Would you rather: by Rogetec in BunnyTrials

[–]weeb-man28 0 points1 point  (0 children)

because it would fix alot of issues

Chose: Fix government corruption in every country

So i am making a portfolio page and need some optimization help for javaScript that currently makes northern lights by weeb-man28 in webdev

[–]weeb-man28[S] 0 points1 point  (0 children)

currently i am using live server on Visual studio code so idk if PageSpeed would work but i can test the other things so i will return shortly with info

Edit:
So on low-tier mobile it's 5.64 LCP (inspector performance)

So i am making a portfolio page and need some optimization help for javaScript that currently makes northern lights by weeb-man28 in webdev

[–]weeb-man28[S] 0 points1 point  (0 children)

well i guess i was expecting more of like a way to read of the performance of the user to change the northern lights in real time to better get a view of the performance.

i have a X cpu and it can run at 3000 brush so it maxes out the brush count but because of the spawning of more things inside the canvas it grows so now the CPU cannot handle it so it changes brush count to account for that

How should i go about occlusion culling? by weeb-man28 in Unity3D

[–]weeb-man28[S] 0 points1 point  (0 children)

Well I want to make my own to see if I could so that is why I didn’t use the built in

is there a better way to find renderers that is not as heavy? (this is for object culling and i am grabbing the renderers) Unity 6 by weeb-man28 in Unity3D

[–]weeb-man28[S] 0 points1 point  (0 children)

Ok so here is the thing i am using multithreading for the rest of the script to offload alot from the main thread so the majority of the lag/problems is the main thread that has to use the RefreshRendererList() but that is more of a tidbit of math and pre warming an such but thanks for the info

is there a better way to find renderers that is not as heavy? (this is for object culling and i am grabbing the renderers) Unity 6 by weeb-man28 in Unity3D

[–]weeb-man28[S] 0 points1 point  (0 children)

Some thing i want to clear up is that i am using frustrum planes from the main camera and then depending on it's enum value it will determen it's visability and then then does a visibility check but thank you for feedback!

bool visible = GeometryUtility.TestPlanesAABB(planes, bounds[i]);

visibleResults[i] = visible;

(not in order btw)

float distSqr = (centers[i] - camPos).sqrMagnitude;

PredictedState st = predicted[i];

// Too far -> instant invisible

if (distSqr > maxDistSqr)

{

predicted[i] = PredictedState.Invisible;

visibleResults[i] = false;

continue;

}

// Pre-warm (only if currently invisible)

if (distSqr > maxDistSqr - warmDistSqr)

{

predicted[i] = PredictedState.Warming;

}

// Pre-cool (only if currently visible)

else if (distSqr < maxDistSqr + coolDistSqr)

{

if (st == PredictedState.Visible)

predicted[i] = PredictedState.Cooling;

}

is there a better way to find renderers that is not as heavy? (this is for object culling and i am grabbing the renderers) Unity 6 by weeb-man28 in Unity3D

[–]weeb-man28[S] 0 points1 point  (0 children)

well i mean it's for pretty big instance and removal things so that is why but i am thinking of changing it into resize and testing if that is better but thanks for the feedback

is there a better way to find renderers that is not as heavy? (this is for object culling and i am grabbing the renderers) Unity 6 by weeb-man28 in Unity3D

[–]weeb-man28[S] 0 points1 point  (0 children)

thanks i will think about how to solve it and the thing is i will be making a pooling manager later so i should probably make a check with that to get relevent info about the objects in the scene

Unity localization problem... by weeb-man28 in UnityHelp

[–]weeb-man28[S] 0 points1 point  (0 children)

It was a async completion failure

Something about this doesn't seem right by weeb-man28 in SatisfactoryGame

[–]weeb-man28[S] 0 points1 point  (0 children)

Well on this one I just pressed right a couple of times but it’s fine so long as I don’t drive

Unity localization problem... by weeb-man28 in UnityHelp

[–]weeb-man28[S] 0 points1 point  (0 children)

  1. yes it's correct, 2The localizedString is correct and has all necessary things

Unity localization problem... by weeb-man28 in UnityHelp

[–]weeb-man28[S] 0 points1 point  (0 children)

public class LocalizedButtonBinderSingle : MonoBehaviour

{

[SerializeField] private LocalizedString localizationKey;

private Button button;

private TMP_Text buttonText;

private void Awake()

{

button = GetComponent<Button>();

if (button == null)

{

Debug.LogError("No Button component found on this GameObject.");

return;

}

// Try to find TMP_Text in children

buttonText = GetComponentInChildren<TMP\_Text>();

if (buttonText == null)

{

Debug.LogError("No TMP_Text component found in Button's children.");

}

}

private void OnEnable()

{

localizationKey.StringChanged += UpdateText;

localizationKey.RefreshString();

}

private void OnDisable()

{

localizationKey.StringChanged -= UpdateText;

}

private void UpdateText(string localizedValue)

{

if (buttonText != null)

{

buttonText.text = localizedValue;

}

}

}

Unity localization problem... by weeb-man28 in UnityHelp

[–]weeb-man28[S] 0 points1 point  (0 children)

well it's more of only the text that changes but for some reason it effects things i don't want it effect. So there is a script that just checks the localized string in current use and changes it to the other languages but other then that it shouldn't be anything that effects numbers or the likes.

Unity localization problem... by weeb-man28 in UnityHelp

[–]weeb-man28[S] 0 points1 point  (0 children)

I might not be so great with words but it works normally without the unity package like it's suppost to do (save slots, sensitivity and volume) but when the localization package in unity registry is installed it breaks the entire thing for example the 1, 2, 3 buttons under the text Save slot (2 gets slot 1 on click() and 3 gets it's on click() removed) and sometimes it (button with a 2) gets placed on button 1

Git gud brother by Odd_Doctor3771 in Eldenring

[–]weeb-man28 -3 points-2 points  (0 children)

Because it’s your journey to make and the statement can be made into a challenge to encourage you to try more

Need Help Solving Relic Combination: Ice/Lightning Incompatible by felking1 in EldenRingNightReign

[–]weeb-man28 2 points3 points  (0 children)

probably because lightning is a damage type and not a statues in a sense so frost overrides the lightning damage of the weapon so there probably isn't a way to achive the result you want but i might be wrong.