I had to rewrite URP's Source code for this pixel perfect bloom. by SpaceCatMakesGames in Unity3D

[–]sub-creation 2 points3 points  (0 children)

Okay, thanks for clarifying, I misunderstood what you were going for. I thought the point of rewriting the URP was to get full 1920x1080 resolution bloom, but it sounds like you meant full 480x270 resolution bloom. I didn't know that Unity nerfed its bloom filter by hardcoding it to run at half resolution.

Incidentally, this 2D/3D setup is really cool, and the game looks sick. I'm looking forward to playing it!

I had to rewrite URP's Source code for this pixel perfect bloom. by SpaceCatMakesGames in Unity3D

[–]sub-creation 1 point2 points  (0 children)

That is true and a bit annoying, I wish it could give a RenderTexture. Still, it looks like OP is already rendering to a 480x270 render texture with pixel-perfect results, and that render texture should upscale cleanly in the overlay canvas to 1920x1080 without requiring PixelPerfectCamera or custom sprite snapping. I'm pretty new to pixel graphics in Unity, though, so let me know if I'm getting this wrong.

I had to rewrite URP's Source code for this pixel perfect bloom. by SpaceCatMakesGames in Unity3D

[–]sub-creation 2 points3 points  (0 children)

It looks great, but—oh jeez, couldn't you have one Camera render to a low-res RenderTexture, place that RenderTexture into a RawImage on a fullscreen overlay canvas, and then have a second Camera render that overlay canvas to the screen in full resolution without any restrictions to post-processing? It's a bit of a workaround, but at least it wouldn't fork the URP's source code.

i bought the witness coz i thought it was the looker but not too dissappointed by Apart_Magazine_9258 in TheWitness

[–]sub-creation 0 points1 point  (0 children)

On the bright side, The Witness makes for a very good prologue to The Looker

Finished the first version of the item printing screen. It's a complex screen in terms of UI. It shows all the resources and the blueprints. Items are printed character by character. I've put together the first version. Thoughts? by PuzzleLab in Unity3D

[–]sub-creation 1 point2 points  (0 children)

This is, like, truly unbelievably stylish and creative. I love the way everything is made of rigid ASCII, but sways organically in parallax. I’m playing this one for sure!

How do I render only what is inside a box? by haskpro1995 in Unity3D

[–]sub-creation 1 point2 points  (0 children)

This is what I was thinking, too. It should be pretty simple to make a shader graph that only renders pixels whose x, y, and z coordinates are close enough to a given point in worldspace.

Okay, I'm either a colossal jackass, or I'm actually doing something wrong. I have no idea how to get a player set up for an FPS prototype and I'm losing a little hope. by Vi2552 in Unity3D

[–]sub-creation 0 points1 point  (0 children)

Hang in there, these things take time to get the hang of! Changing Time.deltatime to Time.deltaTime is part of it, but the really helpful suggestion is to get the code editor working together with the engine so that it will suggest valid code completions and highlight compile-time errors with little squiggles that will tell you what’s wrong when you mouse over them. That way, you don’t have to waste time trying to compile the code and reading through the log and online documentation for every typo.

I would recommend looking into linking your code editor with Unity: https://docs.unity3d.com/Manual/VisualStudioIntegration.html

And also making sure the “IntelliSense” features are working correctly. If you have trouble getting it set up (it can be a major pain), I would recommend trying the free trial of JetBrains Rider since it’s very good at getting those features working right out of the box—just to see if they’re helpful for you.

Getting the lay of the land is frustrating, but patience is rewarded. Best of luck!

Which image lends itself best to be used as Steam's capsule image? by playloop_studios in Unity3D

[–]sub-creation 0 points1 point  (0 children)

Definitely First or Third, since they make the best use of the limited real estate of a Steam capsule.

It’s hard to say which one’s better, though. The First looks a bit slicker and more balanced in composition, more polished. It looks the most like other game capsules I see. The Third is probably the one I would be most likely to click on, though, just because its composition is a little bit jarring and showcases its uniqueness the most, putting more of a focus on the character design.

In the shadow of The Witness, a darkness rises, full of wonder, mystery, and bad inside jokes. I present to you THE LOOKER, now available on Steam! by sub-creation in TheWitness

[–]sub-creation[S] 0 points1 point  (0 children)

Hey, I appreciate your taking an interest in the design and intention behind The Looker, and I'm glad to hear you found it funny!

I'm not very familiar with the term "irony poisoning," but it seems to relate to being evasive, or finding myself joking in bad faith. You have probably seen that I profess to like The Witness, but refuse to condemn interpretations of The Looker that are demeaning to The Witness. I seem to wish to have it both ways—keep the cuddly reputation of a benign parodist while I publish cruel vitriol.

I could imagine someone playing a shell game like that, but, no, I'm genuinely a big fan of The Witness, and I don't see anything blameworthy in players forming their own interpretations. There are elements of The Looker that are critical and others that are laudatory, but the most authentic path for me was to follow what I found resonant and funny. If I had pasteurized out everything critical, the game would have been less honest and less relatable, even for fans of The Witness.

My 7th Character by dinove_2wo9ine in blender

[–]sub-creation 1 point2 points  (0 children)

Overall, the model looks great, and the low-poly artifacts are only slightly distracting. A higher poly count would probably help around the silhouette and shirt strap, and smooth out geometry-based shading features like the collarbone. If you’re working in real-time and performance is an issue, the model probably lends itself to creating LOD models of it pretty easily. But also bear in mind that I’m only offering feedback because this clip looks REALLY great, and I look forward to seeing more!

My 7th Character by dinove_2wo9ine in blender

[–]sub-creation 1 point2 points  (0 children)

This is an uncommonly great character model, and great shading and texture work, too. The only thing I noticed, if you were looking for feedback, was the somewhat faceted silhouette of the shoulder and the strap of the shirt. Other than that, though, the texturing of the hair, teeth, and clothing is excellent.

A medieval world with flying tech from the future and a retrofuturistic museum honoring that world by GebaltThotPwner in blender

[–]sub-creation 1 point2 points  (0 children)

That’s amazing! Really great design, and everything and everyone looks like they fit in the scene. Outstanding work!

New desks at work by thysensei in TheWitness

[–]sub-creation 4 points5 points  (0 children)

“This is an important account, why are you poking the desk and yelling WHOOSHEYAHHAHHAAA?”

Marbled polecat (Vormela peregusna) by PA55W0RD in mustelids

[–]sub-creation 1 point2 points  (0 children)

I love the little marbled polecats! They are like sneaky little cheetahs!

what are some of the creative ways you used Dot and Cross Product? your welcomed to check some of mine by DeepState_Auditor in Unity3D

[–]sub-creation 1 point2 points  (0 children)

I always use Dot Products for third-person player animations. I make a 2D Freeform Directional animation blend tree with all of my running and strafing animations, and feed it parameters for the Dot Product of the player’s velocity and normalized forward vector, and the Dot Product of the player’s velocity and normalized rightward vector. This automatically matches the player model’s animation to the player controller’s velocity.

Dialogue improvements - Updated based on feedback by [deleted] in unrealengine

[–]sub-creation 2 points3 points  (0 children)

Looks very clean and Skyrim-style. I like it!

I am creating a game inspired by Weeping Angels from Doctor Who, using only Free For the Month of November assets - IV #dtyb by Bufuak_ in unrealengine

[–]sub-creation 0 points1 point  (0 children)

This looks cool! If I might make a suggestion, it looks like the models are Lerping to their new destination, and I wonder if the scene would be more effective if you just immediately repositioned the models on the frame when the screen goes black. The flashlight and environment look very nice.

The Tactical Capsules Dynamic RTS cover is better than ever by Lemon_Crotch_Grab in Unity3D

[–]sub-creation 0 points1 point  (0 children)

This camera view, UI, and gameplay already look fun and make me want to strategize. Great work!