I was following a tutorial on how to create a dialogue Box in Unity, and in one part of the tutorial the tutor imports
UnityEngine.UI and creates an object of type
Text, but my version of Unity is 2019.3.5f1 and I learned through searching a bit online that this
UnityEngine.UI doesn’t exist anymore in this version, and that it was replaced with
UnityEngine.UIElements, and this
Text type doesn’t exist anymore as well.
I couldn’t find a replacement for
Text or what is the new nomenclature, nothing from trying stuff that popped in the auto complete or searching for answers in the Internet gave me answers. Maybe I just searched poorly, but if anyone happens to know, could you kindly answer?
I’m programming on a game that relies on a database for a lot of the creatures and items in the game (think Pokémon). Currently, we have a Google Sheet that the designers are making. They will be using it to populate all of the items necessary for the game, so it acts as a ‘source of truth’. However, to translate this into the database (SQLite) we’ll need to write some code to pull the data, format it and put it into the database. The maintenance of this will also be pretty annoying, as we already need to maintain the database schema and the code representation (Unity C#).
Before writing this code I’m exploring other options. I’ve looked into Microsoft Access (and similar programs) but they seem to be geared towards making applications now and don’t have much in the way of SQLite integration. I’m leaning towards using a visualiser tool like DB Browser for SQLite or SQLiteStudio, but the lack of cloud syncing might mean a janky solution with Google Drive or AWS.
I’m looking for a solution/tool that:
- will be accessible for game designers (who have little to no SQL experience, but willing to learn)
- will keep changes between designers synced
- will be easy to manage and maintain for the codebase and SQLite database.
Is there anything out there that does this? I realise some compromises will have to be made for both areas but has anyone had experience with this?
I am a new game dev, and would like to make a launcher for my games. All my games would be in ONE launcher, and it’d be similar to the Minecraft Launcher. I wanna do it for free too.
The main reason I wanna do it is to update my games. I don’t have a file server, so the files would be on Google Drive.
Everywhere I read says I should fix the time step of my physics simulation, and interpolate the result to the actual frame rate of my graphics. This helps with simplicity, networking, reproducibility, numerical stability, etc.
But as I understand it, fixed time step guarantees between 1 and 2 Δt of input lag, because you have to calculate one step ahead in order to interpolate. If I use 90 Hz physics, it gives me an input lag of about 17 ms, on average.
Since I often see gaming enthusiasts talking about 1 ms input lag, 1 ms delay, and how that makes a difference, I wonder how fast-action games does it, and how they reduce the input lag using fixed time step.
Or they don’t, and 1 ms delay is just marketing mumbo jumbo?
There is functionality to access GPS data in Unity 3D. So, is there any way to use that functionality to calculate distance traveled by player/user in real-world?
I have a vehicle rig that is a skeletal mesh that imports fine in to unreal but I was wondering how to use a mesh for collision on it. Normally you can just name the collision mesh with UCX_ in front of the name to do it but with skeletal meshes it makes you use a system called phat and I only see cubes/spheres/capsules for collision with that.
Inspired by the recently released Spelunky 2, I’ve been making Spelunky clone from scratch using Monogame for gamedev coding practice.
I’ve successfully coded the basic platforming mechanics: terrain collision solving, gravity, running and jumping, even having the camera pan up or down after pressing those buttons for a half-second.
The next thing I am trying to implement is edge-hanging. Getting the basic case of hanging after falling onto an edge in the right way was easy enough. I basically just checked for the right conditions and added a boolean in my player class for whether the player is hanging, which prevents left/right motion and keeps the player from falling when it’s true.
My question is: how can I implement the edge-rolling mechanism, where you can roll over edges into an edge-hang by pressing down as you walk off? I don’t understand what extra information I need to store or how to smoothly transition the player from being halfway on the edge to hanging off of the edge one block lower.
Right now the player just kind of falls away from the edge after walking off, as you would expect with the basic mechanics so far.
Any advice is appreciated! Thanks for your time.
I’ve modeled interior polygons but for some reason they do not show up in Unity. I’ve tried changing import settings for normals to both calculate and import… How do you have a tshirt’s interior poly show up?
Both the editor and the game seem to lack anti-aliasing even though quality is set to Ultra.
I chose the "3D" project template when I created the project, so I am using the build-in render pipeline.
I am in the process of recording dialogue via FaceCapX and an animation recorder script that checks for changes between frames and if there is one it saves the value of 52 blend shapes, as well as head transform rotation and position.
To my limited understanding, the file should be containing something like (int) frame + (double) blend shape value per frame.? Which would lead to something like:
in byte: 4 + (8 * 52 blend shapes) * 60 frames per second * 60 seconds = 1,497 MB per minute.
Anyway, I end up with 18 MB for roughly 15 seconds of recording.
What is missing in my calculation? Is there a bug in unity .anims?