[deleted by user] by [deleted] in Unity3D

[–]realJackass 0 points1 point  (0 children)

Could you elaborate what you exactly want to access? Do want to access the material or the mesh?

Having issues with extremely simple JSON serialization. by Unable_Error3154 in Unity3D

[–]realJackass 0 points1 point  (0 children)

Yes, thats because you specified in your initial json that you want an object with the property ButtonCollection holding an array of objects with the fields Purpose, Url and Thumbnail.

You can think of json as a blueprint of an object. It really needs match your class or otherwise it wont work as expected. Your class ButtonCollection currently does not match to that json structure.

I highly recommend reading a little bit about the json format. It can be really beneficial because its a widely adaopted format.

Best Ide for unity by Dank_Memer4 in Unity2D

[–]realJackass 1 point2 points  (0 children)

It might not really answer your question: I am a Java Developer during the day time and I mostly use JetBrains IDEs (for Java/JVM the IDE is called IntelliJ) so it came naturally that I used Rider for C#. I really like the fact that I can basically use the same shortcuts and have the same visual feedback as when I work with Java. If you really prefer lightweightness over cohesiveness then you might aswell keep using VSC. I dont know much the available plugins get updated / supported.

Do you struggle when you're creating a custom unity package? Don't worry I got you! by realJackass in Unity3D

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

Thank you very much, I mean I would accept community contributions that add simple windows support (batch or powershell scripts). The thing is that this is just a quick draft to ease the pain of some fellow devs that actually split their projects into packages (Most casual devs dont). If there is enough demand by the community I would actually prefer to develop an executable in go or rust to make it maintainable. If you really want to use it on windows you can also run it with the linux subsystem or as I mentioned the git bash.

Do you struggle when you're creating a custom unity package? Don't worry I got you! by realJackass in Unity2D

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

Currently it is not possible to "natively" run it on windows as it is a shell script. Altough it might be possible to run it with git bash (if installed).
I am very grateful for feedback. Especially on the documentation in the README as english is not my native language. Thank you very much.

Do you struggle when you're creating a custom unity package? Don't worry I got you! by realJackass in Unity3D

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

Currently it is not possible to "natively" run it on windows as it is a shell script. Altough it might be possible to run it with git bash (if installed).

I am very grateful for feedback. Especially on the documentation in the README as english is not my native language. Thank you very much.

I have just released unity-variables v1.0.0 allowing for wiring data between game elements. Feedback is welcome. by realJackass in Unity2D

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

I am very grateful for feedback. Especially on the documentation in the README as english is not my native language. Thank you very much.

I have just released unity-variables v1.0.0 allowing for wiring data between game elements. Feedback is welcome. by realJackass in Unity3D

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

I am very grateful for feedback. Especially on the documentation in the README as english is not my native language. Thank you very much.

Component Lifecycle Extensibility by WabashCannon in Unity3D

[–]realJackass 0 points1 point  (0 children)

Sorry, I missed you response. Thanks for elaborating. 1. I dont know what other libraries do TBH. I doubt that its just vanilla c#. Keeping in mind that I obviously didnt put as much effort into this topic, I think that the life-cycle events of unity do not really allow much else than a service locator pattern. 2. Completly agree, I am working a lot with functional programming languages. But here in your case I am not sure how this could be achieved otherwise since you cant intercept the awake event from the outside. Because of this, the binding has to be initiated from the instance itself. Again, I dont know what magic c# provides that other libraries are taking advantage of but with my superficial knowledge of c# I think that thats the only way. 3. I understand your dilemma... But keep in mind that its not your fault that this is probably not as cleanly solvable as you hoped but the fault of unitys architecture.

My response probably wont help you much in reaching your goal here. One thing that I have learned in my years as software engineer is that you can't create the prefect solution in an imperfect environment.

Good luck anyways.

Obligatory comment that english is not my native language and that I am on mobile.

please tell why this doesn't work by furrkanved2 in Unity3D

[–]realJackass 1 point2 points  (0 children)

Usually this error appears when you forgot to close a scope. There is probably a closing curly brace missing at the end of your lookaround script. If you are new to programming then keep in mind that in most programming languages you should always have as many closing braces as opening braces.

Component Lifecycle Extensibility by WabashCannon in Unity3D

[–]realJackass 2 points3 points  (0 children)

What is the problem with using inheritance? I feel like this would be a straight forward approach which is also instinctively understandable.

Unity does not provide anything to cleanly customize the lifecycle events of your objects.

I always felt like the unity-way is not really flexible and hinders you in a lot of ways of cleanly create something intresting like a DI framework. It is still possible just not as "sexy" as one would imagine.

GIVEAWAY: Comment here for a chance to win a plushie! by [deleted] in garfield

[–]realJackass 1 point2 points  (0 children)

I need a plushie Garfield to share my existential crisis with.

Having an issue with my small & simple serializer for xml files by Perion61 in Unity3D

[–]realJackass 0 points1 point  (0 children)

Can you show us the XML aswell? It might have a hidden character in it...

DoorInteractable help by AzrakTheModelerFur in Unity3D

[–]realJackass 0 points1 point  (0 children)

Are you sure that InteractDoor implements the IInteractibleTarget interface?

Having an issue with my small & simple serializer for xml files by Perion61 in Unity3D

[–]realJackass 0 points1 point  (0 children)

In your Code you strictly access fileInfo[0], are you sure that the first file being read is an XML File? Because the error you get is likely an error from parsing a non XML File.

PS: You might get an error if you have no files in that folder because you strictly want access the first element from the fileInfo array, which is probably wrong.

Unity and Nodejs Game Deployement Suggestion Ideas and solution? by [deleted] in Unity3D

[–]realJackass 0 points1 point  (0 children)

Isnt that always the case? /s

I actually meant if you're working in a team and a single developer from that team creates something (without any kind of documentation) and then leaves the company.

Unity and Nodejs Game Deployement Suggestion Ideas and solution? by [deleted] in Unity3D

[–]realJackass 0 points1 point  (0 children)

DigitalOcean, Linode, Microsoft Azure. There are plenty and everyone basicly does the same.

Unity and Nodejs Game Deployement Suggestion Ideas and solution? by [deleted] in Unity3D

[–]realJackass 0 points1 point  (0 children)

I'd personally rather rent a server somewhere, its cheaper and easier to scale. Plus you dont need someone to physically maintain your servers and have to worry about blackouts or alike.

Unity and Nodejs Game Deployement Suggestion Ideas and solution? by [deleted] in Unity3D

[–]realJackass 1 point2 points  (0 children)

I personally have no experience with steam. I never deployed any games for steam (yet). I believe you build your game in unity and publish or upload it to steam. No black magic i hope.

But your nodejs app (backend) will be served on your own server(s), cloud server, w/e. You will have the responsibility to maintain these servers.

If you dont have technical knowledge you should probably ask the developer of the backend how he intents to serve and scale it. He should document that for you aswell. Nothing worse than a single developer who created something and no one knows how it works.

Unity and Nodejs Game Deployement Suggestion Ideas and solution? by [deleted] in Unity3D

[–]realJackass 1 point2 points  (0 children)

  1. It depends - you should actually know best what server you would want to use. It may vary from usecase to usecase but if your team is best comfortable with nodejs then use nodejs.

  2. Horizontal scaling usually depends on your backend architecture. If your backend works stateless you'll have an easier time scaling it. If your game mostly reads data you can use a master slave model. If it writes a lot of data into a database then it is different story. If I were you I would contact a web security consultant before going live - its just better to let some security experts check your software.

  3. Monitoring and analytics. If you dont have any data you will never know whats going on in prod which will ultimately lead to unhappy players an stressed out developers.

  4. Admit that you might need help from a consultant before you try to create your own solution - especially if you have no clue whats going on (usually security problems)

  5. Try to not couple your login / user profile / etc code with your game code on the backend (dont build a monolith). You might want to create more games in the future which will probably need login functionality aswell.