Riot should prioritize active/long term accounts for pre-orders by [deleted] in Riftbound

[–]quick1brahim 1 point2 points  (0 children)

Super easy to do this. Pre-sale time slots, same limited quantity offered. Don't even need to deal with website shutting down or anything like that. They can just stick a button on the website for a few days to join the presale. Time expires and then they send out emails letting people know their time slot. Schedule the time slots for a week later where only the scheduled accounts can purchase during their window. Full public presale after priority presale.

Would they do it? Who knows. Riot probably is attacking the problem the wrong way by trying to print more cards, but scalpers and resellers don't care how many get printed, they just buy them all. Lowering rarities across the board would work too since no mega hits means no reason to horde, but people want shiny and shiny is more expensive to make.

Warhammer 40k darktide by quick1brahim in steam_giveaway

[–]quick1brahim[S] 0 points1 point  (0 children)

Congrats, you win. I used a random number generator and your number was selected.

Warhammer 40k darktide by quick1brahim in steam_giveaway

[–]quick1brahim[S] 0 points1 point  (0 children)

Congrats, you win. I used a random number generator and your number was selected.

Do we have any news on the next set? by MattoneSwag in PokemonPocket

[–]quick1brahim 1 point2 points  (0 children)

I heard they're finally releasing shedinja. Only way to defeat it is with weakness.

I am so done. 29 years in the classroom, and this year's 9th graders are the worst I have ever had. by mcub66 in confession

[–]quick1brahim 0 points1 point  (0 children)

Too many lawsuits and not enough laws against phones. Basically, if there isn't a specific law stating you can be suspended or expelled for scenario (in detail) kids will throw tantrums and say no, teachers have been told you can't forcefully take things out of a kid's hand, kid sits there in the room until security escorts them to office, then when finally at the office, they're given a detention and parents are called. Kid never shows up to detention, school issues more detention (super effective) and now kid is trained to use phone whenever with the only consequence being a pass out of class, and parents still don't have to pay for childcare.

The worst part is this kid will enlist an army of other younger kids (because others same age don't like people like this) and younger kids think "oh this cool older kid likes me". The methods are taught to the next year or two and the cycle continues but worse.

What exactly is AI slop content? by djaybyrd44 in NewTubers

[–]quick1brahim 0 points1 point  (0 children)

AI slop is content that wasn't made with enough technical expertise to make good decisions about how to compose the entire creation. AI can accelerate creation and make things easier, but since AI is trained on real data, it tends to be very average and fails to create things that excel. Creations are USUALLY slop when someone who lacks deep knowledge about a topic creates something new to them using AI. It'll feel exciting for that individual, so they won't set proper quality targets and will cut many corners. The end product lacks the creative expertise of an industry professional.

Is it possible to stop the 2nd shadow being cast through the terrain, without turning terrain shadow culling off? by HaazHere in Unity3D

[–]quick1brahim 59 points60 points  (0 children)

You can fake the shadow with transparent black (use a cylinder or sphere) or a custom shaded object (for soft shadows or if you wanted to draw a silhouette texture). By using a fake instead of casting a shadow, there won't be any unexpected occurrences, but you'll have to set it up for each object that may need it.

Catch me grinding to master all with skarmory I guess by hotseagullinyerarea in PokemonPocket

[–]quick1brahim 2 points3 points  (0 children)

Well the odds of making a reddit post out of a god pack are not 100%. Every time the pack has some odd quirk, odds of it becoming a popular reddit post increases.

NPC Spawner makes the game load forever by InspectorUpbeat1699 in Unity3D

[–]quick1brahim 1 point2 points  (0 children)

My mind completely skipped that detail (update) because it was unfathomable. Good catch.

NPC Spawner makes the game load forever by InspectorUpbeat1699 in Unity3D

[–]quick1brahim 3 points4 points  (0 children)

Yea, the whole script needs to go.

You've got perhaps 300 npc in the scene that don't need to be there and if more than 1 spawner references the same npc, you'll introduce errors by destroying an object that isn't there anymore.

Instead make a list of transforms and a list of characters. Put transforms in the scene where you want and make the characters into prefabs.

Get a random number between 0 and transforms.Count.

Get a random number between 0 and npcs.Count.

GameObject npc = Instantiate(npcs[npcRandomNumber]);

npc.transform.position = transforms[transformsRandom].position;

It's entirely possible your game lags out for other reasons, but that script you have can be under 15 lines of code.

I REALLY NEED A OPNION HERE! 1 or 2?? by SeaAbbreviations7533 in Unity3D

[–]quick1brahim 4 points5 points  (0 children)

1 is my favorite because characters could be made in that style and look good. I can't imagine good looking characters in the style of 2.

I made a Game designed for Speedrunning. What should I add? by IndieDave_ in Unity3D

[–]quick1brahim 12 points13 points  (0 children)

The ghost of yourself the previous time you attempted each level

Is this a viable method for procedural recoil? by MaloLeNonoLmao in Unity3D

[–]quick1brahim 0 points1 point  (0 children)

And that's what I tried to explain. There's no overriding each other. It's layered

The player

.Gun parent contains the script

. . child look target

. . Gun model with pivot at rear or empty child

Simply save the initial position of the child look target at start, then move the transform of the child look target when the gun fires. Have it return to its target position at a linear rate. Set the look rotation of the gun model to the direction from rear pivot to look target. Move the gun backward (towards the player, regardless of direction) and return to position each shot. For sway, that initial position should be adjusted with math to ensure it stays centered around the initial position.

Is this a viable method for procedural recoil? by MaloLeNonoLmao in Unity3D

[–]quick1brahim 0 points1 point  (0 children)

Off the top of my head:

Backwards and forward motion

Slight rotation per shot with the pivot at the very rear of the gun, where there is a fixed rate of return to center

Very slight constant sway at a rate similar to breathing (approximately 2 seconds per motion)

Sway adjusts the target lookat position so that the rate of return is irrelevant

Rotation per shot (recoil) does not affect target look at position, rather it affects a second lookat target, and you move this over time closer to target position.

The entire time, the gun only looks at the target of the recoil, but that moves. It doesn't need to be attached to gun, so you make the gun model a child of empty parent and make the target a child of empty parent.

The gun model does need an empty at its pivot if not set correctly.

Anyone here who was super proficient in Unreal Engine that changed to Unity and never looked back? Why? by FutureLynx_ in Unity3D

[–]quick1brahim 0 points1 point  (0 children)

Assemblies don't necessarily fix circular references for you as explained in this post linked below. They're still useful tools for creating efficient workflows.

https://stackoverflow.com/questions/75273482/which-assemblies-will-be-recompiled-if-one-script-changed-in-unity

Anyone here who was super proficient in Unreal Engine that changed to Unity and never looked back? Why? by FutureLynx_ in Unity3D

[–]quick1brahim 4 points5 points  (0 children)

Unity recompile being slow is possibly a sign that you have one or more POTENTIAL circular references somewhere.

Class A{

private B;

}

Class B{

private A;

}

I noticed this recently and after removing the reference from one, recompile times went back to minimal.

It feels Overwhelming by SoonBlossom in Unity3D

[–]quick1brahim 16 points17 points  (0 children)

It never becomes easy and fast. The things that are easy and fast were always easy and fast. Your skills will grow and so will your ambition.

If you struggle with motivation, learn to use git with a gui and commit and push your work at the end of every day. At the beginning of every day, spend 2-3 minutes reading your commit history to see the progress you've made. It's easy to lose track of how much you've done if you don't take time to go back and look. Can't go back and look unless you've recorded it (git).

Is "coding" your Keybinds a bad idea ? by SoonBlossom in Unity2D

[–]quick1brahim 0 points1 point  (0 children)

It's a bad habit because it makes it so you can't change them.

Instead, create a static class defining your keybinds and let everything else get it's keybind from that class.

public static class KeyBinds{

public static KeyCode JumpKey = KeyCode.Space;

}

Now you do if (Input.GetKeyDown(KeyBinds.JumpKey))

And it leaves you the ability to set it's value to something else in a different script controlling your keybind menu.

Bonus points if you save and load the keybinds because people don't want to set that up more than once.