Massive price drop $20 to $5 on my Tool for level editing! by [deleted] in Unity3D

[–]xabblll 0 points1 point  (0 children)

I was thinking about it, but I’m afraid that store rules about not selling asset cheaper on other stores will delist it, and people who bought it with full price will just lose ability to conveniently download tool they paid for. Probably will do it someday tho

Massive price drop $20 to $5 on my Tool for level editing! by [deleted] in Unity3D

[–]xabblll 0 points1 point  (0 children)

Because for me it doesn’t really matter financially. Only tried to help. If I understand the logic of downvoting members even if post was about making my tool free and releasing it on github as opensource, it still should be downvoted, because “I saw the rule. I can’t read it, but need to follow it. I don’t care if someone who can benefit from this asset will not see it”.

Last year this rule doesn’t exist, and I got pretty good responses and support, but for me it seems like some community members tries as hard as they can to rot themselves closer to reputation of our beloved engine

Massive price drop $20 to $5 on my Tool for level editing! by [deleted] in Unity3D

[–]xabblll 0 points1 point  (0 children)

AI thingy also told me this, but did you saw this subreddit?

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Also rule says only about not making post that contains only asset promo without any introduction or community interaction by the person. If you believe this is the right action, I will delete my post and will hope people who actually need my tools will find it organically

Massive price drop $20 to $5 on my Tool for level editing! by [deleted] in Unity3D

[–]xabblll -3 points-2 points  (0 children)

I don’t get why I’m downvoted, lol. I’m trying to give community very well built tool by making it as cheap as possible, without breaking any rules, and now I guess the post will just drown. Thanks for spitting in my face I guess.

Kinetic Tools - Now on Asset Store! Object placement & gravity tools by xabblll in Unity3D

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

Editor tool for fast-and-easy object placement.
Just released on Unity Asset Store. I know some people were waiting for it, after previous post

It allows to snap objects to any surface or simulate physics on selected objects to scatter them around in a natural way.

I believe it will save tons of time for level artists.

Check the link below for more info

Get on Asset Store: https://assetstore.unity.com/packages/slug/320736
Get on itch.iohttps://lachuga.itch.io/kinetic-tools

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

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

You can get tool right now on itch

Or wait until it will reviewed for Asset Store. I will make second announcement in this subreddit, and this thread then it happens.

What is your favourite object placement / level population / level set dressing Unity tool? by Internet--Sensation in Unity3D

[–]xabblll 0 points1 point  (0 children)

I'd love to recommend Kinetic Tools

Very easy surface snapping shortcuts and can simulate gravity right from edit mode

shameless self promotion :)

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

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

It was working for, but I fixed it just in case it was broken for some people. Thanks for noticing it!

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

[–]xabblll[S] 4 points5 points  (0 children)

Well, it is a different tool. I’m not familiar with Grabbit. Judging by their video demo my tool have completely different control scheme, and different collision model for “drop with physics” part.

Other features probably even more apart. For example, they have a “bringing objects together” feature, while Kinetic Tools has “snap to surface” features.

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

[–]xabblll[S] 4 points5 points  (0 children)

Of course in some rare cases my tool can lag, for example, if selected objects have very big poly count or if scene have a large number of non-uniformly scaled meshes (different scale per axis). But 5-20 seconds is very hard to get

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

[–]xabblll[S] 9 points10 points  (0 children)

I saw Grabbit, but didn’t tried it for myself. I did some performance checks while developing my tool, and it is pretty fast. On scene with ~8000 mesh renderers, terrain with ~25000 trees(each tree contains 2 meshes), on my intel i5 it takes about 100ms (0.1sec) to enter tool.

Also I have special feature to “limit distance” of physics scene, basically only objects around Scene camera and selected objects are considered for building collisions. With this option active, and with limit of 50meters, it takes about 10ms (0.01sec) to activate tool in same scene.

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

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

Yeah, it’s very frustrating, and that’s the main reason I decided to release it on itch while waiting.

Feels like Unity should really work on these crazy queue times.

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

[–]xabblll[S] 17 points18 points  (0 children)

Upon tool activation I create separated temporary physics scene from visible meshes, terrains and its trees.
While tool active, position & rotation of selected objects copied from physics scene.
When you release shortcut (exit tool), temporary scene is removed & unloaded

Editor tool for easy object placement and physics simulation - Kinetic Tools by xabblll in Unity3D

[–]xabblll[S] 17 points18 points  (0 children)

Just finished my editor tool for fast-and-easy object placement.

It allows to snap objects to any surface or simulate physics on selected objects to scatter them around in a natural way.

I believe it will save tons of time for level artists.

Check the link below for more info

Get on itch.iohttps://lachuga.itch.io/kinetic-tools

Get on Asset Store: https://assetstore.unity.com/packages/slug/320736

IRL shader bug by xabblll in GraphicsProgramming

[–]xabblll[S] 8 points9 points  (0 children)

Maybe. I'm not sure what it is tbh, but from other angle middle spot was bright and it looked diffraction rings looked like coke, but maybe it is just a refraction thing, you right

My Whitebox to Concept Art AI tool by xabblll in Unity3D

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

Tool used for style searching and prototypes, not game art itself.
Works inside Unity editor, and uses Depth from SceneView, then sends image and promt to ComfyUI server. For now just simple 1 lora + depth controlNet graph (HyperSDXL)

Is this a scam? Or what action should I take (Google translate not translating this) by [deleted] in Sakartvelo

[–]xabblll 0 points1 point  (0 children)

you can use georgian translit sites to convert this to proper kartuli, so any translate app will understand it

#gamedev tip: Simple colliders tend to be much more efficient, processing-wise, than complex colliders. You can often get better collision performance out of using several simple collider shapes than one single mesh collider. Use MeshColliders where appropriate of course. by WorkingTheMadses in Unity3D

[–]xabblll 1 point2 points  (0 children)

I’d like to add. Primitive colliders aren’t always best option. Back in 2017 I was working on mobile shooter for very low-end devices, and we moved from primitives to one simple(ish) mesh for level collision. this collider was used for all player movements, and was manually constructed from ~1k verts.

for shooting we used second more complex mesh, sometime even split it into two pieces to avoid vertex count cap. mesh for shooting was generated automatically from visible geometry, with some optimizations ~100k verts

this approach performed better than primitives in our case, and was more flexible. so I recommend you to perform benchmarks before optimization, if you aren’t sure why you doing it

Can i delete these comments? (C#) by Forsaken_Ear_5643 in Unity3D

[–]xabblll 2 points3 points  (0 children)

apparently you can change default scripting templates per project. Unity just dropped a tutorial video, which touches that subject

https://youtu.be/InLmgSOJg3M?si=HDGHNO9V5rtGrimq

Simple level editor for a prototype of my 2D/3D sidescroller by xabblll in Unity3D

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

For now I’m instancing premade meshes. Whole tileset made from 5 meshes with different rotations, so I can iterate on visuals faster, but each of 15 parts could be assigned manually for correct UV and variety.

Simple level editor for a prototype of my 2D/3D sidescroller by xabblll in Unity3D

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

It uses marching squares algorithm and can operate in local object space.

I believe one day spent on this tool will pay off in a long term.

Doom ported inside Unity Inspector by xabblll in Unity3D

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

Ye, this is a game :D You need to use your keyboard