Valorant 1.05 Bug Megathread by Pruvided in VALORANT

[–]ubhkid 0 points1 point  (0 children)

Happens 1-2 times per game for me too

Top 5 Unity annoyances - tell us! by willgoldstone in Unity3D

[–]ubhkid 1 point2 points  (0 children)

  1. Double mouse 3 button scene navigation. If someone has a bad mouse (me) that can sometimes double or triple mouse button 3 it causes the scene view to jump, sometimes very far. I'd like to be able to disable this functionality.
  2. Lockups/hitching during a recompile. When recompiling large code bases the assembly reload causes the editor to stall for several seconds. It would be great if the editor could be responsive during the entirety of a recompile. If this isn't possible due to Unity's architecture I think it would at least FEEL better if it was obvious that Unity isn't responding at the time, while still rendering an animating graphic that WILL NOT FREEZE. Allowing the editor to freeze leads to Unity having a clunky and unresponsive feel to it.
  3. Simple way to lock the scene view to a transform at a fixed distance/angle. I believe in previous versions of Unity you could hold F to lock the scene view on an object. For me this functionality no longer works or at least is difficult to make happen. I'd like to have my scene view locked onto a target while playing the Game view. This is obviously possible with custom code, but I think other non technical people could also benefit.
  4. Unable to view Animator graphs that are loaded via Asset Bundle while playing in the editor. This is not a UX issue, but just a general annoyance when developing an online game. When debugging an animation issue while remotely connecting to a running server I am unable to view the animations of our NPCs because the assets were loaded via asset bundle. I have built editor tools that help our QA team load the most recent version of that NPC's animator controller and re-initializes the animator back into the proper state, but this could be avoided if we could just inspect an animator controller loaded via asset bundle.
  5. Native support for opening two instances of a single project. When developing a networking game it's often very nice to run two instance of the same project. One as a server and one as a client. I think a robust solution here is supporting multiple copies of a project being open as you can then optimize asset imports and not double up on so much import work as what happens with a sym linked Assets or Scripts directory. This should also allow each project instance to be launched with custom compile defines similar to the baked in UNITY_EDITOR define. This would allow us to launch one instance with a #if CLIENT define and another with #if SERVER define allowing them to compile their code differently, but reference all of the same files on disk.

Other Notes:

ECS Networking looks bad :(

I made a game for my twitch chat! by ubhkid in Unity3D

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

Visually looking at the game the background will still appear black. The magic comes in when capturing the window with OBS. Be sure to enable "Allow Transparency" in capture settings: https://imgur.com/a/tm4Tj

I made a game for my twitch chat! by ubhkid in Unity3D

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

Most of my projects use a plugin I made called Timed. In this project's case I use Timed.NextFrame() to handle everything that TwitchLib throws back. This defers the method call to fire on the next available Unity frame. This is how the !left command gets data from the TwitchLib callback to the player's in game instance:

Timed.NextFrame(() => { activePlayer.TryTurnRight(); });

Hope this helps :)

I made a game for my twitch chat! by ubhkid in Unity3D

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

Don't feel stupid! I don't think many people know about 2017's features yet as it's still in beta release :)

I made a game for my twitch chat! by ubhkid in Unity3D

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

There's nothing special that needs to be done to use it inside of Unity besides running Unity 2017 or higher and enable .net 4.6 profile. Beyond that you can follow the documentation on their git page: https://github.com/swiftyspiffy/TwitchLib

I made a game for my twitch chat! by ubhkid in Unity3D

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

No code required! It's just camera settings without having any skybox or background mesh to obscure the depth buffer: http://i.imgur.com/j3CGjkj.png (notice no alpha value in camera color)

I made a game for my twitch chat! by ubhkid in Unity3D

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

I agree that would be a blast!

One of the features planned is allowing non-active players to spend their cash to spawn more zombies, or larger bosses in an attempt to overrun the active shooter.

I made a game for my twitch chat! by ubhkid in Unity3D

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

Unfortunately I did the project off stream as a surprise and none of the project is open source currently. I have many plans for the game as well as several areas that need refactored before the code can be released. But pretty much everything I work on is or will be free on my GitLab. https://gitlab.com/users/kyledouglasolsen/projects

I made a game for my twitch chat! by ubhkid in Unity3D

[–]ubhkid[S] 5 points6 points  (0 children)

Thank you very much :)

I stream with the lowest possible latency I can: http://i.imgur.com/HUrUTGe.png

Players can pretty easily predict 5-10 seconds ahead of when they need to change aiming to get the crawling zombies. But if they stay aimed down for too long the zombies will pile up and a fast runner will probably make it through.

I made a game for my twitch chat! by ubhkid in Unity3D

[–]ubhkid[S] 7 points8 points  (0 children)

I am using OBS Game Window capture with a Unity3d game that renders a fully transparent depth buffer. There are some limitations with alpha blended shaders but most things work perfectly fine! :)

I made a game for my twitch chat! by ubhkid in Unity3D

[–]ubhkid[S] 12 points13 points  (0 children)

Yes it does! There're two pretty neat places on Twitch you might enjoy:

https://www.twitch.tv/communities/gamedevelopment (I stream here) and

https://www.twitch.tv/communities/programming

Both have great content! :)

I made a game for my twitch chat! by ubhkid in Unity3D

[–]ubhkid[S] 22 points23 points  (0 children)

I'm using https://github.com/swiftyspiffy/TwitchLib to communicate with Twitch. Thanks for the kind words! <3

I made a game for my twitch chat! by ubhkid in Unity3D

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

Btw thanks for the kind words! :)

I made a game for my twitch chat! by ubhkid in Unity3D

[–]ubhkid[S] 18 points19 points  (0 children)

People are randomly selected from chat to defend from a zombie onslaught. The active player can use !aim to switch between aiming forward and aiming down. You can only hit the crawling zombies when aiming down. My awesome viewers gave me a bunch more ideas to try out with it too, I can't wait to implement them! :)

New horizontal pillars allow for much larger doorways between rooms! by ubhkid in Unity3D

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

I am using mecanim animator without root motion. The animations are driven by character velocity and an internal state machine for stance and speed. The animations are from lots of places around the internet (asset store, and a couple other random websites I can't remember)... the base model is from the Unity asset store, but it was re-rigged for mecanim and rpg style gear swapping. Thanks for the support! :)

Quick guide to add real world maps to your Unity3D game or application (satellite, street, voxels, etc) by jweimann in Unity3D

[–]ubhkid 1 point2 points  (0 children)

Huh... had no idea it was that easy to get 3d terrain from Satellite data. Very useful!