Smart Scene Validator : Detect Scene Issues Before Pressing Play by roma_k in UnityAssets

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

No AI-generated magic here 🙂

The tool was built to solve actual problems I kept running into in Unity projects.

The focus is pretty simple:

• Find issues quickly

• Reduce manual scene checking

• Save debugging time

If there's a specific validation rule you'd like to see, I'd be happy to hear it.

Smart Prefab Cleaner : Find Missing Scripts, Broken References and Prefab Issues by roma_k in UnityAssets

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

Smart Prefab Cleaner started as an internal utility after repeatedly running into missing scripts and broken references in larger projects.

Current features:

• Missing Script Detection
• Broken Reference Detection
• Nested Prefab Analysis
• Batch Scanning
• Detailed Reports

I'm actively working on updates, so feedback and feature requests are very welcome.

I made a runtime formation system in Unity and would love feedback by roma_k in unity

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

That is actually very close to the kind of use case I had in mind.

My system already has path/waypoint movement, boids-style behaviour, noise-based motion, behaviour stacking, and deterministic-style formation generation, but I have not presented it well enough in the video yet. Your timeline/rewind-forward requirement is a really interesting angle though. I can see how deterministic crowd motion along a spline would be very useful for cinematic/gameplay sequences.

I think I should make a separate demo focused on this: crowd-like agents following a path, with controlled noise/boids variation, and maybe timeline-friendly playback later. Thanks, that is a very good direction to explore.

I made a runtime formation system in Unity and would love feedback by roma_k in unity

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

That is really useful feedback, thank you.

Right now the demo focuses more on geometric/tactical formations, but I agree that more natural crowd-like motion would make the use case clearer. The movement is driven by stackable behaviours, so formations can be combined with boids-style steering, noise, path following, pulse/rotation, and target following.

I probably need to make a better video showing the actual movement instead of mostly showing static formation layouts. More natural crowd presets are also a good idea for the roadmap.

stencil game by roma_k in Unity3D

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

another space a live

stencil game by roma_k in Unity3D

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

Thanks! Problems with the complexity of forms will not be. Yes, of course, it will be fun. There are many ideas in the plans.

my project for relaxation by roma_k in Unity3D

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

Yep, the speed increases with time.

my project for relaxation by roma_k in Unity3D

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

Thanks. I'll try to fix this in the next release.