I wouldn't describe it as a mess, but I wouldn't look at it for best practices either
I'm taking a look into the 3D Game Kit that Unity Just Posted, while posting anything interesting I find in this post. Christ this is taking a long time to import. 25 minutes. Assets folder is 4.5gb. Not a good start, fresh install. https://files.facepunch.com/garry/a0a0...
3D Game Kit Teardown
Well, it's peer to peer, but there's a server in the middle where everything is bounced off. So you get consistency there. It's probably less laggy feeling than having a dedicated server really, because everything you touch is clientside authoritative.
In what way?
I'm enjoying using PUN. It's pretty cheap really, and has worked well for what I'm doing. It's peer to peer, so you have to kind of design around that, but it's also quite freeing.
Ideally you'll have everything on SSD's
You can get the latest beta (3.0.2) of ProBuilder via package manager by adding "registry": "https://staging-packages.unity.com" to your Package/manifest.json
Whenever I code I bind P to the cheats, so it's always worth pressing
I always found the lightmapper to take forever
Those improved compile times are going to be awesome. It took a couple of years, but Unity seems to have gone from huge and immobile to being really agile thanks to things like these open betas, hub, and the package manager.
I can definitely look at that. I didn't implement it at the moment because I've never made a UE4 embed and know nothing about it.
Oh. You could pass it in as a string and parse it, but that might be a bit shitty for you I guess.
If you just use a UnityEvent with no arguments, and choose that function - I think you're able to pass in arguments manually?
Did they actually show the nested prefabs being used, I didn't watch it all
I actually tried RealtimeCSG the other day, and it spit a lot of errors out at me. I think I'd be more productive using it for prototyping levels.. but part of me thinks I should be spending time learning ProBuilder instead. https://www.youtube.com/watch?v=BmmhmE2czCA
That actually looks awesome
I like the idea of this more too. More Hammer like I think. ProBuilder has the ability to remove all the probuilder components and shit when you build the game. Wonder if this is the same?
I always wondered.. was the HTML panel shit in Steamworks meant to provide this kind of stuff? I've never known anyone use it.. maybe they use it for their motd's?
The scoreboard isn't secure on purpose. I could obfuscate it, but it'd eventually get cracked. The only way to "secure" it is to bind to accounts, then ban accounts that are putting in fake scores.
Survived 4 waves.. then it really ramped up. Pretty smooth though, no issues found (apart from the upside down arms )
Yeah the aimer uses a ray trace, should be using a sphere trace. I wasn’t sure whether the aimer should be 100% accurate.
What version of Unity did you build it with?
Updated it again with some graphical tweaks, but i'm done with this now. Gonna pivot it into something else.
Here's a video I made for twitter
Description Top down golf game, need to collect the YELLOW to unlock the next room. Need to collect the PINK to add new moves. Controls Grab and pull with left mouse button to launch ball. Right mouse to move camera.
Surprised it even runs on mobile
- I hadn't pushed it, was still working on it - but seems to work now
This works by building a webgl build in Unity, then zipping up the "build" folder, and uploading the zip.
Unity Embed Test
Google Material GoogleMaterial.colors