so good 🥰❄❄️❄️❄️
Posts by thomas "noio" 🏔️ vandenberg
I see!
Okay yeah,
I was caching some stuff on a ScriptableObject, expecting that to be reset on a recompile, at least!
Oh! Hah. They seemed like such a perfect match!
Backpack girl hiking in jungle!
what are you working on?
does this relate to backpack-girl?
i'm hooked!
the fact that it's so worn out..
also shows you they're designing shoes to just not last as long..
it's a vicious cycle of consumers replacing shoes ever faster, based on quality and fashion, and them responding by designing shorter-lasting shoes..
yup
exactly!
not saying it's impossible it just seems inherent to the way it works to always write more text/code.. it's a language *generator*, after all,
🤗
ahh I see!
it bakes to a texture and it also auto UV maps that texture onto your water geometry? Or is the texture always in world space (top down)?
Or do you supply your own water surface geometry that is already UV mapped?
I should!
(hard tho because the black lines are just supposed to be a "shade" of the main color yadda yadda technical stuff)
ah haha, that's not even the bug 😬
that's just the skybox reflection!
I was talking about the colors of the car with the black stripes.. the palette is all messed up..
this coloring is another bug it pains me to fix..
I’m not worried about texture space cause it’s all pixel art!
And hand paintings gets annoying for if you DO want symmetry. Then you have to carefully paint both sides the same..
But in the end I often end up un-mirroring to add dirt grime etc..
The edge foam is also generated in shader based on data baked into mesh :)
All textures are repeating (tiling) normal waves / noise textures
It’s only repeating textures there’s not really a “texture space”
Mostly shader / texture. But it’s on a grid of 0.5m squares so I can do some height waves too
It needs some asymmetric details :)
re-unwrapping this guy
it was mirrored before (both geometry and UV map)
and i need to undo that.
it's a hassle! But I think I can save the texturing..
i was already baking the actual depth of the water into the water mesh.
So it was easy to create this debug view, showing us how deadly deep the water is!
Super handy for level design!
(whether you can cross safely, only with a snorkel, or not at all!)
Yeah, hahah ! I scheduled this a while back for posting so it’s been a while.
But actually I can just search the codebase for
[NonSerialized] private XYZ…
and I probably left a comment there as well! Will do that soon! ☺️
It really is
Fixed a bug by primarily deleting code.
AI would just *never, ever* do this. It always solves every problem by writing _more_ code.
Yeah I’m now also trying to recall how I ran into it…
Maybe I changed a private field on a Prefab or SO, and I *expected* it to be 5 again but it was some other value?!
Or! Probably a scene component? Whose value I changed in Edit mode and Unity serialized that change?
Racking my brain haha
wait.. WHAT?!
this cost me a good 45 min of debugging.
not realizing why my private fields were not being reset (on a full reload + recompile!!)
We had that for about a year, but this new method is far superior. Repositioning the camera to “guess” where the car will end up results in far too many “tumble off the cliff right after spawn” spawns 😬
being able to pop into a level at an exact location is so important and so common,
you NEED a button for it.
😫
and a purpose!