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Search - "unity engine"
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interviewer: What can you tell us about the Unity 3D engine?
me: well, i can tell you that there is no such thing. the engine is called Unity. Unity3d.com is just the website. it's a good way of telling if someone doesn't know what they are talking about.
interviewer:😐....9 -
Today when showing a game that I made:
X: So you used Unity, it's so easy
Me: Yeah I mean compared to....
X: Thus since you used a game engine, I can't say your game was completly developed by you.
Me: So you are saying that since a builder didn't make bricks thus he can't claim credits on the building he made?13 -
Oh god, my first proper rant...
Ok, I am finally fucking sick of all these people shit talking game engines because some people make shitty games with them.
What does it matter what game engine someone uses, unreal engine, game maker, unity, it doesn't matter what you use.
If you think an engine is shit, make your own engine from scratch with all your code, Jesus Christ people -.-10 -
Weekend milestone finished... 27 minutes to late but finished. Mini Voxel Engine for a Game in Unity.
Did someone else finished a milestone this weekend also?
Show me your progress :D19 -
THE UNITY API IS SUCH A PILE OF UTTER FUCKING DOGSHIT I CANNOT BELIEVE IT
EVERY FUCKING TUTORIAL IS OUTDATED SINCE LIKE FOUR YEARS
THE FUCKING REFERENCE OFTEN DOESN'T EVEN LIST THE NEEDED ARGUMENTS SO HAVE TO GOOGLE AGAIN
"MOST FRIENDLY ENGINE" MY ASS
GRAAAAAHHHH
NOT TO FORGET THAT ALL EXPLAINING VIDEOS WERE MADE IN 2011 AND ALL VIDEOS ARE PLASTERED WITH ANNOTATIONS SINCE EVERYTHING IS DIFFERENT6 -
Godot
It's a very lightweight game engine with a lot of features, great community and active development.
(Unity is way too bloated for me since I only make small games as a hobby)4 -
It all started in the year 2013.
I was 13 years old back then. I was a fan of Minecraft and so I learned how to setup a bukkit server and ran it. Installing plugins was fun, because I could be a "hacker" and change the configs.
After a while, (~2014), when I was in the 9th grade of elementary school, I saw Unity. A free game engine. Of course, me being a 14 year old I was intrigued and so I downloaded it, made an account and a new project. I had absolutely ZERO knowledge of programming. Didn't even know what languages existed, so i resorted to presets and poorly put together characters + weapons.
After some time fiddling around with Unity, I've gotten a hang of the basics (not programming related).
My actual programming started when I started High School (year 2016). It's a computer engineering school and for the first part of the year, I've learned from my teacher in C# (Console.WriteLine/ReadLine/Loops/Variables). At the second semester I started to gain interest and motivation to program at home. I did the programs we made in school (random number guessing game) but better. Improved it, added colors.
After that, I started developing in Unity - Actually learning something and having the ability to develop something all by myself. It keeps driving me on. In the second year (the year I'm visiting right now) I tought myself HTML, CSS, JavaScript, jQuery, PHP. I'm very happy and also can't wait to discover and learn new things in these languages!
My latest project was an Android application for my father that he asked for (it calculated the price of the 3D print he would make).
// Sorry for the long post!
EDIT: Forgot to add a fun little detail. All my classmates make fun of me because I program so much !
Also: Tabs > Spaces8 -
What is Unity?
At first I thought it was an Ubuntu UI... Then a C# app framework like PRISM... Now it seems to be some mobile game engine?34 -
My dadddddddy, he got me a computer when i was 6/7 and i used to go on it everyday (mostly ms paint drawing the most bullshit stuff 😂 and pirating games like gta vice city 😍) and then when i turned 10 he told me about programming and he introduced me to scratch loved tht shit😍 so i started teaching my self VB.net , the regular beginner copy paste and then when i was 12 i finally learnt c# and i downloaded unity, unreal engine and cry engine and tons of others but stuck with unity and now im just waiting for school to finish so i can start to do programming with out being interrupted by homework🙄18
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Definitely Godot Engine. One of the greatest and easiest Game Engines I have ever used! Lots of great features and there are getting more and more!
The inbuilt programming language GDScript is really awesome too! It's a custom language built extra for the Engine, which makes it super easy to use and integrate! The syntax is a bit like python but better.
Because it's not as old as unity or unreal engine, it's not as feature rich. But I think that's okay. It allows you to get used to the current existing features, and then heading on to the new ones.
What I really enjoy is that, just as in this community, you can just talk with the creators of the engine. Asking questions, suggesting features and discussing things! They'll answer nearly everything!
Not to mention the graphics! They are really good and are nearly able to compete against Unity!
There's also a visual language you can use. Just like Unreal Engine Blueprints! Never tried it tho...
The scenes system is very easy to understand. You basically have a lot of "components" which you can use in each of your scenes. This also allows for making simple extensions!
All in all, a great engine! If you are a game developer I can definitely recommend trying it out!2 -
Best: Got into game modding and had tons of fun! Learned a lot about Unity engine and became very comfortable with C#.
Worst: Abandoned my social life as a result of my new obsession. Need to find the balance.1 -
Is it only me or does Unity really force people to write ugly code?
Sometimes I think to my self : " just go and write your god damn own fuckin engine"
But then I sit back and realize that I'd never finish a game that way.
Love & Hate Unity !3 -
In school we got asked 4 our future jobs. I saif: im gonna get informatician, because im already really good at it... Look, i can evem build compilers... In the break, my friend: could u program a game, dude? Me: no, im not using a graphical environnement. If i wanted to i would have to learn unity or flash or some sort of game engine He: then, ur not an informatician, and u shouldnt get one either...
(hes a windows user)3 -
I quite like Unity.
It's a good engine, BUT....
I despise doing UI in it, it's just so tedious to make everything work and show up.
In the past I didn't mind but then I learned about XAML in WPF, UWP and Xamarin. XAML works very nice with the MVVM pattern (even if you do that lazily) with the data binding.
So now I'm working on my own data binding, which is both fun and saddening (because it's not in there already)1 -
Unreal Engine SDLC:
1. Start Epic
2. Wait
3. Start Unity
4. Wait
5. Open Project
6. Wait
7. Wait more
8. a bit longer...
9. (it usually crashes here, or freezes, in which case go to 1)
10. Game opened, make modifications in C++ codes
11. Wait VS to load
12. Wait VS to parse all the file in solution
13. Make changes
14. Compile
15. Run from Unreal
16. (sometimes, go to 9)
17. Goto 9
18. 9
19. Goto 9
20. Congrats on finishing the game, and losing your patience8 -
Finally getting off my proverbial ass and doing something about the lack of games I like. Going to focus on making an engine for the kind of games I want to play.
No, I am not starting from scratch. Going to base my engine on Godot and use it for my own titles. I am not insane. Making it from scratch is too much work these days. But the indies are shifting from Unity to other engines right now. So a lot of wanted attention will be placed on better alternatives. This means more content and plugin choices will be available to Godot devs.
I kept making excuses as to how hard it will be or it will take forever. It only ended up taking me further away from what I wanted. I have my wishlist of features and I will focus on modularizing them so they can be used as needed. If it makes sense I will make these modules available to the community at Godot. This will help get feedback on what can be improved and generalized further. It will also reduce development costs in the long run. I want to take the approach that No Man's Sky has taken for content and generate as much as I can. I am fascinated by generating objects using algorithms. This seems to be a trend in games.
The struggle I have with games: I want to build things like structures in game (aka Minecraft), I want to build characters in game (aka RPGs), I also want to deform terrain (aka organic voxels), and I want a mixed genre (guns and dragons). Nothing like this exists in a form I want to pay for. I also want to be able to mod the game and for other people to be able to mod the game. That really narrows the list of games down to nothing. Sure there are few games that hit these bullet points, but not all in the same game.
I am finding I struggle to be engaged intellectually at work. I do what I have to for a paycheck. I think having a side project will help with this. One that is radically different than what I do at work is going to be helpful. I need to be realistic about expectations. I probably shouldn't expect any real progress for at least 2 to 3 years and probably more likely 5 years. I have some experience with the tool chains from other engines I have worked with. I also want something that I own and is mine. Even if it sucks.33 -
I love, love, LOVE Unity Engine!!!
Great tutorials, good documentation, helpful community, easy to understand interface...
It's all just... so beautiful.
I swear to god that I'm not shilling for them, I'm just so happy that, as a generally lazy SOB, I've been working for about 10+ hours now in one sitting, and I'm still not bored or frustrated that I don't get something.
God bless you Unity, I might actually make something outta myself...maybe...someday.8 -
I just finished designing an entire asset management pipeline and christ on a fucking pogo stick, if it isn't convoluted.
Theres a lot of game engines out there, but all of them do it a little different. They all tackle a slightly different problem, without even realizing it.
1. asset management
2. asset change management
3. behavior change management
4. data management
5. combinatorial design management.
6. Combinatorial Behavior management
7. Feature completion
ASSET MANAGEMENT is exactly what it says on the tin.
ASSET CHANGE management can be thought of handling the import, export, formatting, platform specific packing, and versioning (including forking) of an asset.
BEHAVIORAL CHANGE management is a subset of asset management, because code is a subset of assets (depending on how you define 'assets'). The oldest known example of this is commenting and uncommenting code.
Or worse, printf debugging.
This can be file versioning, basic undo services, graph management of forks and mergers, toggles for features or modules, etc.
DATA management is about anything that doesn't fall into the other categories, everything from mission text to npc dialogues, quests, location names, item stats, the works. Anything you'd be tempted to put in a database, falls under this category. Haven't yet seen many engines offer this as an explicit built in tool as of yet, because the other problems are non-trivial as is, so this is a bit of low hanging fruit that gets handled by external tools, or loaded from formats as simple as json.
COMBINATORIAL DESIGN management is the idea of prefabbing, blueprints of broader object design using nested prototypes of existing game objects, to create more complex, reusable set pieces. Unity did this well. GM does this in part.
COMBINATORIAL BEHAVIOR management is entity-component systems, plus tooling to make it easy to add, remove, and configure components and their values on entity blueprints, also not uncommon. Both stencyl and unity do this. GM has a precursor to this in the form of configurable fields, but these fields are not based on component scripts attached to objects.
FEATURE COMPLETION is that set of gameplay mechanics or styles of design that an engine naturally makes easier to include or build in a game.
I don't think I'm aiming for all that, but I think at minimum a good engine has to do asset management, behavioral change management, prefabs, and entity-component systems with management tools for that. And ideally, asset change management.8 -
Fuck Unity.
Every single time I try to use Unity to develop my well-along-in-development video game, it finds some way of fucking itself up.
Be it from somehow failing to compile a DLL - which is something completely out of my control, the inspector failing to update itself when I select a new object every five minutes, to the engine managing to fail to load its UI layout because it somehow managed to lose a file responsible for containing the layout, the Inspector forgetting to include a scrollbar and as such trying to cram a bunch of components into one area, crashing in a certain area because I tried using reflections, crashing because I tried running the game in a place that always works, all the way to the whole thing closing instantaneously when I try selecting a new layout.
My experience with using this god-forsaken configuration of code and imagery has been one of endless torment; I've spent hours lamenting about the pain this piece of utter horseshit has caused me to those who'd listen.
I don't know what I did to this thing to deserve to be shown the absolute worst of this engine for the year I've been working on my game for. I can't even take a look at its source code to see if I can piece together things I'll pick up from alien code to fix obnoxious bugs myself because you cunts have it under lock-and-key for some dumbass reason.
Even updating my install of this engine is a gamble; I remember clear-as-day updating my project from 2019.3.14 to whichever one was most recent at the time, and everything breaking. This time, I got lucky and managed to update to 2020.1.4 with no issue on the surface, except I inadvertently let in a host of other issues that somehow made the editor worse than the older one.
There's little point in even bothering to report a bug because this shit happens so randomly that I could be just working on auto-pilot and the next thing I know Unity's stupid "crash handler" rears its ugly head yet again, or you people are probably too busy adding support for platforms no sane person uses like fucking Chromebooks.
There've been times where it's crashed upwards of three times in the span of 40 minutes of light use.
How is one expected to cough up hundreds of dollars a year to use a "pro" version of this horrid editor when every session of use yields a 50/50 chance that it'll either work like it's supposed to, or break in one way or another?
It's a miracle I even managed to type all of this out in one go, I expected the website to just stop responding entirely once I got past four lines.
Do what you will with my post, I don't care.6 -
been a couple of years since I was last active here.
Source Engine still has its claws on me today - but Nii broke free and properly got into other engines and made some cool projects! We both study different stuff now.
I tried to get into Unity a couple of times now, even made a small VR grappling hook prototype once (def not nauseating). But it's hell. It's kinda sad that modern engines don't understand the needs of level designers as well as Source's Hammer. Even though Source is outdated af.
Thing is, I am more and more starting to doubt that this is what I wanna do in life. Game industry sucks. Ad industry sucks even more. I might just become a tree and produce oxygen.2 -
We use Unity in university to display the workings of algorithms.
Cus you know.. a little cross-platform 2d webgl is not enough.. we need this whole friggin engine with an IDE and its 1000 buttons and switches and need for an account and C#...2 -
So, first: I'm a bit of a perfectionist when it comes to code and love to think I know everything.
We had a group project at university and me being laid back but unknown to the other people, the "rest" of them was together with me in a group. We got to know each other and actually we were a pretty cool group. I guess "the rest" in a computer science course means you get the cool guys.^^
1/6 of us did ever code in C# and 2/6 even knows what an engine is and how unity works. I was in both sixths, got group leader somehow (if you'd know me from school. Omg. I was that one guy not knowing what went on, saying my two sentences at the presentation and took the B-.:D), so what to do to have a nice 2 weeks with them?
We did a crash course, I taught them some basics and everything.
The point is, i was hella nervous and i really get anxious if something is expected from me.
Long story short, I talked a whole week for 5-7 hours straight without real pauses and eating wayyy less a man should. Dude I was literally dead on my way home on friday evening. I felt like I would fall over any fucken second, i was all shakey, dizzy as hell, weird vision, everything. It felt like I was about to die on the spot.
I got home though, ate like 1/2 kilograms of pasta and felt myself coming back to life.:D
What to learn from this:
Keep the fuck calm, do pauses, drink and eat enough and don't rush all in for a fucken week without real rest..^^
It fucks you up and doesn't do anything good for your productivity.
We got an A btw, so in the end, all went good.(: -
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from rant import depression as fuck
from WhiskeyBottle import *
import time
while bottle.contents > 0.0 and time.datetime():
fuck.rant()
Yeah ok, this will be one of a few, but I'll try to keep it short. Damn, whiskey is not helping. Nor various smokables.
So yeah, have you ever had a dream? I consider myself a gamer the whole life, always loved creative worlds, dynamics, mechanics, plots, stuff you could and couldn't do. To the point I promised myself I'd make a game - NAH - I'll be making games in the future. You know, good games, that you come back to. Like Doom. Or those porn games.
Never went to Uni or nothing. Was born in a poor European country with Internet more broken than my soul right now. Years later, after acquiring some good hardware, learning a bunch of languages, Unity, Unreal Engine 4 and experimenting for about 10 years now with small scripts, apps and mini-games I've come to this realization.
I only made one "full" "game" in my life, and that was when I was like 16 in Klik & Play (early Game Maker). And it was shit. It was horrible, horrible shit. It literally makes you want to cry when you play it. It's 16-bit brain cancer. And it's the best I've ever published.
Now I've been through countless prototypes, none of which I've developed any further. I had ideas, plans, even made some more advanced roadmaps and dev cycles. Estimated costs, time, mechanics, gameplay hooks.
I never finish anything.
I get bored. Frustrated sometimes. There's always an improvement, something that "if I'd finish that it would be it! Screw this thing I was working on now, THAT will be worth sacrificing it." It's tiresome. I'm getting old.
And honestly, I don't know how people do it anymore. Trying to compromise those side-projects (they take all my free time which is not much) and work is just... draining. I'm losing hope. Maybe I shouldn't be allowed into the gamedev world after all. Maybe I'll just pump half-assed pieces of crap everybody will hate.
Or worse, nobody will care.7 -
Convo with me an my friend today (i purposefully left out my opinions and reactions):
Friend: i want to learn c#
Me: sounds good, but I'd go java if i were you
F: yeah but i want to do unity
M: sounds good, but I'd go with unreal engine if I were you
F: what language is unreal engine?
M: C++, but if you want to make apps, go with unity
F: yeah I want to make an android app
M: sounds good, but I'd try out renderscript if I were you
F: yeah I've used that before
M: oh really? What does it do?
F: I don't know
M: its for gpgpu because android game devs needed better performance
F: yeah I've used that
M: what does gpgpu stand for?
F: umm… i know what gpu stands for
M: okay dude, you didn't use it
F: yes I did, I made a cypher
M: dude, you didn't use it
F: yes I did!
M: what does gpgpu stand for?
F: *left*
*five minutes later*
M: *checks phone*
M: *sees text from friend*
Text from friend: dude it was general purpose gpu1 -
Ahh, Unity’s “Wheel Joint.” Who knew it had “polarity.” I spent good several f*<king hours debugging this $h!+ just to find out I just placed them backwards on a 2-D car. Instead of the joint turning the wheels, they were trying to “turn the chassis.”
This meant the chassis received an impossible force which would rip it in half in real life. Of course, this was a unity game, so what happened instead was the physics engine flipping out which sent the car into the air!
I guess it was good for some lulz, but it took way too long to debug. I guess it’s time to take a little time off of that project.3 -
What game engine would you recommend to an indie developer? The type who can't afford a fucking server to run the bloated and buggy unity editor but is actually a developer so isn't afraid of typing.
I've had enough of the improper sandboxing (will crash bc of game scripts), tempfile-based crash-unaware instance tracking (won't restart afterwards) and lack of UI scaling (seriously, that's like accessibility/retina support basics) that is the unity editor. If they had command line tools I'd use them happily.10 -
The source engine is interesting, because it has reached that stage of life where it's old enough to be remarkable-- in the sense that it could be called 'legacy', a sort of milestone in development practices and thinking, both in software, and design.
That said, a better look at it might be from the lense of *uses today*.
A lot of former source engine (SE) devs are now going to unity or unreal, I don't blame them.
But it's interesting to examine examples of games that haven't.
One such game is the freeware "No More Room In Hell". A couple online play throughs shows a wealth of well designed maps (and an even greater horde of shovelware maps, but hey, you take the good with the bad).
The age of the engine itself shows. Even in games like Left 4 Dead the engine's age can be seen. This, in some respects has been a drag, but also a blessing. Where other games could rely on their effects, shaders, and other tech, modders, map makers, and designers have had to rely on wit and creativity.
Enter "situated environments."
In an age where many people desire to travel, to go places, and have grown up doing the exact OPPOSITE, there is a great desire for variety of locations in games: not merely 'environmental' in the shallow sense of a 'theme' such as 'lava', 'tundra', etc. But in the sense of setting in general.
We want places that are both out of reach and yet familiar. Fire-fights happen in city streets. Apocalypses happen in neighborhoods where the skyline is both broken and at once something we know by sight. Open air markets, grocery stores, neighborhoods, all of these provide the back drops of popular games and series such as COD, Battlefield, The Last of Us, and yes, the example game, NMRIH.
I call this idea of 'familiar but out-of-reach level design', "situated environments", because familiarity with them, but *lack of real life experience* with them, on a day to day basis, allows people's expectations to fill in the gaps.
No one for example would argue the layouts of 7 Days To Die are familiar, but most of us don't spend all day in a junkyard or a high rise hotel.
So they *feel* familiar. Likewise with Skyrim, the villages and towns, both iconic and strange, our expectations formed by cultural inheritance, hollywood films, television shows, stories, childrens books, and yes, other games.
In a way, familiarity-without-real-in-person-experience is a shortcut for designers, one that lets them play with the player's head-space, the players subconscious idea of how a space and setting *should* work, what to *expect* out of the area, how to *operate* within the area. And the more it conforms to expectations, the more surprising an overdesigned element appears to be, rather than immersion breaking. A real life example of this is people's idea of chernobyl. When they discover the amusement park and ferris wheel they're blown away by the juxtaposition of the wasteland that surrounds them and the associations ('nostalgia' as it were) that such a carnival ride carries for many of us. It simultaneously *doesn't belong* and is yet all at once *perfectly situated in the environment*.
It is to say 'surreal', which is adjacent to the idea of *being real*, in terms of our "perception of what is and isn't plausible, if not possible."
This is at the heart of suspension of disbelief, because in essence, virtual worlds are a lie, like fiction, and good fiction violates expectations in order to tell us truths about reality. As part of our ability to differentiate bullshit from reality, there is to say an element in our bullshit detectors (doubtless evolved over many 10's of thousands of years), that is designed to not merely detect what is absurd in our limited experience, but to incorporate absurdity into everyday experience. In that sense part of our rationality is the acceptance of irrational experiences, learning from it, and discovering 'a proper place for each thing' in the "models of the world" we all carry around in our heads. Eventually we normalize the absurd, it becomes the new reality, and what remains unassimilated becomes superstition (real or otherwise), a figment, or an anomaly.
One of the best examples I've encountered is The Last of Us: Left Behind, a good chunk of which is spent in a mall. And they nailed the environment perfectly I would say.
Or for those who don't own a PS4, a more accessible example is a map in NMRIH aptly called "the museum", and few words better do it justice than to go play it yourself--that is, if you really want to know what I mean by a 'situated environment'.
What better way, during this pandemic, to get out of the news cycle and into your own head? Sometimes the best way to escape isn't outside, it's within.3 -
Sometimes lack of confidence in one area reveals oversight cockyness in stronger areas:
Set up a simple login system from Unity engine to php to mysql db, using android device ID as the login id. Set up database column to accept 32 length varchar for MD5 hashed strings, as I knew the method I was getting the android device ID was automatically being hashed that way and more or less was what I wanted anyway.
Spend 2 days wondering why it would insert the logins with 0 issue, but could never retrieve them. Due to lack of web development and PHP skills, I assumed I was screwing up the handling of mysqli_num_rows() (to check whether I was inserting or selecting in the query) or simply screwing up my SQL queries.
Rewrite the code a few times, even went back to a method I had used in the past.
Today it dawned on me that my testing machines deviceID had been getting trimmed to the 32 character limit. Turns out I didn't account for my workstations device ID to be automatically hashed like the android device id is.
For 2 days I was obtaining and sending a 40 character string to a 32 character limit varchar and blaming my lack of PHP skills........
Back to my niche I go!1 -
!rant
What is something I can complete in a week (let's say 30-40 hours) as a newbie (I made an android app, played around with engines like unity and unreal here and there, tried some c#, and I always mess around with the linux command line, my RPi, etc etc)? I'll start working in a dual-studying job ('applied CS') in 2 weeks so I'll have enough learning-without-doing to do. I just want to learn something by doing something useful (e.g. a small android app that I can put ads in or sell, or maybe provide something for free that people like. I don't want to write my own engine( that'd take very long anyways) or make a compiler because I feel that'd be kind of useless and even though it'd probably be fun, I would lack initiative.5 -
when Unreal Engine became free to use my Uni refused to install it repeatedly claiming that "no one wants to use it" although basically every student asked for it. I learned Unity instead. Dont get me wrong, Unity is great, but I still havent really got the hang of Unreal and I just cant find the time to dive in.
This is especially frustrating when I see alot of Unreal jobs in my viscinity.8 -
I want to get into game dev, but don't know which engine to choose, Unreal or Unity. Both would be free, because Unreal is free for students. I already know C++, but I think it depends more on the API than the language itself. Maybe I would like to create games for Android too.
Which one would you recommend? Any experience?6 -
Question for those that switched from Web, Mobile Apps development, Full-stack development to Game development after a year or more:
- Do you regret the change?
- What Game engine do you use?
- What Programming language do you use?question frontend full stack unreal engine javascript apps web mobile unity game engine backend games4 -
Spent 2 hours wondering why Unity Engine sees my 2 joysticks as Joystick 1 and Joystick 5 (or 6 depending on a UBS port).
Turns out, for some reason, Unity remembers ALL the ports that were ever used (even with the usb extender). That's documented...exactly nowhere. Ok, at least I figured that out, but what am I gonna do about it? Nothing, there's no way to change the order.
So after a quick nervous breakdown, and a cigarette break, I decided to build and run the game, just to see how it looks, and...what's this?
Everything's working! Unity removes all the joysticks from it's array and puts only active ones in the right order and that too is documented...NOWHERE!
Ugh... Unity I still love you, but god damn, GET YOUR SHIT TOGETHER!!!
Needless to say, this day is an emotional roller coaster.1 -
I didn't know why I didn't ever told it:
I did a few multiplayer projects in Unity 4 Engine (beloved old multiplayer) and I wanted to create a custom dedicated server within the Unity engine.
I created a new project and started programming. The clients even connected to the server but I couldn't figure out how to sync the world's because the blocks the world was made of existed in both projects,but had different IDs (didn't knew there were IDs).
After a bit of googling I found out that it isn't possible to sync these projects. Tired of myself giving up I tried a different route and found out that these IDs would sync of you exported them as asset pack. So I did!
And it worked ❤️❤️❤️❤️
So I could have a less power heavy dedicated within the unity engine.
(PS: I knew I just could made a server in C# or so with sockets and what ever, but 12 year old me doesn't knew sockets) -
Why the hell is Unity so bad at Linux, I just created a new project and it crashed everytime. Now I’m using Godot Engine, good things open source and stable.7
-
Just realised I had been gifted a tonne of Udemy courses covering Unity 2D and 3D, Unreal Engine, android studio etc...
Well... Know what I'll be doing over a few weeks!2 -
Finally back at the HQ and away from Offsite Hell after 18 months!!!!!!!!!!!! Real internet! Coffee on tap! Community of practice meetings! COOODDDEEEE!!!! Also back to devrant. Goodbye Indian devs from hell, j/k they still suck life out of my day with their deprecated ways.
Side note:
Switched to Unreal Engine from Unity recently and my god it is amazing! I definitely prefer being able to use C# with unity vs c++ with unreal but the blueprint system is a great visual programming system.
Unit testing is my new side chick. She wants me to leave my wife; I'm considering it.
Unrelated: Read Dead Redemption 2 is amazing.1 -
v0.0005a (alpha)
- class support added to lua thanks to yonaba.
- rkUIs class created
- new panel class
- added drawing code for panel
- fixed bug where some sides of the UI's border were failing to drawing (line rendering quark)
v0.0014a (alpha) 11.30.2023 (~2 hours)
- successfully retrieving basic data from save folder, load text into lua from files
- added 'props' property to Entity class
- added a props table to control what gets serialized and what doesn't
- added a save() base method for instances (has to be overridden to be useful beyond the basics)
- moved the lume.serialize() call into the :save() method on the base entity class itself
- serialized and successfully saved an entities property table.
- fixed deserializion bugs involving wrong indexes (savedata[1] not savedata[2])
- moved deserialization from temp code, into line loading loop itself (assuming each item is on one line)
- deser'd test data, and init()'d new player Entity using the freshly-loaded data, and displayed the entity sprite
All in all not a bad session. Understanding filing handling and how to interact with the directory system was the biggest hurdle I was worried about for building my tools.
Next steps will be defining some basic UI elements (with overridable draw code), and then loading and initializing the UI from lua or json.
New projects can be set as subfolders folders in appdata, using 'Setidentity("appname/projectname") to keep things clean.
I'm not even dreading writing basic syntax highlighting!
Idea is to dogfood the whole process. UI is in-engine rendered just like you might see with godot, unity, or gamemaker, that way I have maximum flexibility to style it the way I want. I'm familiar enough with constructing from polygons, on top of stenciling, on top of nine-slicing, on top of existing tweening and special effects, that I can achieve exactly what I want.
Idea is to build a really well managed asset pipeline. Stencyl, as 'crappy' as it appeared, and 'for education' was a master class in how to do things the correct way, it was just horribly bloated while doing it.
Logical tilesets that you import, can rearrange through drag-n-drop, assign custom tile shapes to, physics materials, collisions groups, name, add tag data to, all in one editor? Yes please.
Every other 2D editor is basic-bitch, has you importing images, and at most generates different scales and does the slicing for you.
Code editor? Everything behavior was in a component, with custom fields. All your code goes into a list of events, which you can toggle on and off with a proper toggle button, so you can explicitly experiment, instead of commenting shit out (yes git is better, but we're talking solo amateurs here, they're not gonna be using git out the gate unless they already know what they're doing).
Components all have an image assignable to identify them, along with a description field, and they're arranged in a 2d grid for easy browsing, copying, modifying.
The physics shape editor, the animation editor, the map editor, all of it was so bare bones and yet had things others didn't.
I want that, except without the historic ties to flash, without the overhead of java, and with sexier fucking in-engine rendering of the UI and support for modding and in-engine custom tools.
Not really doing it for anyone except myself, and doubt I'll get very far, but since I dropped looking for easy solutions, I've just been powering through all the areas I don't understand and doing the work.
I rediscovered my love of programming after 3-4 years of learning to hate it, and things are looking up.2 -
Today I found out that my favorite indie game, CrossCode was built using ImpactJS, a javascript/html5 canvas based game engine/library/framework/tumamaencuerada and I was fascinated by it.
The game is absolutely beautiful, plays and works great, badass story mode and combat design. all powered by web tech. I am honestly amazed, I was always under the impression that something like Unity was used to build it.
Gives a bit of hope11 -
First post here...Here's a funny thing that happened to me yesterday. I'm with my friend, we're both taking a break from school, and he comes up to me and mentions how he wants to make 3d games. Conversation goes a bit like this:
Friend: "Hey, I found this 3d model website. I'm thinking of using it for my 3d game."
He was already making a 2d game at this point, so I assumed he just gave up on it.
Me: "Well...do you have Unity?"
Friend: "Yes."
Me: "Well if you're going to make a game on there [stuff about c#]"
Friend insists he can easily make this. I tell him it would take years on end to learn C# and make a good game with it. And then he says something I never wanted to hear.
Friend: "Actually, no. You ever heard of Dani? D-A-N-I? He made a game in 2 weeks. He's actually making a new game and you should wishlist it on steam blah blah yatta yatta."
This guy believed someone else who was previously a game developer (if i recall) learned an entire programming language and engine in two weeks. He could've, but to me that seems seriously outrageous to someone who doesn't even know a smidge of programming.
He then advertised his YouTube channel and his games and brought down my arguments like "he probably had previous knowledge" completely. This guy doesn't even know where to start with C#. Really, all I could do after that was mention three.js (oh wow another JavaScript library, exciting), show him a game Google made with said library, and then said good luck...
Worst thing is, he uses Scratch to make games. And he genuinely thinks that is a real programming language.
That's it for my first post, thank you very much for reading :)6 -
[linux distro stuff]
Hey guys!
Im considerig switching to linux because:
My macbook does not support mojave and the new ones are expensive af.
Windows 10 is bloated and not a great user experience(removing stuff from the control panel and adding it to the very stripped down settings app, privacy etc..).
I love open source software
However i did not used linux for a long time, back then i used ubuntu and SUSE.
My considerations:
Debian - because .deb on them haters
OpenSUSE - because i used it in the past and it seemed very stable and fast
Arch - i heard from a lot of sources that it’s “da best”
My use case is game development and 3D modeling. I use gimp, blender vscode and unity (the game engine) at work i sometimes use autodesk stuff (motionbuilder, 3ds max) because of fbx.
For audio stuff i use audacity
So overall i’m looking for a distro that is fast, lightweight, i can develop on it (mostly 3D stuff) and occasionally play some games
Anyone has experience with the mentioned distros? What distro would you use for this?6 -
The question about which I am curious is that why the Godot Engine is so fast even in low end pc for making games rather than unity and unreal engines?5
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Whenever i get bored at work i try to motivate myself, because i notice that as soon as i am less interested, i loose focus and make mistakes.
Therefore i try to keep motivation up. One thing that helps is actually TDD, because you are able to have several small subgoals, which each leave you with a feeling of achievement, when a test you wrote passed, kinda like achievements in games.
When the task itself is so boring that even TDD doesn‘t help, i try to have fun while painfully working through it. Like have a coffee break every now and then or rant with a coworker about the task.
One time a coworker and me had to create a demo in Unity and we hated the task, because it was exactly this brainless and cumbersome clicking in the Unity3D UI which felt awful to us (we are embedded developers and we find comfort in the terminal 😄)
The only thing that got us through the task was ranting at Unity and periodically goofing around in the engine and adding weird behavior to objects. -
#need_help
Dear all,
I'm trying to make a choice, a choice that won't make me regret it for the few years advanced, I'm in a dilemma, I don't know which MacBook should I get for my everyday life, I currently work as an iOS developer (Learned iOS using all kinds hackintoshes, yeah I never bought a single apple computer, yet), and always have motivation to learn new stuff (from machine learning, to web development, to making games with unity (or whatever engine), hell I even like to design stuff from time to time using Photoshop, sketch, I sometimes do video editing using premiere and after effects), and I yet have to choose which laptop to get, I got only one week to make the choice so...
Here are the options:
The new MacBook Pro 2016 (Touch Bar edition):
Pros: 'Latest' and 'greatest', have thunderbolt ports which makes it (sort of) future proof, TouchId for unlocking the laptop using a fingerprint.
Cons: You need a damn dongle everywhere, no escape key (Which I use for the autocomplete feature in Xcode), and this touch bar (Which I really have no idea if i will ever use it other than the nyan cat app for 5 minutes), plus I heard about battery issues with it (don't know if they resolved it or not), fucking huge trackpad, and no fucking MagSafe!
The previous model MacBook Pro 2015:
Pros: Ports, lots of them, small trackpad (Which you don't have to worry about your palm screwing up your work), and MagSafe! (Which I honestly don't know if it'll make any difference for my usage)
Cons: has old CPU from Haswell generation (I know that it won't feel different, it's just that I like to have parts that are the 'latest')
Now some questions, for people who have the old MacBooks and new MacBooks:
For the ones with old MacBook:
If you were given the choice to replace the old MacBook for the new one for free, would you go for it?
After all this time, how's the battery performance? is it still great from the time you bought it?
Foe the ones with new MacBook:
Does the huge-ass trackpad interfere your work day?
Do you miss magsafe to a point where you really want to throw out the new laptop and go back to previous model?
Did you get used to carry out dongles everywhere?
Did you like the TouchBar? Does it help you in your everyday work? from designing to coding to whatever, do you think that now you can't live without it?
How's the battery performance?
Is programming on it joyable? or the new keyboard and touchpad are just a meh?
Strawpoll to make it easier to vote:
http://www.strawpoll.me/12856510
In addition to that I would love that you guys detail me your experience and answer some questions that I posted above, I would be very, very grateful.2 -
To use Unity with VS you have to get Unity Build Tools as a plugin.
Alright, I'll download that.
Oh but now there's an error with connecting to unity, I need to get a newer VS and switch to the 2018 version of the engine.
Ok fine that's annoying but I guess I might as well upgrade.
Oh now there's no Intellisense? I guess I need to reload my project.
Oh what's this? Some major build error due to a missing component from Vs 2015?
This is getting stupid, fine let me install it.
Oh but to install the component you need to rerun the installer for VS, fine I'll redownload that.
Oh but apparently the installer _I JUST DOWNLOADED A FEW SECONDS AGO_ is outdated and needs to be upgraded. I can't _not_ update the installer and still install the components because that would be stupid, why would we let the developer decide what versions to use obviously they don't know what they're doing I mean it's not like they know how to use computers?
To get simple code completion, let's force developers to download an installer that then needs to be updated to install a component for this giant IDE that also requires the 2015 version of the IDE to be installed alongside a special plugin and patch designed for a specific game engine.
All this. For fucking code completion. I can't even get Intellisense to work in VSCode without fixing the issue since the C# extension in VSCode just binds to Visual Studio tools and runs the same shit with a different GUI.10 -
Anyone with game development experience? I'm thinking of doing a game development side project soon. Not expecting the best results, but games like cuphead, hollow knight and salt & sanctuary inspire me (2D platformers).
Will PyGame or LibGDX suit me fine or should I use a bigger engine like Unity or Unreal?8 -
Everything startest with HTML. I got an awesome book about HTML/CSS and I just started learning and trying out some stuff. At the beginning I got a lot of help from my father but soon I created my own websites! I setup a free webserver and after some time, I met PHP. I made tons of stuff with PHP :)
After about 1 year of creating things with PHP, I learned Javascript. And with Javascript I got into game development. I created some games but I wanted more. So I tried Unity Engine. But... well... It was hard. Then I tried Godot Engine and I finally found a game engine wich I enjoy!
I created a lot of games.
Then in 2016 I met Lua, wich is my favourite language now! (But I didn't do much with it)
Later I also met Node.js but I'm still learning :)1 -
Godot Engine - great open source alternative to Unity, powerful with basically anything you need for game dev and with great community,
VS Community and VS Code for more serious things, because they're pretty pretty powerful and extendable.
Oh and Krita is kinda cool, but I'm not much of an art guy -
Feeling over stressed, over worked and highly underpaid for all this effort. Worst of all I feel the passion leaving me for this work.
I graduated a boot camp last April and was blessed to contract part time at a startup learning how to work in the unity game engine. The team is two other guys, both super smart snd been working in this field for a long time. Since then I’ve added personal projects, finished a data structures and algorithms course and started the Leet code grind. I told this startup that I’d start looking for full time employee positions soon and they understand. They couldn’t offer me much money, or stock options, just experience they said. I feel like I’ve basically been grinding 24/7 since May. I’m going to run out of money soon and it’s all starting to take a toll on my body and mind. I never really sit on the couch or watch something anymore because I feel I should be doing something productive. This just makes me feel like everything I’m doing is meaningless and without impact. I feel like a wheel turning endlessly in sand and not moving forward. I even feel it zapping my passion for developing.
I just can’t help but feel that I’m burning out here. I have a new experimental feature to do for the startup and the amount of things to learn seems overwhelming. Especially with Leet code and interviews coming up. The two other devs on the team are extremely busy as this is a part time endeavor for everyone. I’m also in a relationship I started to feel detached from which causes it’s own stress. I love VR and AR which is why I chose this startup to learn Unity. Now I just feel like I’m dividing my efforts too much. I’m shitty at unity and also less good at web dev than I would have been if I focused on it purely after boot camp grad. On the plus side I will say I’m doing what I want. I just can’t help but feel like that damn tire in the sand turning without traction. And I feel the patience in me for self learning the basics and iteration over a complex project is waning. Without patience the learning is rushed and I don’t learn shit. I also make dumb mistake and “hope” I don’t run into errors. I feel I’m just trying to bang it out for the startup instead of use it learn cool shit. Anyways it feels good to rant. I can’t wait for a full time job, established work hours, and decent pay so I can live life and have off time.
I assume wherever I go I’ll always be in a spot where I need to figure how to get xyz done with minimal help or oversight. I just would like to be paid for it.8 -
I find it odd that I've gone from primarily doing c++ and c# in Unity in the first year to doing blueprints in unreal in the second year. I have nothing too much against blueprints (except for the crappy, broken engine it's a part of but that's for another rant), but blueprints to me seems like the dummies guide book you read before going to the challenging stuff later on when it comes to programing. I just find it a bit backwards they'd introduce that after the challenging stuff.1
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Any game devs here?
If so what engine do you use.
Currently I make from scratch and I'm looking to expand to 3D games. Unity seems like a good choice. (Platform: Windows, C# or Java)7 -
My parents showed me how to play "Spy Hunter" on their Pentium III Windows 98 machine when I was 2, and I started installing games. Fast-forward to elementary school there was a game design afterschool class where we learned to use "Scratch" to drag-n-drop pieces of code used for animating and creating games. I wanted to do "real coding" so I got an internship at a local company, learned HTML, Java, JavaScript, and Python. Now, I'm developing games in Unity engine, and making mods on SourcePawn. The consumer is becoming a creator.
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Hi, I'm a full stack developer. I want, with a friend of mine, to develop a multi platform mobile game. It will have online matches, a scoreboard, a shop. Something like "clash of clans" or any other online game.
I read about unity, phaser, unreal engine and many others technologies I have never used ... But I don't know which one to choose and start learning. Do you have any advice? Any articles, guide about game dev? Someone who was in my situation has suggestions, or just tell his story?1 -
Is anyone able to recommend a decent game engine that has an editor for Linux?
I've had a look at Defold and considered Unity but neither of them have usable UI's on Elementary OS.
Just looking for something to keeo me occupied till I can actually begin work on my custom engine...8 -
Fuck.
I've just seen work offer in my city for junior unity developer. I'd love to work as a game dev (and currently am finishing my first "real" game in this engine) but I feel too anxious to send my CV.
Also for some weird reason I feel attachment and loyalty to my current employer, even though I'm more often pissed about working there than not. Stockholm Syndrome?3 -
Unity Engine lures you into trying it out with its simple starting Tools.
But once you realize this is just a fassade - it's too late and the trap got you.
You're now in limbo of to simple code which isn't compatible with the more complicated features!
Oh you try to fix this bug here? Let me suggest you 6 year old solutions from Unity Version that are not supported anymore!
Sorry just have to say it: Unity is big pile of sh*t! I don't know who had the idea of making this frankenstein-monster!
Just to consider thinking not only making one monster - NO!
Lets do a whole bunch of iterations and versions of this monster and yes you guessed it: they are not compatible to each other!1 -
Why TF does unity use mesh renderers for generating navmeshes? In what possible situation would that be a usefull?
Why would it chose to bug out on the complex visual geometry instead of using the finely crafted low-poly clipping layer? In what situation is that a good idea? Why would the AI need to collide with different things than the player? (IMHO NavMeshAgent should depend on CharacterController or Rigidbody)
I feel like so many features in Unity are potentially very nice but don't work well together or have WTF design elements like this one. Like custom shaders not being able to alter the result after the lights have been added together, and the undocumented finalgbuffer:ColorFunction function. Or a million other tiny things that make me wish I was smart enough to build my own engine.
/rant2 -
THANKS UNITY FOR FUCKING CRASHING ON EVERY STARTUP!!
I have a big problem my Unity Engine Editor crashes on startup with an error never seen in the forum's! GOOD TO HAVE THANKS.... I really needed to work this weekend on my game but noooooo 😑😑😑 if the support can't help me I'm quit Unity and start working with C++ !
"Error: initializing license system"
OH FUCK OFF2 -
Visual Studio is a fucking shitheap of an IDE and everyone who worked on it should be fucking incinerated.
I've been trying to get Unity to build my game for about a fucking hour and a half now, only to realize that it was a warning from a script that was causing it to fall flat on it's face.
So I deleted the script because it was a shitty script anyways, not much was being lost here, and I started building the game, and lo and behold, it was actually fucking doing something.
I went to go get a drink, only to come back to see that this stupid fucking engine gave me yet ANOTHER error that wasn't even from a script anywhere in my game's files.
It was fucking Visual Studio. It didn't even give me that concise of a fucking error, just "this file doesn't exist" or whatever hypercomplex bullshit it spat out at me.
So, I took to google, and found that I should open the solution file hidden within the uncompleted build, and upon doing so Visual Studio told me it needed to install some more shit in order to do so.
I decided to let it do it's thing, and you wanna know what the real kicker is?
I started writing this rant when it was at 25%.
I had started talking to my friend about how absolutely fucking garbage and slow this IDE is at around the point where it started downloading. It took fifteen fucking minutes for it to get to 25%.
I could uninstall and reinstall both Destiny 2 and Killing Floor 2, twice, in the time takes for this shitty fucking program to install its tumor of an update onto my system.
FUCK Visual Studio.
Fuck the person who conceived the idea of it.
And fuck every single person who supports it.
Every single person that thinks this fucking anathema of an IDE was a good idea should be incinerated.12 -
I guess I'll just die.
Using unity for a commission project:
Have a CCG-like setup, the cards inherit from Scriptable object, need to serialize a card inventory for the sake of persistence.
Attempt 1: XML serialization: get fucked, can't serialize dictionaries (what the hell)
Attempt 2: using data representation of the dictionary contents: get fucked, can't serialize Scriptable objects because they have to be handled by the engine...
Well okay, what if I use a Scriptable object to keep a persistent dictionary?
Attempt 3: Scriptable object with dictionary: get fucked, the dictionary didn't persist
Well now I'm starting to lose it, I've tried so many things, XML, Binary and JSon serialization, Scriptable objects, data representations, I'm really running out of ideas. I can only think of one more option: throw the Card objects into a Resources folder, an build a set of comma delimited strings to serialize. This is stupid.
Fuck Unity. Shit like this is why I'm making my own engine. Every week I find some new peeve, some new way that unity is full of redundancy and poor design, architectural flaws and workflow deficiencies. I don't know how much more of this I can take.2 -
Trying to learn some C# with graphical interface, thinking on doing pacman, snake, breakout or some other game but don't want to use an engine like unity.
Windows forms is windows exclusive so i was trying to learn something cross platform. Since i'm using linux and vscode, disk space 8s not a privilege i have access to... (lazy)
Any good reference/tutorials/advices on where to start?7 -
Question for those who are into mobile game dev: unity is still a shitshow or they just quit the idea of charging for each install ? Trying to choose a game engine and I have no f clue what to choose for a 2.5d platformer13