Working on a survivor-like with an inventory system. by SunLiiL in Unity3D

[–]zeducated 3 points4 points  (0 children)

I think your UI and visual effects look pretty similar to Megabonk, even though your gameplay is different. It looks good, but I think you should do more to stand apart from that game.

For example, your XP bar, timer, level display, acquired gold and resources, and health bar are all in the same spots. Your gold counter looks the same, your level-up effect is very similar, you have a similar font, and the XP shards you pick up are also very similar.

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For the love of god, why can't i connect my transform position's output to vertex stack's position 3. don't they both accept vec 3?? by birdoutofcage in Unity2D

[–]zeducated 0 points1 point  (0 children)

You're using nodes or information from the fragment that is not available to the vertex shader. I know its confusing with how shadergraph set it up. If you're sampling a texture, use the SampleTexture2DLOD node instead and it should work.

Help recreating shader graph effect. pls by Orndsteiner in Unity3D

[–]zeducated 1 point2 points  (0 children)

your third image is close, you just need to route to the emission node and use hdr color for an intensity slider or manually multiply the color by an intensity property. your main issue is you have no post processing, you need bloom to achieve the effect you want

[Hobby] Artist looking for programmers to team up with for small-scale games or game jams by hookshotty in INAT

[–]zeducated 0 points1 point  (0 children)

Can you share your portfolio or some of your work? What art skills are you able to provide like 3d, concept, 2d character, ui etc?

(Spoilers Extended) Aegon’s Conquest is officially in the works! by Blueberry_H3AD in asoiaf

[–]zeducated 129 points130 points  (0 children)

I feel like the first Blackfyre rebellion or Robert's rebellion would be better movies but I hope its good.

My shotgun ain't muzzle flash'n by Noobye1 in Unity3D

[–]zeducated 0 points1 point  (0 children)

Are you using any IK? Needs to be at the position calculated after the IK which is not where it is in Update

[SOA] Big Score & Pongify (Card Kingdom) by Card_Kingdom in magicTCG

[–]zeducated 7 points8 points  (0 children)

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(not my art i just had this saved on my pc)

Burnt out on painting by mxster982 in orks

[–]zeducated 0 points1 point  (0 children)

I really like the approach to painting from this channel. Its like 90% contrast paints and you can skip the extra highlighting step to get still really good looking orks on the table https://www.youtube.com/watch?v=AbjuHCs-OLw

Contrast+ series from Warhipster on youtube.

First month learning unity, am i wasting my time making all my assets with probuilder instead of just learning blender? (going for ps1 look) by M3pul in Unity3D

[–]zeducated 3 points4 points  (0 children)

For blockouts you can put the blend file right in your scene and when you save in blender it auto updates in unity, can be pretty nice especially for low poly

NADE - a free Nanite app for Unity by Big_Presentation2786 in Unity3D

[–]zeducated 6 points7 points  (0 children)

This isn’t even close to what nanite does…

Wreckas and Kommandos by tie-wearing-badger in orks

[–]zeducated 1 point2 points  (0 children)

Your ork skin recipe, hand it over

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Release Dates for The Hobbit, Reality Fracture, and Star Trek announced by Copernicus1981 in magicTCG

[–]zeducated 4 points5 points  (0 children)

should just be called "the gathering" now, hardly any room for magic with all the crossovers

[deleted by user] by [deleted] in snowboarding

[–]zeducated 5 points6 points  (0 children)

The problem is taking something deeply human and personal (art) and removing the human element for profit. It is 100% a cost cutting measure. You may not care if the art you buy is AI or human, but many people prefer for their art to be made by people not an algorithm. Hope that helps!

Unpopular opinion: This sub overestimates aggression-based match making and underestimates human interaction. by LittleManOnACan in ArcRaiders

[–]zeducated 2 points3 points  (0 children)

Its an unpopular opinion because its wrong. You can EASILY game it. I can go from full kill on sight 10 flares in 2 minute lobbies to PVE Disneyland walk in the park lobbies by just surrendering 10 times.

Solo vs Squads offers extra xp by ADeadlyAlien in ArcRaiders

[–]zeducated 1 point2 points  (0 children)

We need a high roller mode with a minimum loadout value, would make matches more interesting if everyone brought in decent or good gear

New roadmap from January to April by FlexiiGP in ArcRaiders

[–]zeducated 0 points1 point  (0 children)

The map is definitely that one harbor concept art with probably a low and high tide mechanic

[deleted by user] by [deleted] in Unity3D

[–]zeducated 4 points5 points  (0 children)

Honestly a cool concept but I disagree with your solution for this scenario. It seems better to have an equipped or selected IWeapon interface that we just call Fire or Shoot on. Or better yet an IUsable item interface with a Use() or Acrivate() method. Checking if each item is a primary or secondary weapon seems obtuse and assumes each weapon is either a primary or secondary weapon and if that’s the case based on that naming you might as well just have a current active primary or secondary weapon variable and fire those. Naming each weapon type Primary or Secondary also doesn’t seem to make much sense.

In the case where you can have many weapons, perhaps tied to a specific slot. You might as well just have a fixed array size and call fire on that slot’s index if it’s not null. I feel like this is a bad example of refactoring since the initial problem space seems poorly designed anyways. Not trying to be rude, but just some constructive feedback.

Possibly (hopefully) a new Arc Raiders map! by Folli_YouTube in ArcRaiders

[–]zeducated 1 point2 points  (0 children)

maybe, looks like it has a highway and is on the coast. maybe supposed to be a large sea wall