))) ๐ฐ
Posts by Linus
[UnityTest] public IEnumerator Customer_RunsThroughEmptyStore_WithoutFindingItem() => UniTaskUtil.ToCoroutine( async () => { var factory = container.Resolve<PersonBuyingStuffFactory>(); var item = container.Resolve<ItemDefinitionList>().GetRandomItem(); var person = factory.Create(wantedItem: item); await UniTask .WaitUntilCanceled(person.destroyCancellationToken) .Timeout(Timeout); }, e => Assert.Fail(e.Message, e));
Also loving using UniTask which makes play mode tests super easy to write with async patterns. This is just a dummy test but the potential is clear!
Spent some time setting up edit and play mode tests in #unity. I'm really happy using VContainer which made getting the tests workign was a breeze ๐ VContainer's had a bit of a learning curve, but I find iterating has become much easier #gamedev
How has your experience been with VContainer since? :)
Grid of black-and-white stick figure icons illustrating various actions and hazards, such as running, jumping, falling, lasers, and being struck by objects.
These remind me a tiny bit of the Portal test chamber icons :p
I had never really used Rx before either - had barely touched Kotlin flow, so this is fairly new to me. But I've started using R3 (and before that, UniTask, by the same author) for my gamedev project and I love it! Its integration with Unity is great
I hadn't really been using "reactive" patterns, until a few weeks ago, but recently I've started falling in love with R3. Being able to push and "compose" state feels so natural. I highly recommend reading the author's post about why he created it to "replace" Rx neuecc.medium.com/r3-a-new-mod...
Do you have a Buy Me a Coffee or Ko-fi link? I never donate through Patreon but I'm always likely to donate with these as it's quick and easy
A handy soft normals trick I learned from the source mapping ppl and also reminded of recently by @kronok.bsky.social who seems to be making an UE mapping addon
In blender press Ctrl+Shift+R to make extra edges and RMB>Smooth. Unlike bevel it wont mess up orthogonal geo and its also easier to undo
How do the corners & edges of your cubes look so "rounded"? I want that look in Unity but the edges look perfectly sharp
Have you played Rimworld? It has a fairly interesting system of social interaction that creates fun stories and happenings in your colony. Some of it is explained on the wiki and might give some inspiration! rimworldwiki.com/wiki/Social
As an autistic person, this pisses me the fuck off. Autism doesn't make you do this. It's not an excuse in any way whatsoever. This is downright offensive.
oh my god she died
every gamedev does this at some point
Yes all objects exist in a 3D world. So even 2D games, and the current UI system, are actually 3D but rendered by an ortho camera!
You're rotating them via a shader instead of rotating the transform? I assume this is a completely 2D scene then?
Wondering because coming from Unity, even "2D" UI always has a 3D transform ๐
Here's an example for when I search "health care". First result is English wikipedia, fair, I want that. Second is the Swedish national healthcare advice line. And then other Swedish websites also close to the top. I recommend you give it another chance :)
I feel this was a frustrating problem for me when I first started using Kagi almost two years ago, but it is not a problem anymore imo. I have my region set to "Sweden" and I always get the results I'd expect. Even if I make a search in English, it will put relevant Swedish sites up top!
Oh wow those are impressive improvements then! You should post about your experience if you try out the resident drawer
why does ANYTHING exist at all? why is there a universe?
Did you use the GPU Resident Drawer to get a performance boost? If so, did you have any issues enabling it or did it "just work"? Or did simply upgrading give you performance improvements? ^^
is this the year i make a game?
no, no it is not
But I'm taking a 17 hour course on Unity DOTS and it's giving me a spark of motivation. Very different way of thinking. If nothing else, my first goal is to complete the course :)
Today was the last day of Steam Delivery Girl, and I wanted to say a final farewell! (some cheesy text down below).
Thank you everyone for the amazing response! This has been one of the most fulfilling projects of my life! ๐ฅนโจ๐
Google is required to include any search engine that meets specific criteria, such as having an app with over 5,000 installs, in the default list for Android and Chrome.
We'd love it if you install the Kagi app and help us meet the criteria! We're almost there:
play.google.com/store/apps/d...
Looks great! Do you store actual files in Obsidian? Like, what's in your Models or Videos folder? My sync method would not be happy with this haha. How much do you store here vs inside dedicated project folders?
Yepp that's me :)
Was trying to be way earlier but took a while to get an invite!
Turns out this is a known bug that won't be fixed. None of the exact posted advice worked for me, so I struggled figuring out exactly how to fix it. Needed to call both lines and in `OnNetworkSpawn` in particular! discussions.unity.com/t/interpolat...
public override void OnNetworkSpawn() { name = $"Player {NetworkObject.OwnerClientId}"; Physics.SyncTransforms(); rigidbody.interpolation = RigidbodyInterpolation.Interpolate; }
Ugh spent a week stuck on a bug where only SOMETIMES a network player object would, for some clients, spawn in world centre instead of on the instantiation location.
Turns out I had to call Physics.SyncTransforms() and set the interpolation mode *after* spawning... Very frustrating ๐ #GameDev
Love the look of the background. With the single-coloured trees and grass that fade into the background. What kind of shader is used for that?