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  1. But from a cursory glance if I understand correctly you're doing a lot of expensive methods like get component when those could be cached

  2. Actually these days, GetComponent is cached internally, it will not show up as a problem in profile traces anymore.

  3. The only thing that bothers me when I see it on screen is when characters will knock 2 troopers’ heads together to knock them out. Are the helmets a joke to you, Star Wars??

  4. Andor during the riot, one guy headbutts a stormtrooper. That was probably the low point of Andor for me. Like...one guy without a helmet, headbutts another guy with a helmet. And the guy with the helmet is the one who gets hurt?

  5. That's something I've considered but now that I've worked in a corporate environment I long for the creative freedom of small indie studio vibes.

  6. It can be totally worth it to see what a professional codebase looks like.

  7. Hmm, I haven't seen the physics give up like that, my only experience with this method is that there was a roguelike that wrote an article on GameDeveloper/Gamasutra where they would spawn all their rooms, give them physics colliders to solve having rooms spawn on top of rooms, then it would wait a bit for physics to solve interpenetrations, disable all the collisions, and create corridors to all the rooms.

  8. Yeah, that's along the lines of what I'd been planning, as I've started working on it though I've realized I'm not really going to have time to sit around and wait for the physics to finish solving for leaf position, at least not if it's something you can't dramatically speed up, so I may need to end up taking a more heuristic approach in the end.

  9. You could try messing with the physics fixedupdate rate. I think there are also ways to run physics islands at separate rates.

  10. Aw thanks for the callout, and now I need to look up Reeds-Shepp curves, as I don't think I've heard of them before!

  11. Interesting point bringing up the Relic RTS games (Dawn of War for example)

  12. I imagine it's very similar. There is a fairly old talk that someone at Relic did that that describes how they did things.

  13. No shower in between seems more of a red flag than anything else 😂

  14. Literally, if any of his partners were on their period.

  15. Counter-strike does not have large levels, and yet has sniper rifles. This seems like a non-issue?

  16. It can be jarring, especially if the character is an irredeemable jackhole. I bounced off Final Fantasy 8 back in the day, and part of it was the main protagonist just randomly being an ass. (The game had other flaws as well, but this ain't the thread to dive into that)

  17. I tested this somewhat year ago, performance similar, if not worse in certain situations.

  18. Yeah, URP perf on Hololens was awful for quite some time, we only recently switched. But now it's not too bad, and we can get 60 fps if we tweak the settings the right way.

  19. They both have perf constraints, and there is a lot of cross over, but there are also different problem sets. Web often has to deal with very large collections of data. While in Unity I'm often iterating over much smaller sets of data, but on a much more limited timeframe, on Quest I have less than 16ms per frame.

  20. Oh yeah, the number of times we've added a new shader, but during build review we end up finding out it only renders in one eye.

  21. It's funny because Unity from eight years ago is so vastly different from Unity now. There would be some carryover, but like, someone with half as much experience would probably have the same amount of relevant Unity knowledge.

  22. I'm kind of in the target audience since I'm a big fan of Final Fantasy Tactics Advance. Looking at the trailer, it may help you to know, the promise of being able to "collect over 100 items" and "inventory management" doesn't fill me with an insatiable desire to learn more.

  23. Same, "Over 100 items" isn't interesting. That means nothing. Do they do wacky things? Because having an item that does +1% damage does not make for an exciting game, while, "Transforms enemy into random undead creature" is going to have me thinking of ways to use said item.

  24. So the main thing that stuck out for me in your trailer, your walk animations are painfully slow. The time it takes for characters to move from one tile to their destination is far too long for a strategy game where I would be moving characters nearly every turn.

  25. Artists generally tend to pick unreal why programmers tend to use unity. I guess thats why many tripple A graphical blockbusters are mind blowing graphic wise but tend to severely lack gameplay wise and unity games usually are less impressive visually but offer deeper / more gameplay.

  26. I would say it's more why some of the best looking indie games for their time were actually really shallow in their gameplay. That mecha fps game game that got a lot of buzz, but the actual gameplay was a snoozefest, for example.

  27. I'm over 40, and playing Marvel Snap? So, yes, us olds do.

  28. Thanks dude! That’s a great start, I’ll have to use occlusion to disable the expensive rendering stuff when possible. Its impressive that you could render 150+ zombies at once! I must be doing something wrong.. gonna dig deeper.

  29. It felt a lot like playing Unreal Tournament, but with very accurate to the real life versions of Nerf guns. It was brightly colored and not violent. At least no blood/gore type violence, beyond the 'thwok thwok thwok' noises of shooting nerf guns rapidfire.

  30. Nice! Kinda makes me think of water guns now. It’d be cool to have a pool/beach or whatever. Maybe could utilize the bodies of water as a “floor is lava” ordeal. Have water balloons, sprinklers, water hoses etc.

  31. That could be lots of fun, could have 'wounded' opponents leave small puddles behind as they move. And refill stations could be anywhere, universal ammo would really make sense in a game like that too.

  32. Take a look at Infested Planet, single player RTS with a small force. It had a very novel set of mechanics. Resources were static, you got more resources by capturing nodes, the more nodes you had, the more total force you could have in play at once. When something died, you could replace it back up to that total. So it was easy to swap on the fly to change your force layout to stop the aliens, but the aliens would evolve and grow stronger over time.

  33. You can also try crossing it out, putting your initials there, and returning it =)

  34. Neat, solves the issue that camera hand tracking systems have were they just sort of guess were your finger is if it can't see it. (Which to be fair, mostly works, but I can see it guessing wrong in many situations, especially for people trying to press buttons with a straight press of the hand)

  35. You need to be careful when using addressables with SO becuase each bundle that contains a reference to the SO will create its own unique version of that SO. if you change any values at runtime of one of them the others won't get it. You also couldn't compare an SO with the same SO of a different bundle cause they would be counted as different classes / objects.

  36. Yup, that definitely bit us in the ass. And you can get hit with this even if you don't have addressables but use one of the scene loading APIs. (I can't remember which one it was that hit us) Along with having to do some editor only coding to make them work as singletons...and debugging the difference between the in editor behavior and runtime behavior was a real pain point.

  37. the thing is they're only ever could possibly be useful in very small projects. but as soon as you start to have SOs like InitGameState and RuntimeGameState , your project will become a hell to maintain and extend.

  38. I've done it on some medium sized projects. It's actually pretty nice compared to Singletons or code based systems, in that you can immediately tell when looking at a script in editor what external SOs it's referencing. And it can do cross scene referencing. Most of our usage was with shared properties, similar to Photon's RoomProperties.

  39. With floats you can set the value, but once you do any math on it, you're not going to get any guarantees on equality. IE if you set a matrix4x4 to identity, and check that it's == to identity, it will work, but if you do some math, and like transform and then invert the transform, you might not get identity.

  40. “Premature optimization is the root of all evil” — Donald Knuth. True 50 years ago. Still true today.

  41. I hate this quote, because it's used as an excuse to be lazy. What Knuth was against was people over optimizing code to the point where it's more complex and harder to maintain and understand.

  42. Nope not sarcasm, I don't do that for many reasons unless it is absolutely required.

  43. I am on the fence. I like being able to give designers the ability to re-assign values in the editor without having to muck with scripts. But ugh, Unity search, git history on prefab changes are very much lacking.

  44. As said pretty much every networking solution can do this. That is, unless the physics actually are networked then realistically your only battle tested choices are Fish-Networking free, or Fusion paid.

  45. Supposedly the latest greatest Unity Networking has physics on it, though I have not mucked with their stuff at all beyond the low level transport layer.

  46. They might have something of a 'NetworkRigidbody' but they do not have CSP physics. In other words, forces and collisions do not apply correctly in Unitys netcode because they lack the fundamentals of CSP.

  47. Thanks for the feedback! I'll probably change the cursor then. I'm still testing the screen shake so I'll try that, thanks.

  48. I'd also animate the cursor when the person clicks, gives them more immediate feedback.

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