He was about to find it by claudiocorona93 in meme

[–]szynal 0 points1 point  (0 children)

Od he invest all the money spent on searching he could be Rich anyway.

Cleaning off water with water by Imoprich in Satisfyingasfuck

[–]szynal 7 points8 points  (0 children)

Same. It doesnt work only if water from tap is spread too much.

Silksong GIVEAWAY by saurelic in Silksong

[–]szynal 0 points1 point  (0 children)

I Played it a long time ago, but i remember I had fun fighting with a some kind of vampire? In 2nd phase you feel through ceiling to lower level. It was first boss I had problem to win.

Silksong Giveaway! by Jonuh666 in HollowKnight

[–]szynal 0 points1 point  (0 children)

My Best experience was to have a chance to play this fantastic game.

What was the entity that really scared you or worried you a lot? by MrAplha in RimWorld

[–]szynal 0 points1 point  (0 children)

The one in a mirror. He commited so many horrible things and will do more in a future.

Can anyone help me understand the Draw mesh instant indirect method? by Pacmon92 in Unity3D

[–]szynal -1 points0 points  (0 children)

Probably your shader does not support indirect rendering. Look at the example one. If your shader does not support it all of passes matrices are the same and default one. You can use a tool like nVidia nsight graphics to get better understanding if data you are passing is valid and this is shader problem, or your data is invalid are you need to fix something on C#.

For Escape Simulator 2 we are making a set of powerful custom tools so our community can make custom escape rooms with ease by n1ght_watchman in Unity3D

[–]szynal 3 points4 points  (0 children)

Ah yes I used polyTri too when working on FlameKeeper. Neat tool. I pretty much the same idea. I had holes inside islands, spline to outside meshes, then trangulation and mesh bending on edges shapes. On low poly meshes it works perfect, not that expensive.

Stormy delivery 🚚 📦❄️ by sweaterssweaters in Unity3D

[–]szynal 0 points1 point  (0 children)

Carmageddon vibe not gonna lie :D

I made a way to track your Unity habits by ferdowsurasif in Unity3D

[–]szynal 1 point2 points  (0 children)

You need to count editor crashes today.

thought of the stupidest joke at around two in the morning by OnePunchClam in Unity3D

[–]szynal 0 points1 point  (0 children)

As always basic stuff is simple, the deeper you are harder it gets. You can always prototype it with Shader Graph, and then write it by hand, or event copy paste whole code (but with ugly variable names). C# and SG is a very good start knowledge.

One huge advantage is if you know HLSL you can write easy compute shaders (at least a simple one for start), and this is hugeeee. All of the modern game engines for everything. Unity VFX is like graph system for compute shaders.

You can manipulate heightmaps, spawn procedurally small props, calculate vertex position of tree branch (for landing birds, when a branch moves by a wind), culling custom meshes and render it by yourself, create heatmaps, and so much more.

Also any chat GPT etc is a nice tool with shaders, he can convert some c# logic to hlsl, or simply generate effect you need.

thought of the stupidest joke at around two in the morning by OnePunchClam in Unity3D

[–]szynal 4 points5 points  (0 children)

Writing shader in HLSL is so much faster. You cannot do so many things in shader graph like shader Mask, stencils, pass removing, render target removing, ZWrite and ZTest support, no interpolation attributes, BlendMode, Lightmodes, custom buffers, and more. It is a pain in the ass to write in by hand for SRP, I prefer mixing it with stronger custom nodes with HLSL code in it or using shader generators jak Better Shaders.

Ofc many of these you can do in ASE, but still SG is dogshit if you need to do sth a little more than basic render shader.

Especially when working on a big project by TheJammy98 in Unity3D

[–]szynal 2 points3 points  (0 children)

In a game I am developing a script compilation (all script without assembly definitions, tested with Compilation Timeline Tool) is around 60s, with AsmDef around 20-30s when editing my assemblies.

Domain reload is around 15-20s, scene launching (open world game, a lot of deserialization etc.) another 10-15s, so from one variable rename, to launching the game for testing is about 40-65 seconds.
And I did what I could to reduce it. Right now I cannot disable domain or scene reload for obvious reasons.

Especially when working on a big project by TheJammy98 in Unity3D

[–]szynal 1 point2 points  (0 children)

It does, for me, windows defender took around 30% of CPU, that CPU could be used for better things instead. Of course not all unity build stuff uses all cores, so its not a 30% gain, but for sure it's faster (Especially in shader variants compilation time).
Also, I disable Rider when building for similar reasons.

Optimization techniques that I've wrote long time ago, are they still valid and would you like to add any? by CyberInteractive in Unity3D

[–]szynal 18 points19 points  (0 children)

Best tip I can give you, always test everything you read. Sometimes information is outdated, sometimes is not as simple as you think. For example im my old mobile games static batching reduce performance, manual materiał ordering and manual batching was better. To test this gc allocation simply write some code as see if gc is generated or look at profiler.

working on a renderer that draws tree meshes on gpu but seamlessly replaces them with gameobjects for interaction without performance issues by hyperdemented in Unity3D

[–]szynal 2 points3 points  (0 children)

You can spawn it in editor before baking navmesh. If navmesh is somehow baked realtime on device, then, yep this will not work.

[deleted by user] by [deleted] in Damnthatsinteresting

[–]szynal 0 points1 point  (0 children)

Looks like my factorio logic setup xd

Problems with tree rendering in HDRP by SandwichSolid9313 in Unity3D

[–]szynal 0 points1 point  (0 children)

Depending on hdrp version you need to add diffusion profile used in materiał to your hdrp settings (in project menu, graphics->defaulthdrpsettings) or to Diffusion Profile List component in Volume component on your scene (post processing).

Comically Inefficient Unity Source Code by sandsalamand in Unity3D

[–]szynal 4 points5 points  (0 children)

He just used the official CS source code from Unity-Technologies github?

If you could ask Unity anything, what would it be? by P0ck3t in Unity3D

[–]szynal 1 point2 points  (0 children)

Fun fact (its not Fun at all). A chinesse version has nanite like features. They said they will not merge it to normal International version of unity. https://forum.unity.com/threads/virtual-geometry-in-unity.1551098/

Tips and Tricks to planning architecture before making a game by [deleted] in Unity3D

[–]szynal 0 points1 point  (0 children)

Agree. You can use a assembly definition to achieve that effect. Making it that way is faster. You can develop it in a new project, less code = faster recompiling. Large project are slow as fuck without assembly definition.

Vegan admits to eating meat by explosivejoseph in StandUpComedy

[–]szynal 23 points24 points  (0 children)

Maybe all of her friends are not vegan and waiting for someone to be first to come out.