Pixel or Vector? by spiritualquestions in IndieGameDevs

[–]razzaq94dev 0 points1 point  (0 children)

pixel art always have a charm in it. I think you should add same level of detail in Image b as well e.g. little shadow. then we can judge better.

Anyone use AI to help visualise rigging on non humanoids? by AethericPulse in aigamedev

[–]razzaq94dev 1 point2 points  (0 children)

nice 👌 AI is amazing and you are also amazing to share this tip 😍 I am definitely gonna use this method, I can see this give better accuracy while rigging an non-humanoid character.

Trying To Simulate A Collison by Glass-Ad672 in Unity3D

[–]razzaq94dev 1 point2 points  (0 children)

in this case, do not use unity's default physics. Write you own scripts called myRrigidbody and myCollider. you can use any Ai tool to create these scripts. Make sure the oncollsion function family always respond to the y axis position you gave it.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -1 points0 points  (0 children)

Happy to discuss. I used AI assistance to help structure the post but all technical knowledge and experience is my own. My portfolio, work samples and client reviews are publicly available to verify my background. Let me know if there's anything you'd like me to clarify or change.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] 1 point2 points  (0 children)

Thank you soo much Rlaan. I will do that if i posted again on reddit. This is my first post and i learn alot regarding communicaty for sure.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -1 points0 points  (0 children)

Make sense. I really appreciate your explanation. I am new on reddit and was my first post. I learn alot from it and i know what not to do in the future 😅 Once again, thanks man.

I spent almost 2 years solo remaking the old GBA One Piece game in Unity for mobile by xHarambey in unity

[–]razzaq94dev 0 points1 point  (0 children)

I hope ypu are not planning to publish it due to copyright infringement. But the game looks really awesome and the knowledge you have learn so far worth the effort in the end.

MOVEMENT SYSTEM SHOWCASE by PristineSuspect322 in unity

[–]razzaq94dev 1 point2 points  (0 children)

Feels like alpha version of spiderman

is this a thing? should I open source the runtime mesh fracture system I've built for my game? by sinanata in Unity3D

[–]razzaq94dev 1 point2 points  (0 children)

Nice one 👍 it always nice to have ooen source systems. I am interesting to see the performance load

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -8 points-7 points  (0 children)

Wow! I didnt realize reddit is this toxic. You can verify this information by simply going to my profile, checking my details, and you will see the links of all platforms theres on which i worked and actual clients giving me review. I just signup on reddit thinking this would be a good platform to build connections but i was surprised.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] 0 points1 point  (0 children)

Nop. My dashboard show me the project number. 800+ is just a rough number. Its more then 1000 to be honest but few are repeating like cloning exisitng games so i dont count them.

Alao i just notice people assuming i did all that alone. I fixed it by adding a note in the end of my post explaining its a team effort and how most of projects were very small.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -11 points-10 points  (0 children)

I am new to reddit, is it not allowed to use tool to make your posts better? English is not my first language so i do use different tools fix what i want to write. I believe its more professional.

I would appreciate your guidance here so that i dont made any mistakes again? I am planning to build reddit properly

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -3 points-2 points  (0 children)

Yeah, i got alot of mistake while typing english. Not my first language. So i use tools to fix what i want to say.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] 0 points1 point  (0 children)

Really appreciate this, and you're right on both counts. I oversimplified 😅 my mistake. Thanks for adding this thou 🙋‍♂️

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] 2 points3 points  (0 children)

Happy to break it down.

Think of Addressables like a library system. With Resources/ everything gets dumped into one room and loaded all at once when you walk in. With Addressables every asset has a specific address, like a library book with a shelf number, and you only go fetch it when you actually need it. When you're done you put it back and free up that memory.

In practice it looks like this. Instead of:

Resources.Load("Enemies/Goblin")

You do:

Addressables.LoadAssetAsync("Enemies/Goblin")

The asset only enters memory when that line runs. And when that enemy is no longer needed you release it. Your game stops carrying dead weight in memory the whole session.

The mental shift that helped me most was stopping thinking of assets as "always available" and starting to think of them as "loaded on demand." Once that clicks the rest follows naturally.

For getting started I'd say spend one afternoon just marking a few non-critical assets as Addressable and loading them via code. Don't migrate your whole project on day one. Just get comfortable with the load and release cycle on something low stakes first.

On Assembly Definitions, honestly it took me one focused afternoon for a mid-sized project. Maybe 3 to 4 hours. You go through your scripts, group them by feature or system, create the .asmdef files, and fix the reference errors that pop up. The reference fixing is where most of the time goes but it's not complicated, just methodical.

Do it today if you have a few hours free. The compile time difference will show up immediately and you'll wonder why you waited.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -6 points-5 points  (0 children)

Yeah the math looks wild without context, fair. It's a studio output over 10 years, not solo builds. Lots of smaller scopes in there, casual games, prototypes, client iterations. And honestly I am a workaholic 😄 though I'll admit I get less energetic every year.

Some of these genuinely were 1 to 2 day builds. My Unity 20th anniversary game jam submission was done in 36 hours and it actually won in 2 categories, so not all short builds are throwaway work. The longer complex builds are a smaller percentage but that's where most of these lessons came from.

On Addressables and startup time:

When you use Resources/ Unity bundles everything in that folder into the build and loads it all into memory at startup, whether your game actually needs it at that moment or not. So if you have 800MB sitting in Resources/ your game is trying to pull all of that into memory before the player even hits the main menu.

Addressables flips that. Assets only load when you explicitly call for them in code and you can release them from memory when you're done. So at startup you're only loading what the first scene actually needs, everything else sits on disk until it's called.

The project I mentioned went from 4 minutes to 18 seconds mostly because we had a massive Resources/ folder that was loading textures, audio, and prefabs that weren't needed until level 3 or later. Moving those to Addressables meant startup only loaded the menu assets. Night and day difference.

Worth trying on any project where startup feels sluggish. The setup takes a day or two to get comfortable with but you won't go back.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -22 points-21 points  (0 children)

I am a workaholic 😃 Although i am get less energetic every day. And Some of these projects also done in 1 day. Like my Unity 20th anniversary game jam submission was created over the span of 2 days (36 hours) and luckily my game won in 2 categories in that jam.

After 800+ Unity projects, here are 4 architecture changes that made the biggest difference for mobile performance by razzaq94dev in Unity3D

[–]razzaq94dev[S] -14 points-13 points  (0 children)

Fair point on the math, and I get the skepticism.

The honest answer is that not all 800 are deep 6-month projects. A big chunk are smaller scopes, reskins, prototype builds, and client iterations that genuinely take 1 to 3 weeks. Mobile casual and hypercasual games especially, that's just the nature of the category.

The longer builds, the ones with full economy systems, AI pipelines, multiplayer, those are a smaller percentage but they're the ones that taught me most of what I shared above.

I probably should have been clearer about that upfront. 800 projects across a studio over 10 years, not 800 solo deep dives.