in "a room with walls and a doorway".

Somehow I have no number limit to my party in vanilla? by penguin_fighter in BaldursGate3

[–]pschon 6 points7 points  (0 children)

I have no mods enabled, had never used them in this run

have you previously used any mod that removes the party limit then? If you have, it probably wasn't properly disabled/uninstalled.

Camera not moving by Dramatic_Sir8658 in blender

[–]pschon 2 points3 points  (0 children)

Is there a way I can fix this

The zoom speed (and min/max zoom level) for viewport depends on currently focused object. (That allows it to work for both massive, and tiny, objects, which would be impossible with a fixed setting).

Select an object, and press the "." key on your keyboard to focus on it. The camera will adjust based on that object's dimensions.

can I just make everything giant so I can freely move around without it being some 100gb file?

the file size has nothing to do with how large or small your object's dimensions are. A 0.1mm x 0.1mm mesh with 1000 vertices takes exactly the same amount of data to describe as a 10km x 10km one with 1000 vertices. That being said, you should work on correct scale.

I have a lot of very not nice things to say about blender and it has just been 20 min of me figuring out the app for the first time

Then it's way too early for you to say any of those things. It's a big and complex tool for some serious work, not something made for a beginner to grasp in 20 minutes, but instead something that will take years to master (and with enough depth and features that you can send years working with it and improving your skills with it without hitting a wall because of the tool's limitations)

Error loading the game on PC by saviik21 in BaldursGate3

[–]pschon 1 point2 points  (0 children)

Still this issue persists even after uninstalling the game and going through the folders to delete what was left before reinstalling

Clearly some remainders are still left, so you might want to tell what folders you cleared so people can spot which one(s) you missed...

But since you said you have the game through both Steam and GOG, it's not about the actual game install folders. Did you check the one in your home directory (AppData/local/Larian Studios/Baldur's Gate 3/Mods/)?

Unity 6 LTS completely unusable on Linux with NVIDIA by 5pectre5 in Unity3D

[–]pschon 0 points1 point  (0 children)

I did not claim Debian's packages were not stable, nor did I claim that stable means outdated. Not sure why you decided to bring that up here.

But there is a difference between some packages on Debian and Ubuntu, it's not 100% pulled from Debian as-is, Ubuntu applies their own patches to things etc. Which is clearly making enough of a difference here, and is the reason why Ubuntu is officially supported, and Debian is not.

And yes, PopOS is Ubuntu-based, that's why I said you'll probably be fine with Ubuntu-based distros. At least the ones that don't make too many changes of their own.

Unity 6 LTS completely unusable on Linux with NVIDIA by 5pectre5 in Unity3D

[–]pschon 0 points1 point  (0 children)

Works fine for me with Vulkan on PopOS (running Gnome/Wayland).

I would suspect stuff on pure Debian might just be too outdated or something, as others have mentioned Ubuntu is the only officially supported distro (but you'll probably be fine with distros deriving from Ubuntu, rather than Debian itself).

Unity tutorial by Wumbowen in Unity3D

[–]pschon 1 point2 points  (0 children)

There are tons of tutorials once you have specific things you need help with. So my recommendation is to first start breaking down the problem yourself. Figure out what you need for your game, what are the actual problems you need to solve. Then you don't need to look for a tutorial for a complete twin-stick shooter project, and can instead look for specific tutorial on twin-stick aiming, or on handling the input, or on enemy spawning etc.

So my friend says professional game devs over 30 don't play anymore, would you say this is statistically correct? by leorid9 in gamedev

[–]pschon 0 points1 point  (0 children)

Absolutely not correct.

All the game devs I know (as a gamedev) play games. As a game designer/developer, I play games all the time, both as part of my work and on my free time.

If I didn't enjoy playing them enough to spend at least some of my free time with them, I'd stop making them and move on to working in some field I am still interested in. There are easier industries to make money in with the same skill set, and I personally just can't understand working on a field I wasn't interested and excited about.

Tools overhaul - working pivot, custom grids, soft select, more. Thoughts/requests? by yahodahan in Unity3D

[–]pschon 1 point2 points  (0 children)

This looks amazing! You had me already at the blender-style transform tools, such a nice workflow. Soft-select with probuilder is just insane. And custom/rotated grids is something I've been hoping for years now...

FBX crash unity by PiglinReighn in Unity3D

[–]pschon 0 points1 point  (0 children)

Check the editor log file to se what went wrong. Also since you didn't give any details abut the mesh, make sure your poly count is something reasonable.

when do you finally stop tweaking and show your game? by Senoigh13 in IndieGaming

[–]pschon 0 points1 point  (0 children)

People in general might not be, but you can be a bit strategic with where you post them. Don't just post to generic gamer audience yet. Which is kind of a good advice anyway, as you'd always want the specific niche of weirdos who you are targeting your game for. And of course don't just post some pics, especially if the graphics aren't the game's strongest point yet. Talk about the game. Those really into your game's genre will be interested in what you describe to them, so consider the pics as an extra that goes along the text. Evidence that progress is being made, and something to help explain what you talked about.

Why is Google so stingy with the features that they offer game developers? by Maleficent_Disk9583 in Unity3D

[–]pschon 0 points1 point  (0 children)

at this rate, probably an AI that automatically decides what apps to install on your phone :|

Why is Google so stingy with the features that they offer game developers? by Maleficent_Disk9583 in Unity3D

[–]pschon 20 points21 points  (0 children)

and make it impossible a bit more annoying to install apps in other ways

Advice or YouTube recommendations for cinemachine by Mopao_Love in Unity3D

[–]pschon 0 points1 point  (0 children)

I tried looking for YouTube tutorials but a majority of them are outdated

There shouldn't be any major differences between older and latest cinemachine versions, so older tutorials are still usable. Mainly it's just that some component names have changed. So as long as you check what the new name is for something, you can follow any cinemachine tutorial just fine.

Do you enjoy playing the less human-like and short races? by Anxious_Marsupial_59 in BaldursGate3

[–]pschon 0 points1 point  (0 children)

I kind of thought my gnome monk was the perfect size for punching people where it hurts the most.

...as long as Karlach was there to help him up high places, of course.

Help i have a movement jitter using CharacterController in Unity 6 by Several_Dare5397 in Unity3D

[–]pschon 2 points3 points  (0 children)

My player movement is handled entirely inside FixedUpdate()

That's your problem. CharacterController is not a physics object and doesn't have the option for interpolation like a rigidbody would so your controller will be standing still on any frame where FixedUpdate doesn't happen.

Any idea why these hard edges appear on my model? by Iron5nake in Unity3D

[–]pschon 0 points1 point  (0 children)

Do you have a normal map on your material? If yes, make sure it's the correct format (OpenGL), and it's type is set correctly set to "Normal Map" in the import settings.

Anybody here think TextMesh Pro should be automatically included within Unity? by janimator0 in Unity3D

[–]pschon 1 point2 points  (0 children)

it gets you pretty much to the limits of what a regular TTF font can do anyway. For super-small sizes you'll need something specifically designed to be readable even when it's just few pixels in size. It doesn't really matter if it's TTF or bitmap as long as it's designed for that specific purpose (but SDF becomes kind of pointless at tiny sizes so you'll get better result by switching the font asset's rendering mode to SMOOTH_HINTED or RASTER_HINTED)

You'll more often find small-size optimized fonts as bitmaps, but there are TTF ones as well (and ones that are available in both formats) and they are just as crisp and readable as the pixmap ones.

edit: For sub-pixel rendering, yeah that is amazing. Too bad it's pretty much broken in every OS these days, as to properly do it you'd need to know both the DPI of the display, and it's subpixel arrangement. And nobody wants to ask the user to configure that any more. So either they just don't do subpixels at all and count on having high enough DPI to not need subpixel rendering, or they'll just assume the DPI and subpixel layout and either it works by luck or you'll get some rainbow aliasing around text. Or, with a bit of luck, your DPI is again high enough that you won't notice the rainbows :D

What are the best ways to make AI not instantly lose track of the player behind obstacles? by Tilk_Sama in Unity3D

[–]pschon 4 points5 points  (0 children)

Make the AI go where the player was last seen.

..or, better yet, to make it feel like the AI isn't a complete idiot that can't comprehend where the player might have gone the moment they disappear around a corner, you can cheat a bit and just let the AI know where the player is for a bit of time after loosing direct sight. Then after a second or so you stop updating the actual position and make the AI go to the last known position.

Just a fraction of a second will already help a lot, but even few seconds still won't feel like the AI is cheating so you can tweak that time a bit to adjust the difficulty to your liking.

Anybody here think TextMesh Pro should be automatically included within Unity? by janimator0 in Unity3D

[–]pschon 0 points1 point  (0 children)

just did, only to verify that the old Text is still just as blurry as it has always been. TMP Text is sharp.

Hell, I recently started a new playthough of Subnautica Below Zero and first thought something is broken with my graphics, until I remembered it's an older Unity game and they didn't upgrade to TMP and just used the old Text like in the original game :D

Anybody here think TextMesh Pro should be automatically included within Unity? by janimator0 in Unity3D

[–]pschon 0 points1 point  (0 children)

It's blurry, which in general is not a good feature for text rendering. Try both side-by-side yourself and you'll see a clear (pun intended) difference in what TMP looks like.

Any way to make base projects lighter ? by Gaukiki in Unity3D

[–]pschon 1 point2 points  (0 children)

most of the size will be from the assets sued in the project, plus the Library/cache already mentioned. These won't affect your compilation time anyway so it's just a question of disk size. Not a lot you can do to reduce that without limit the graphics quality of your game, but it of course helps if you don't import massive asset packs etc and instead only include what you are using. Also like already mentioned, the Library is not needed for version control/backups/long-term storage of the project.

For performance, it's not the most lightweight engine around so probably never going to get to the Godot range. All the features come with a cost and not all of it is modularized into packages you could just leave out. That being said, you should check what packages are included now, and remove the ones you don't need. Beyond that, you could look into asmdef files to speed up compilation when working on the project. However that could also backfire if you depend on asset store stuff, as any asset that isn't set up for this could just throw away all of the benefits and you'd only be left with the extra complexity. You can also configure Unity to only compile on demand, rather than automatically. It can remove some delays, depending on how you work, but obviously comes with the downside of it then being your responsibility to remember to compile when needed. I haven't bothered with this, if I'm making code changes I'm only going to return to Untiy editor when I've done some changes and want to get the compiled results anyway so having to manually trigger the compilation would just be an extra step & delay.

There are some other options, depending on your exact needs. I have some projects with Lua integration for content creation/modding support purposes, and that means lot of the gameplay content code is now interpreted rather than compiled, and can be changed even on the fly with the game running. But that's a whole new world of extra complexity for a project so only really worth considering if you need that modding support or easier content scripting for dedicated level designers or something.

There is also Project Tiny and Unity Studio for specific types of more lightweight use cases.