#EveryDay 336: LED wall in the demo space got embiggened with sides and a floor for a full CAVE layout, so I've been testing some company logo treatments. This one is anamorphic / forced perspective from fixed viewpoint, but we have full OptiTrack camera rig and have Unreal running with full headtracking and 120hz stereoscopic for immersive visuals.
#RealtimeVfx #Vfx #CreativeCoding #Unity3D
Business of Games: Trending game takeaways, Yalla Ludo - ludo & Domino
Weird #unity bug:
I have a trigger zone that causes damage to the player when they touch it. Everything works perfectly, except that I get one frame of damaging collision when I load a particular level. This only happens when I load this level from a previous level, not when I run it directly.
Here's what's really weird: when I look at the stack trace, the zone has transform pos: (-0.100000001, 0, -0.5) rot: eulerAngles: (-0, 0, 0) scale: (10, 1, 10), while the colliding player has transform pos: (20, 0.560276091, -20) rot: eulerAngles: (-0, 0, 0) scale: (1, 1, 1). How are these two colliding?
A new tutorial/breakdown is live!~ 🔍🖐️🔦
I've been thinking about effects that reveal hidden objects/decals, such as special lenses using stencil and ultraviolet lights (e.g. revealing ghostly handprints in Phasmophobia)
I'm becoming a real boy
Also I'm deep into a rigging rabbit hole right now. I'm trying to get my rig/model to work on multiple engines and platforms, not just #Blender and #unity3d I've always loved #Rigify for its widgets, but it takes some work to convert Rigify humanoids to the various other humanoid rig formats out there (#Mixamo, #VRM, #Mecanim).
How do other 3D artists make cross-platform humanoid rigs?
#EveryDay 335: EveryDay333 looked a bit underwatery with the blue tint spotlight shadows, so figured I'd see if I could make some colourful kelp from the old motion-spawning trail system. As trail is spawned, it also spawns scaled circles for leaves. They move a bit oddly as they are orienting to point along the turbulence field (without actually moving from their source stem positions).
#RealtimeVfx #Vfx #CreativeCoding #Unity3D
Ashley (@khyperia): "hey kid, wanna see a magic trick" | nitter https://nitter.net/khyperia/status/1730232117831815322#m #unity3d
Business of Games: Investment news update, from Nov last and Dec 1st week.
1. KEK Entertainment raises $8M in seed round to build "platform-agnostic IP"
2. Matr1x doubles funding to $20M ahead of its debut Web3 mobile launch
1- The spring preload applies a minimum force with the smallest contact.
2- The spring rate applies regular spring force for most of the suspension travel.
3- At the end of the suspension travel, the rate is heavily increased as the suspension hits the bump stops.
Everything is configured in the new Wheel Collider inspector.
Wait wait wait, what???? Unity, why?
Turns out that calling "SetBool" to false on an animator Trigger parameter turns it off before it can be consumed by the Animator state machine, even though it's Trigger and not a bool.
Did you know? You can start your low-poly journey for FREE with our Essentials pack. And if you love it, grab the full version at 70% off before the sale ends!
🧪 #UnityTips: Use the Unity Test Framework to ensure stable and bug-free code. 💻🔍 Test your Unity project with a wide range of testing options, including automated unit tests, integration tests, and play mode tests. https://docs.unity3d.com/Packagesfirstname.lastname@example.org/manual/index.html #UnityTestFramework #GameDev #IndieDev #Unity #Unity3D #Tests
Unleash nature’s canvas in your next project! 🎨 From nettles to dandelions, choose from 196 plant models. Grab this natural deal at 70% off before it wilts away.
Because I know I will have to create a lot of objects to carry the sahders and make it neatly wrap around my geometry I set out to find a solution. I found Realtime CSG, which adds the incredible benefit of adding a non destructive process, like a really nice cherry on top. #unity3d #solodev #gamedev #indiedev
🔥 Warm up your game design with more than just nature models. Our Low Poly Nature pack has modular fences and campfires to bring your scenes to life. Grab them for 70% off!
Mesh editing is here for imported models inside of the Unity Editor! No more round-trips to Blender and back. Meet the updated ProBuilder Package for Unity Game Engine.
#Tools #ProBuilder #Unity3D #MeshEditing #gameDev #soloDev
Take a 10-second vacation to a low poly paradise! 🏝️ Fly through our magical island created with the Low Poly Asset pack. Don't let the Black Friday 70% off fly by!
I did coding and it was fun! :)
Audio snapshot switcher based on camera rotation relative to audio sources! :)
Posting because I'm happy I actually did a thing! :)
Still time to harvest your assets! 🍁 Our Low Poly Nature pack is bursting with life and it's 70% off! Gather these girolles and more before the sale ends.
Unity have just announced layoffs of 3.8% of their staff, almost 100% at Weta Digital, as they focus on core products ( #gamedev ).
Thus ends Unity's 1.6 Billion dollar mistake.
#EveryDay 333: Testing some previous vfx in the volumetric lighting rig - couple different fluid sim motion to geometry trails (short and longer life, from EveryDay304). The fogging naturally really washes out and desaturates all the colour, makes it hard to see the form, but has a nice "underwater kelp/seaweed" kind of feel when casting shadows from the blue spotlight upper left. Guess I'll try some kind of underwater look next.
#RealtimeVfx #Vfx #CreativeCoding #Unity3D
🏕️✨ Campfire's still burning bright and so are our #BlackFriday deals! Don't miss out on the chance to snag our Low Poly Nature pack at a wild 70% OFF! Your game's dreamy landscape awaits.
Especially when it comes to multiplayer co-op games, it's great as a developer to be able to do without a server and distribute the authority of networked entities. In coherence, we offer a very flexible framework to do just that.
But what is "authority" and what does it imply? Well, I made a short video about this!
Made a short video to show all the transitions that are now set up:
- casual character mesh -> spacesuit mesh
- first-person -> third-person
- into post-process volumes
- and the reverse of all of the above
Question to the #unity3d crowd: is Unity Visual Scripting dead? The package was last updated in December '22, almost exactly one year ago.
🍄 Dive into detail with our #FlyAgaric close-up from the Low Poly Nature #AssetPack. Over 800 #lowpoly models await to enhance your game! -70% off for a limited time on #UnrealEngine Marketplace & Gumroad!
#EveryDay 330: Tried some stuff but a bunch didn't work out. Rejected oval shape test on left, preferred circular on the right (and then toggling them fullscreen).
🎵 The Prodigy - No Good (Start the Dance)
1) Tried an oval shape torus spawn to make better use of screen space, but felt it lost some "identity" - circular felt more like an entity, oval felt more like environmental events.
#RealtimeVfx #Vfx #CreativeCoding #Unity3D
I've put power and shield management in its own menu for non-VR play. The game pauses, allowing you to manage power distribution and shield allocation. It's a bit of a compromise, but it means I only need one gamepad button to trigger the menu, and each system is easily controlled with either mouse or thumbstick input rather than keyboard buttons.
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🎉🌿 Green up your games with Low Poly Nature pack, now at a whopping 70% off! #BlackFridaySale on Unreal Engine Marketplace & Gumroad (Code: BF2023) until Dec 3.
As promised here is our hands-on with the Ultimate #GameDev Assets Humble Bundle, a MASSIVE (61 item!) bundle of #UnrealEngine and #Unity3d assets... although I'm pretty sure you can get #GodotEngine working with minimal effort.
Yo #gamdev folks.
If you're running into issues where you can't do something in the #Unity3d editor, or there's a bug that you can't work around normally... my recent talk may interest you.
You can easily change almost anything in the compiled assemblies at runtime.
It's also a good reminder that the games modding community is always up to truly incredible stuff and that we really should pay more attention to them.
Will have a detailvideo tomorrow if Hotel wifi permits, but here is the direct link[$] for now:
Fun with Xbox wireless controllers vs Unity:
Within Unity: works correctly.
WebGL on the same Ubuntu machine: sticks work, but the buttons are mapped differently. The right button does one thing within Unity and a different thing in WebGL.
WebGL on MacBook with bluetooth turned off: reacts to keys as if they were controller buttons. (I explicitly examined the “joystick” keycodes within Unity.)
WebGL on MacBook with bluetooth turned on: refuses to connect with or forget bluetooth controllers.
Up to now I've been drawing the HUD over the cockpit geometry - it's a holdover from how I did things in Flagship (where you needed to be able to target enemies all around the ship regardless of orientation). Probably going change that, it gets a little messy visually and in space sims you're constantly orienting the ship to face the target anyway.
Sad to hear about the new upcoming round of layoffs at Unity. I do agree that Unity has been biting more than they can chew for a long time so I welcome them reducing their focus and thus their workforce. But this was a mistake made by CEO and upper management, and it's not nice that the ones to pay the price are the ones who got hired/acquired.
In the fallout from the ill-advised #Unity3d runtime fee, Unity promised updated developer friendly terms of service protecting users from ... well, Unity.
Those updates are now here.
Why Cities: Skylines 2 performs poorly
A bit of a long read, but this has done wonders for my imposter syndrome. It also serves as a warning about one of Unity's core problem, multiple half baked features that arnt compatible with each other.
Wrote a breakdown of the shaders used by my Spellbook scene to create turnable pages 📖✨
Now a bit over a month later, we have some details of how the process went, with the strengths and pain points of porting their game to Godot.
The Flax Game Engine for Unity game developers.
Flax is quite possibly the best choice for #unity3d game developers looking for an alt engine.
Even if you aren't a Unity dev, this is a nice introduction to Flax #gamedev.
I've started work on Cascadia 9.2, the third of our earthquake preparedness video games. If you're interested in seeing how the sausage is made, tune in to the PIGSquad Discord (http://discord.gg/pigsquad) at 1 PM Pacific on Monday, October 16. I plan to go for a couple of hours until I'm at a good stopping point.
Like to cook. Making bread. Beer.
Reading book and comic book.
In relationship and we have a daughter.
Leaving eastern suburbs of Paris.
Oh, I'm sure the Unity folks can just whip up another long-standing user group in no time.
Maybe an "open letter" will get the ball rolling on that.
"Unity Dev Group Dissolves After 13 Years Over 'Completely Eroded' Company Trust"
Heh, someone's making a Tycoon game clearly skewering #Unity3D, and it looks great.
(as a fun bonus, apparently it's being made in #Godot) https://store.steampowered.com/app/2613830/Install_Fee_Tycoon/
It's nice that #Unity3D walked back to terms that don't apply unless you use their latest engine, but that's the take-away: you need to not use their latest anymore. Finish your game. Find another engine. This is just an escape clause.
Anyone who sticks with them will get screwed the next time their c-suite wants to goose their stock price.
If you can find a way to keep making games on old Unity versions, that works too probably. But. You'll hit issues if you want to target consoles. There is no porting path for most (any?) Unity versions more than 2 years old at time of port.
EDIT: (but really even old versions, they already changed their minds once on that, so assuming they won't again is foolish- find a new engine after you finish out current projects)
Import SVG shapes, and render them in perfect scalable precision! Think TextMeshPro for images.
To celebrate, here's a free #unityassetstore voucher: ASV-LPPY-QAUX-KLTR-RH4N-9DME
Keep in mind that this is still a bit of a beta, because I want to see the extremely cursed SVG files people come up with so I can best make them work. For this reason, I am providing it at a discount from the eventual final price, compounded with a launch discount for the first two weeks!
Yes, terrible timing (waves at the general happenings), but hopefully an useful tool. I am working on a free Godot port, but it's some ways away still.
Switching to another #GameEngine can be like learning another language. Apart from things like "material" and "camera", most of the terminology doesn't transfer. Someone compiled a phrasebook mapping #Unity3D terms to those of #Godot, #Unreal, #CryEngine, #Open3D, #GameMakerStudio, and #BabylonJS.
Godot is not the new Unity - The anatomy of a Godot API call
I never have been and especially now probably never will be a #Unity3D customer so this is strictly armchair expertise, but
I'm thinking the only acceptable Unity statement would be something along the lines of "meet our new CEO and executive suite. Firing the last ones would have given them a golden parachute, and the next best options are felonies, so they work for the janitor now."
So SkateBIRD is 2 today! Technically as of last Saturday, but whatever weekends don't count heh.
It's on sale on Steam and stuff of course, so go grab it if you want, but mostly just- YAY! Pretty happy with where it ended up.
We've finished all the content and putting it to bed, now the bird can snooze. Not because of what #Unity3D is doing but GOSH am I glad that train didn't hit us so that was lucky. Anyways YAY.
Anyone who believes the #Unity3D retraction and stays on their tech is, well, a fool.
Capping at 4% of your rev is an arbitrary number based on appearing lower than Unreal because optics. They can change it. They will.
They don't know your revenue either, unless you tell them (don't tell them), meaning this is more navel gazing into a proprietary AI model then they try to shake you down.
I have always had some problems following flowchart-type constructs and that is the reason why I have always liked the more code-near approach to game development than the flowcharts.
Now that I have to swap from #Unity3D due it's bad management, I'm facing new challenges with it's UI and different kind of IDE.
Oh the dev's life
Here's a thing I'm discovering that is a little annoying writing with Godot and for vr in particular:
Unlike Unity3d, when the game is running/testing you can't see the running-scene in the scene-editor.
Which means if you want to look at the thing you've just changed you gotta put the headset on for sures. Can't just point the scene-editor's camera at it to make the observation, coz that'll just be showing the unedited base scene not the running remote one.
If the changes you're making are a long way from the player start-point, or you're doing VR stuff so need to put the magic hat on to see what's happening, that can be midly annoying compared to Unity.
In the past 4 weeks I've released 4 new packs of #gameassets for free (CC0 licensed)! 🥳 + there's more on the way!
If you like these, please spread the word in your #gamedev communities. I rely on your support to be able to make these for free❤️
You can find everything here : https://kaylousberg.itch.io :)
There are now the first game devs that started to protest Unity by disabling ads by Unity/IronSource:
Oh gooood, this whole #Unity3D blowout?
It literally happened because of that shitty Iron Source buy-out that everyone was pissed about. The call to add this fee literally came from the Iron Source side of the business, and it only exists to "kill AppLovin" (a rival ad provider that is better). https://mobilegamer.biz/unity-is-offering-a-runtime-fee-waiver-if-you-switch-to-levelplay-as-it-tries-to-kill-applovin/
Unity's actions don't just hurt devs, they hurt content creators, asset makers, teaching and tutorial makers. Kenney and others walking away from Unity is a bold step and I hope Unity realizes how much of the indie support ecosystem is being destroyed by this. #unity3d
Unity is trapped in an enshittify-or-die scenario of its own making.
A summary of the timeline of how Unity got here:
Unity went IPO in September 2020 at a price around $68. Within three months, the share price rose approximately 240%. Right on cue the post-IPO sell-off occurred: initial speculators cashed-in, which naturally precipitated a share price plunge.
But that didn't matter to the bean-counters at Unity because they had a huge sack of IPO cash and could on a shopping-spree. Unity committed to a series of Mergers & Acquisitions, for example, in November 2021 they bought Weta Digital for $1.6 Billion.
Good way to get noticed and juice the share price, right? Unsurprisingly, around this time there was another bubbly-looking share-price peak at around $200. This sparked another sell-off, which tanked the share price, and now it looks like it isn't bouncing back.
For the past 18 months, Unity's share price has languished around $25-40. Sure, the company is worth $14 Billion, but it's unprofitable, bleeding $900 Million a year.
To survive, Unity needs to embark on a programme of laying-off staff, reducing the quality of their product, and hiking-up prices they charge their game-developer customers — yaaaay, enshittification! *party balloons cascade from the ceiling*
Notably, the CEO of Unity hasn't bought any shares this year, but has sold a bunch on a couple of occasions this year, including a sell-off just last week. It's almost as though he knew that the party is over and he was about to deliver some news that he hoped could save the company but would more likely be taken by games developer as as a sign of impending catastrophe.