@ciro@mastodon.gamedev.place
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ciro

@ciro@mastodon.gamedev.place

Game designer/coder, full-time meme.
Now at https://mastodon.gamedev.place/@coherenceio. In the past :unity: Unity (making Gigaya, Open Projects, Unity Playground) and before that, an indie with Slybots: Frantic Zone, UFHO2

For non-gamedev stuff: https://mastodon.social/@cirooo

He/him/lui/'iss 🇮🇹

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ciro, to gamedev
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A new version of my asset Scene Notes, 1.1.0, has just been published! 📝

  • This update adds the ability to add comments to notes, for a simple conversation with teammates!
  • Notes now also display the author, and the created/modified date.

https://assetstore.unity.com/packages/tools/level-design/scene-notes-tasks-issues-annotations-275627

#unity3d #assetstore #gamedev

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ciro, to random
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I've been switching more and more apps and websites to the bright UI. The legibility is so much better!
Sadly though, it seems like many designers are putting less effort in the bright UIs than they put in the dark ones (this is quite evident in Unity).

ciro,
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@aras one reason, maybe the only good reason to use dark mode in Unity, is to tweak colours and lights. To get a dark frame to the scene/game view.

Nifflas, to random
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I've always felt prefab overriding is volatile and weird in Unity, for the decade I've used it, I never feel comfortable overriding fields in the scene 'cause they're easy to accidentally apply when changing a prefab, or accidentally override when I didn't mean to.

But, I've never been able to come up with a satisfying solution to this. To this very day, I never, ever, override a field in a prefab in a scene.

But sometimes I really need to. Anyone ever came up with a solution to this?

ciro,
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@SudoCat Thanks for the shoutout, Robin!

@Nifflas On top of what the package already does, I will also soon add the ability to have exposed fields that you can override and Revert, but not Apply to the original asset. For extra safety. Stay tuned! :)

And let me know if you have feedback!

ciro,
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@Nifflas the asset relies on a component being added to your Prefabs. That component is automatically stripped from builds, so no impact in the executable.

Also, it doesn't mess in any way with your data, so it can be removed/re-added and there's no impact on your project (other than the fact that the Prefab(s) in question has(ve) been modified).

There's also a global switch to just disable the behaviour of the component on a global level, from Project Settings.

ciro,
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@Nifflas the only "blind spot" in all of this being what you mentioned: what if I remove the asset from the project altogether. Well, in that case you'd be left with a bunch of Prefabs with a missing script, nothing else.

Ideally, you'd either leave the asset in and you disable it (again, no impact on the build) or you remove the components from the Prefabs, then you delete the asset.

But I mean, this is the case for basically any asset that includes components ever.

ciro, to unity
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ciro,
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@bitinn thanks, I missed this one!
Don't know, I tried and tried to stop the event from propagating... but I think the original button catches it before my code stops it. But someone suggested other ways, in the thread! So I'm good.

ciro, to random
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My Unity extension "Blackbox" got a very good initial reception! ⭐️⭐️⭐️⭐️⭐️

If you fancy giving it a go, it's on initial launch discount for just a few more days!
https://assetstore.unity.com/packages/tools/utilities/black-box-prefab-encapsulation-control-overrides-274430

ciro, to unity
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This morning Unity approved one of my assets, "Blackboxing for Prefabs", just in time for day one of GDC! 😅

https://youtu.be/xv2GMUSP9u4?si=ZccGQkx5n4TyNLtm

I hope you'll find it useful! The Asset Store link is here: https://assetstore.unity.com/packages/tools/utilities/black-box-prefab-encapsulation-control-overrides-274430

#gdc24 #prefabs #unity

ciro, to random
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I have submitted an asset to the Asset Store on the 14th of January and today – after exactly 2 months – someone is taking a look at it and assigned it to themselves (see Status). Fingers crossed it will be live in a matter of hours! Go reviewer, go! I give you all my strength 💪🏻

noio, to gamedev
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added "winner takes all" blending between Terrain Add passes.

I just turned Blend Off and clip() when the Add passes don't have some heuristic max weight. That means that the Add passes don't take into account the height of earlier layers, but eh

before | after

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ciro,
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@noio really nice!

aras, to random
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Holy shit, waking up to a spambot flood. Luckily most of the spam accounts were from just several domains, so added some domain blocks, and now close to 1000 spambots should be suspended. But geez.

ciro,
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@aras Thanks for the effort! I haven't seen one single post of spam!

noio, to random
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People don't talk about game architecture enough so!

💫 How do I ID things? 💫

Let's retrace how I reinvented the wheel!

Latest when adding your first 💾 Save Game 💾 system, you will find you need to ID your object types, cuz you can't store a reference to a Prefab

🧵

ciro,
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@noio have you considered using Addressables? With them, you can retrieve the GUID of any asset at runtime. Useful for saving/loading references to assets.

Obviously requires you to pack everything into an Asset Bundle, which is not a bad idea anyways, though it requires a bit of structure.

ciro,
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@noio I have flaky memories, but this is what I remember:

You can have regular references to any asset marked as Addressables. If you do, as soon as you load the asset referencing the Addressable one, Unity will automatically load the bundle in which it lies.

ciro,
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@noio so you mean... knowing which Prefab asset a certain instance has been instanced from? To determine its type, so to speak? Its category?

ciro,
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@noio I don't think that information is stored anywhere on the instance, so yes, you'd have to save it and serialise it to a component, or something like that.

Or build an external map. That's for instance what we do at coherence, where we need this mapping: so each time you instantiate a Prefab on your side, coherence knows which Prefab to use on my side to instantiate a copy on my machine.

ciro,
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@noio the map is nothing else than a ScriptableObject with sub-objects, each representing a Prefab template.

And the component we have, the CoherenceSync, references one of these sub-object SOs as its template.

Funnily we also have built-in object-pooling, and I think the whole reasoning with keeping track of the template to be able to return an instance is very similar to what you do in your games.

ciro,
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@noio I see!
I don't know how you shipped so many games without Addressables! 🙂 Or you use Asset Bundles manually?

Tak, to random
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Yay, Unity is once again fishing for customer feedback to justify dropping linux support 🙄

ciro,
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@aras @Tak let's not forget that these people are the same that proposed, and actually brought to life, microtransactions for the Unity learn templates: https://assetstore.unity.com/microgame-add-ons/karting

Apparently they're all free now, but these used to be paid.

ciro, to random
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You would expect a sentence like this to continue with "and that's why I'm reducing my salary / stepping down..." 🙃

ciro,
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@aras well, I meant stock compensation too.

Fair enough if the guy is new, I didn't know this. He was CFO and COO for 6 years though, and President for another 6. Sure he has a stake in this?

Stocks are such an evil mechanism, by the way.

ciro,
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@aras I'm not necessarily talking money, I meant more as accountability.
For a person that's been there 16 years, I think it's not crazy to think they should pay some price for those decisions, even if it doesn't bring money to the company right away.

ciro, to gamedev
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In 2022 I read the translation of a talk by the Zelda BotW team on how they integrated task-management in the development of the game. I thought: there is nothing like this in Unity?
I decided to make one, bringing the power of @codecks_io (my fav task tool) into Unity.

It took me some time 😅 But it's finally out: https://assetstore.unity.com/packages/tools/level-design/scene-notes-integration-for-codecks-tasks-issues-annotations-259538

I hope it helps with your game development process!

#unity3d

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ciro, to random
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How do Reposts work in Mastodon? I mean, say that my post gets reposted 20 times over 3 days, a person who connects during those days sees it in their feed multiple times?

Do they see it again the next day, if someone reposts it again?

Or do you only see a post once ever, at the date when it was posted or its most recent repost?

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