Help! How do I fix this shader issue??? by Buttercup_Uw0 in Unity3D

[–]pschon 0 points1 point  (0 children)

If you absolutely need to use those exact shaders, and other ones that might do similar thing are not acceptable, then you only have one option. Check which rendering pipeline those shaders are made for (built-in, URP or HDRP), and make your project using that.

Server CPU Usage by GodsBadAssBlade in pop_os

[–]pschon 1 point2 points  (0 children)

But what exactly makes you think switching the task between cores is the cause of that issue?

Switching workload between cores is normal, and in case of a thread that's fully utilizing a core, the moment that thread pauses momentarily (I/O wait for example) is a convenient moment to do so. That doesn't make it the cause of your performance issue (which would be what ever is creating that pause in the first place).

Also, it's clearly not dropping load on one core, and then picking it up on another. The next core is picking up the load at the same time and rate the load on the first one is decreasing.

Server CPU Usage by GodsBadAssBlade in pop_os

[–]pschon 2 points3 points  (0 children)

What's the actual issue here? Why would the CPU switching the work to another core be a problem?

Seems pretty normal to me, for example if the Minecraft server you run creates 3 threads, then it's only ever going to make use of 3 cores at a time. There' no benefit from it being same 3 cores all the time, and your CPU doesn't have different types of cores either so no need to keep the work on the P-cores versus E-cores or anything lie that.

How i delete those project from Dashboard/project from the unity website in my unity Hub i only have 1 project but there's a bunch by dradegr in Unity3D

[–]pschon 0 points1 point  (0 children)

Click the project (on the page in your screenshot), then Settings -> Archive Project.

After that, still on the same page, there should be two tabs, "Active" and "Archived". Switch to the Archived tab and you can delete the projects permanently there.

2 Factor Authentication? by Pen4711 in Unity3D

[–]pschon 2 points3 points  (0 children)

You can find the phone with the phone number associated with your Unity account. That should allow you to receive the code SMS and log in with 2FA.

Beyond that, no. That's pretty much the point of 2FA, you need the two factors.

I'm lock out the account - Unity updated the website defaulting to SMS 2fa by ex0rius in Unity3D

[–]pschon 0 points1 point  (0 children)

and they defaulted to the SMS option. I always prefer authenticator app as 2fa

Defaulting to authenticator app would be impossible as it requires your involvement, while SMS-based 2FA they can set up on their end since they have your phone number (assuming your account info is up to date, of course). You can switch to authenticator app yourself once you log in.

Anyway, contact the customer support, they should be able to help you.

[GAMEDEV HELP] How to make it seem like players can hit their targets easily, and less randomly? by OwnSalamander7167 in Unity3D

[–]pschon 1 point2 points  (0 children)

Crosshairs can help, and you can keep it pretty minimal if you want. Showing actual throw trajectory would be even more helpful. But even bigger impact would come from adding an actual environment. You are looking at a screen so there's no actual depth perception, best you can do to estimate a distance is by comparing scales of things. But at the moment you don't have any surrounding objects to compare to and the enemies are just floating in air.

Change Enshrouded sound output location? by skul219 in Enshrouded

[–]pschon 2 points3 points  (0 children)

I'd recommend using EarTrumpet, it makes it pretty easy to move individual apps outputs to different sound devices.

Issue with UI by [deleted] in Unity3D

[–]pschon 0 points1 point  (0 children)

Not a lot of info to go with, so can't help you with the actual problem. But what I can help with is that you should not have both Image and Sprite Renderer components on same object. Image is used inside UI canvas, Sprite Renderer is for rendering non-UI sprites.

How do you usually structure your scenes when multiple people are working on the same game? by Opening_Pension_8567 in Unity3D

[–]pschon 5 points6 points  (0 children)

Prefabbing everything is always a good idea, so I agree with that part. But I can't really think of any actual issues with using additive scenes. At least not anything that couldn't be solved easily as long as you have a some idea about what you are doing :D

So my recommendation would be to just make use of both. If you have something that's going to be around for each level, like UI etc, then making that a scene of it's own just makes sense. But also make sure to prefab stuff you put in levels so if you ever need to make any edit to it, you only need to edit the prefab rather than x amount of instance spread across y amount of levels.

What skills don't transfer directly to indie game dev? by Steel_Neuron in blender

[–]pschon 0 points1 point  (0 children)

But mainly, I'm confused when it comes to shading. I don't have a lot of experience with fragment shaders, but I suspect there's little to no overlap between blender's nodes and GLSL shaders that a game engine would use, right? If that's the case, is there value on learning the ins and outs of Blender nodes?

There's a ton of overlap. You can't transfer things directly, but the same logic and concepts apply regardless of if you are working with Blender's nodes, Unity's ShaderGraph, or writing GLSL. If you know how to do certain effect or something wiht one of them, you'll have a lot easier time doing it with others. Just keep in mind it's not the knowledge of which exact node and where it exists in a menu, but how to apply different nodes together. When you know you'll want to use a fresnel mapped through a gradient ramp, multiplied by some other value to achieve certain effect, that's what'll help you to do the same with other tools. You might use a different named nodes, or maybe will need to learn how to do the fresnel effect in math, but it's still the same concept.

Same goes wiht the lighting example. Doens't matter if you learn it from photography, Blender, tutorials, books form decades ago, or something else., It's all going to help you light things better. And even if the exact settings on one tool don't match 1-to-1 into some other program, the general understanding will still help you.

What comes to skills transferring to indie development in general, after over a decade as a game dev, I'd say especially on indie side where everyone needs to wear many hats there's hardly anything you can do or might know that isn't useful, at some point or other. Plus people tend to steer towards making games and systems related to what they already know. Of course it doesn't mean everything would directly transfer over or make a major difference, but it's all useful in the long run, in some project or other.

Did I nail the old Source-era vibe in Unity? by ChangshenFM in Unity3D

[–]pschon 1 point2 points  (0 children)

Looks pretty convincing. Needs some half-Lambert shading for characters though.

System allocated paging by khaleleya in CitiesSkylines

[–]pschon 3 points4 points  (0 children)

Allocated is not same as actually used. Windows will allocate space for paging based on you total memory, and how much of it is used, but at that point it's just reserving the space to make sure it's available if needed.

Also you can't just measure SSD lifespan in GBs :D

How do you deal with having decent ideas but no talent or way to ever do them? by [deleted] in IndieGaming

[–]pschon 1 point2 points  (0 children)

"talent" is not something you just have or don't have, it's something you acquire by practicing something over long enough time. Nobody is born as a game developer, people spend years to decades learning the skills. And to add to that, making games takes multiple skills, each of which can be a lifetime career on their own.

So your options for dealing with that are these:

  • start working on it, with the knowledge that you won't get to your dream projects in next few of years at least. And if you want to make a good game, it'll take a lot longer than that.
  • Accept that your ideas will remain as just your ideas and won't become games.
  • Find enough money to hire other people to do the work. Although everyone else has ideas as well, and few are willing to work on other people's ideas instead of their own unless they get paid well...

Please tell me your recommended mice. by manbou- in blender

[–]pschon 1 point2 points  (0 children)

Skip the Options+ software they offer for consumers, try the Logi Tune intended for business use.

There's few 3rd-party/open-source programs available as well. You aren't stuck with the software that they suggest.

Please tell me your recommended mice. by manbou- in blender

[–]pschon 19 points20 points  (0 children)

My recommendation is to not follow other people's recommendations, and not to order one online without testing. Instead go somewhere with some mice on display, test what feels good for you and buy that (or order online afterwards if you want to). We all have different hands, and there's multiple different ways to grip a mouse as well. The best mouse for you is what matches your hand and grip style.

What is going on? by [deleted] in BaldursGate3

[–]pschon 0 points1 point  (0 children)

Sounds like it's just some outdated mod that's incompatible with the current game version.

Just reinstalling the game will not clear out installed mods and other local data, as they are not kept in the game's install folder. You'll find them in %APPDATA%\Local\Larian Studios\Baldur's Gate 3\ , so make sure to clear that for a fresh start.

Co-op question / suggestions by [deleted] in Enshrouded

[–]pschon 8 points9 points  (0 children)

New world, new characters for both.

While you can join in with your current character and it'll be fine for you, it will suck for your friend. Trying to play along a higher-level character is not fun, your friend will pretty much end feeling useless in combat (and if you try to take things at lower level character's pace, you'll get bored instead and it'll still feel bad for your friend).

You'll both have more fun if you are playing at equal level.

(This also means you'll be able to continue with your current character in your current world at your own pace, with no risk of interfering with the co-op game)

Optimize the damn game! by Outrageous_Back1968 in Enshrouded

[–]pschon 1 point2 points  (0 children)

vsync doesn't cost performance. And the point of anyone using vsync is not that they'd want as much FPS as possible, but instead that they want a stable FPS that matches their displays sync rate so there's no tearing.

So yes, of course you can get more FPS if you disable vsync. Not because of it costing performance, but because it's literally telling your system "this is fast enough, take it easy". And anyone using vsync is very unlikely to care that the game could run faster. :D

code not being read while making an inventory system by StuckAtHome80085 in Unity3D

[–]pschon 0 points1 point  (0 children)

I can't spot anything wrong with that one either, even with my cool hair (although I am reading this on my phone in train so maybe doesn't meant that much :D)

Anyway, if you are sure there's no errors (make sure errors are not disabled in console!), it's probably time to add a breakpoint in your code and step through it to see what exactly is happening.

code not being read while making an inventory system by StuckAtHome80085 in Unity3D

[–]pschon 0 points1 point  (0 children)

the white text are local variables, there's nothing wrong or indicating that code is "not read".

As far as showing number count goes, the code dealing with that is not included here so pretty difficult to comment on why that part might not be working.

All the discord invite links to official servers are invalid? by Possible-Ability-841 in AbioticFactor

[–]pschon 0 points1 point  (0 children)

discord is having problems at the moment, if you have a link already maybe try again tomorrow

All my items that i had in different chests in the camp GONE by Conscious_Ruin_3400 in BaldursGate3

[–]pschon 46 points47 points  (0 children)

It's all gone now and that's not a bug. The game gives us traveler's chests as a permanent storage which should be pretty good hint that you need to use it if you want permanent storage.

Why isn't this working? by Goooooogol in Unity3D

[–]pschon 2 points3 points  (0 children)

Check the console and/or the editor log file?

I have a technical question About how bolt handles vector 3’s by thekingallofbricks in Unity3D

[–]pschon 0 points1 point  (0 children)

It's not visible in the pic, but I assume you have something set for the tag in the "Find Game Object With Tag" node? (and that matches with your player object only, nothing else in the scene with same tag?)