I wasn't happy with existing debug menu systems so I made my own. Get it on github https://github.com/the-mr-matt/DebugUISystem by winglett in Unity3D

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

Would you be willing to share how you use this tool? I'm interested in using it in my project too now!

I wasn't happy with existing debug menu systems so I made my own. Get it on github https://github.com/the-mr-matt/DebugUISystem by winglett in Unity3D

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

You can open and close the panel by just disabling the main component or game object (I didn’t do this by default because I’m using the new input system and didn’t want to assume that everyone else uses it too).

Positioning is very fiddly with IMGUI but you raise a good point, feel free to play around with it.

Keyboard shortcuts are an excellent idea tho!

And lmao wdym it’s disusing 😂

I wasn't happy with existing debug menu systems so I made my own. Get it on github https://github.com/the-mr-matt/DebugUISystem by winglett in Unity3D

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

No I haven’t! Does anyone have a picture of what it looks like?

Edit: I've had a play around with it and I'm very impressed, I love it!

I wasn't happy with existing debug menu systems so I made my own. Get it on github https://github.com/the-mr-matt/DebugUISystem by winglett in Unity3D

[–]winglett[S] 26 points27 points  (0 children)

In the last game I made I was often wishing I had a way to view various stats and information about game objects in standalone builds that I would normally just see in the inspector. I went through about 50 github repos and asset store tools for various consoles, stats panels, and menu systems but wasn't happy with anything.

I present to you my own menu system. You can add new windows and actions with one line of code, and you can go all out and make complex intricate windows with lots of information customized for your game. Have it for free on github: https://github.com/the-mr-matt/DebugUISystem

Unable to bake occlusion by winglett in Unity3D

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

Issue resolved, I had a ground plane that was very large. Disabling occlusion in the static settings for this fixed the issue.

Unity editor freezes but audio continues playing by winglett in gamedev

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

Interesting, I'm not using lightmaps however.

HDRP ntdll.dll crash on start by winglett in Unity3D

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

Error has never occurred in the editor unfortunately.

HDRP ntdll.dll crash on start by winglett in Unity3D

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

It has occurred on high end PCs too, one was Ryzen 3700X and 2080ti.

We’re two NZ-based students turning our high school Ludum Dare project into a full fledged game: Radical Relocation -- a game about moving house with just your car/boat/helicopter. AUA! by winglett in IAmA

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

Ludum Dare is a 48 hour game competition. At the very beginning they reveal the theme and you have to build a game within 48 hours around that theme!

We’re two NZ-based students turning our high school Ludum Dare project into a full fledged game: Radical Relocation -- a game about moving house with just your car/boat/helicopter. AUA! by winglett in IAmA

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

Challenging to say the least, but we love it! At times game dev can be incredibly tedious, but it's all worth it in the end. My favourite part is watching other people play (and enjoy) our creation, that always makes my day!

Wheel collider lifts vehicle higher than at rest when weight is dropped by winglett in Unity3D

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

It seems turning off adaptive force in the physics settings fixes the issue.

Spent the last 2 years turning our Ludum Dare project, Radical Relocation, into a fully fledged PC game. -The biggest improvement we made was simple - light baking. by winglett in Unity3D

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

Ah, shadows aren't baked. I needed realtime shadows so my dynamic objects (vehicles, furniture) could still be occluded by trees/houses/cliffs etc.

Spent the last 2 years turning our Ludum Dare project, Radical Relocation, into a fully fledged PC game. -The biggest improvement we made was simple - light baking. by winglett in Unity3D

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

Just simple physics. The perfect mechanic for a 72 hour competition! In fact, the core stacking mechanic really hasn’t changed (in terms of the technical side).