I want to create a small tool for Unity that I was missing when working on scenes. A separate Editor for displaying the structure of objects with different tags, a tree of objects with a selection by tags. Ability to add special editor tags to the object and various views of the scene through the eyes of object types that have a virtual tag
Just another day working on Unity UI wishing I had HTML + CSS. Arguably I've spent way longer using Unity's UI tools than web tools, but holy shit is it convoluted by comparison?
Having to navigate creating nested sets of prefabs to just have a standard style is insane.
I was able to get the early version of Cascadia 9.2 to run in WebGL on a Chromebook through a combination of:
Limiting the quality to Fastest
Setting the framerate to 30
Changing code optimization to Runtime Speed
Do I need all three of these improvements? Will this scale up when I add much more complicated models to the levels? I don't know, but at least there's hope.
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?
Mob-debugging in tonight's Unity meetup, we learned that the rigidbody and the transform attached to the same GameObject can have different positions, because of course they can.
Started to get back into the groove with Unity! Development for the last few months happened exclusively in LibreOffice Writer, which is frustrating as there was nothing to show! But from today on, I can post screenshots again! #mazestalker#gamedev#undiedev#solodev#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.
In a new scene, create a cube. Give it scale 5,5,5, a transparent material, and make its BoxCollider a trigger.
Create a sphere inside the cube. Give it a RigidBody with no gravity.
Attach this script to the cube:
public class Hark : MonoBehaviour
{
private void OnCollisionStay(Collision other)
{
if (other.gameObject.name != "Ground")
{
Debug.Log(other.gameObject.name);
}
}
}
When run, shouldn't the cube detect the sphere inside it? Why doesn't it? How can I detect that?
Unity: Visual effects should be updated once per rendered frame (Update), but physics should be updated at a fixed rate (FixedUpdate), so the speed of the machine doesn't affect the speed of the game.
Version 2.3.0 of my Custom SRP project is available! It's a #unity3d#gamedev tutorial series about creating your own SRP, current making it work with the render graph API.
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.
Sometimes Unity loses track of my Xbox controllers. I suspect this happens because the controller goes to sleep to save batteries. Restarting Unity fixes the problem, but is there an easier way?
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.