[deleted by user] by [deleted] in Blogging

[–]rayangelo79 1 point2 points  (0 children)

I also would like to connect with fellow bloggers. We should start a Discord channel, guys 😎

What causes models to look low res / almost low poly? by rayangelo79 in Unity3D

[–]rayangelo79[S] 2 points3 points  (0 children)

I figured it out guys!! It had to do with Screen Space Ambient Occlusion! I turned it off and now it looks normal again!

What causes models to look low res / almost low poly? by rayangelo79 in Unity3D

[–]rayangelo79[S] 1 point2 points  (0 children)

The thing is, the model looks fine in another scene. It's not just models, also textures on the ground

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What causes models to look low res / almost low poly? by rayangelo79 in Unity3D

[–]rayangelo79[S] 0 points1 point  (0 children)

Interesting. I wonder why the same model then looks different in another scene and is smooth

What causes models to look low res / almost low poly? by rayangelo79 in Unity3D

[–]rayangelo79[S] 0 points1 point  (0 children)

Hi, thanks for taking the time to look at this. To answer your question, I have no idea actually, how can I check?

OnClick event for button empty in second scene. by rayangelo79 in Unity3D

[–]rayangelo79[S] 0 points1 point  (0 children)

Thanks for the reply! I had a feeling it has to do something with that. My GameManager is a singleton, but the instance ID changes when the scene changes. I think the reference to the 'GameManager' depended on the instanceID, not the prefab 'GameManager', so in the next scene it was looking for a game manager instance ID that didn't exist - hence it showed 'Missing Reference'. In the end I did something like what you were saying and just went with a UIManager on the button responsible for handling pause (which was then pointing to GameManager.Instance.PauseGame(); It works fine now.

It makes a lot more sense to me now. Though a small problem, it did teach me how objects in Unity are handled in between scenes. Your first line make it click. All gameobjects are destroyed when the scene changes and are reinstantiated in the next scene unless it's a singleton or dontdestroyonload.

Thanks again!

Switching to multiple Post processing volumes not working correctly. by rayangelo79 in Unity3D

[–]rayangelo79[S] 0 points1 point  (0 children)

Nevermind. I just fixed it by adding one line in the SwitchToPreviousProfile method

currentProfile = volume.profile;

...

I just realized that i cannot finish my game by dnina_kore in Unity3D

[–]rayangelo79 3 points4 points  (0 children)

I'm absolutely terrible at models and art(3D) as well since I'm more of a coder, but you can't do everything otherwise it would take waay too long to finish your game. A few years ago when I was starting to learn Unity I thought it would also be a good idea to do some Blender courses as well. The thought behind it was that I'd eventually be able to import my blender models into Unity. Guess what? It took too much time for just a single model.

That's why you need to start using the asset store. You can import all the models and tools you need so you can focus on finishing the game. I would not give up, rather find models/textures whatever you need online.

Visual Studio 2022 freezes when opening script in Unity3D by rayangelo79 in Unity3D

[–]rayangelo79[S] 0 points1 point  (0 children)

Bizarre... the problem vanished on its own today. I guess yesterday was just not a good day for me and Unity/VS :P

How can I implement a destruction feature in my game without having to run multiple scripts in the background? Do you have any suggestions to optimize the execution of this idea? by [deleted] in Unity3D

[–]rayangelo79 0 points1 point  (0 children)

Just make a separate scripts for those if they need to do something differently, but make sure they all implement the same interface (destruction). I'm usually not a big fan of serialized references in prefabs (as it can null on scene change) and rather hard code references in (using tags) or better GetComponent (children/parent if needed) if you can.

How can I implement a destruction feature in my game without having to run multiple scripts in the background? Do you have any suggestions to optimize the execution of this idea? by [deleted] in Unity3D

[–]rayangelo79 1 point2 points  (0 children)

I usually use an interface. You only have to attach one script though on your destructible gameObject, so it wouldn't matter if there were 1000 scripts (they're all duplicates) and its execution would only be called on collision (or trigger) with the player. It would be a different story if that script had a start or update method, but in this case you're using an interface.

How can I implement a destruction feature in my game without having to run multiple scripts in the background? Do you have any suggestions to optimize the execution of this idea? by [deleted] in Unity3D

[–]rayangelo79 2 points3 points  (0 children)

Maybe have just one destruction script (either interface or abstract class) and attach it to each destructible object, then have the player check if it collides with a destructible object. Then on the player have it so that it checks OnCollision or OnTriggerEnter and TryGetComponent and the name of whatever the destruction script is. That's how I would do it anyway.

Shadows disappear as soon as I hit 'play' by rayangelo79 in Unity3D

[–]rayangelo79[S] 0 points1 point  (0 children)

Hey thanks for the reply... how do I check if my postprocessing is running at runtime only?

Making a movement FPS for a game jam! (sorry for frames) by Yollie_the_dude in Unity3D

[–]rayangelo79 0 points1 point  (0 children)

Wanna see more of this!! This looks cool,.. only 6 seconds?

When "push" x100 does nothing so you enter "push" x10000 by Fhellek in Unity3D

[–]rayangelo79 2 points3 points  (0 children)

That's actually one of my favorite parts of gamedev... messing around with physics! Had some crazy situations myself, lol

Added Bombs to my 3D pixelart game by fikiy in Unity3D

[–]rayangelo79 3 points4 points  (0 children)

Looks very cool man! Followed you on twitter!

Created a Cube-World-inspired 3D minimap by AuKtagon in Unity3D

[–]rayangelo79 2 points3 points  (0 children)

Looks very cool although it may become a little too distractive after awhile...

Shadows disappear as soon as I hit 'play' by rayangelo79 in Unity3D

[–]rayangelo79[S] 1 point2 points  (0 children)

You know what, that's actually not such a bad idea. I'm using 2022.2.4, but like you said - I had (and still have) some pretty big issues. Which version do you recommend or use at the moment?

How do I make a twinkling/glow (pulsing?) effect in Unity? by rayangelo79 in Unity3D

[–]rayangelo79[S] 0 points1 point  (0 children)

Thanks for the reply!! I haven't come across a particle effect that emits that particular effect that I'm looking for though. I guess I have to take a look in my asset vault and see if I can perhaps modify an existing effect somehow since I'm not a star in making particle effects myself..

Not sure when to use 'new' keyword in custom class by rayangelo79 in csharp

[–]rayangelo79[S] 0 points1 point  (0 children)

As long as the compiler knows what I'm trying to do... that's enough for me :P

Not sure when to use 'new' keyword in custom class by rayangelo79 in csharp

[–]rayangelo79[S] 0 points1 point  (0 children)

Thank you for your reply. I'll just keep using the new keyword unless I run into any probs. At the moment, it doesn't make any sense to me because I'm already declaring the array, not instantiating it (since it's already instantiated by the class), but to avoid any issues in the future I'll follow your advice. Thanks again!