All Questions

Filter by
Sorted by
Tagged with
0 votes
1 answer
76 views

Checking combat on the server to prevent cheating - how to keep two codebases in sync?

I'm making an idle game with semi-multiplayer. My game uses Unity as a client and as a server Unity Gaming Services (UGS) C# Cloud Code Modules with UGS Cloud Save, this server is non-persistent, ...
Pascal Claes's user avatar
1 vote
1 answer
74 views

Godot Array Reference Counting

Godot has several built-in types: Built-in types are stack-allocated. They are passed as values. This means a copy is created on each assignment or when passing them as arguments to functions. The ...
DavidT's user avatar
  • 251
0 votes
2 answers
146 views

Unity Navball x,y,z rotation axis' are not tracking main object

I am trying to figure out how to solve this issue. My navball is tracking the ship's rotation incorrectly as shown in the image. When the ship rolls (Z Axis) to the right, the navball rotates down on ...
Skittles's user avatar
  • 103
0 votes
0 answers
74 views

Stray (orphaned) nodes remain after queue_free() of their parent scene

Godot 4.2.1 I have implemented a simple scene-save system: The Savegame Autoload listens for the S key press. When S is pressed, the ...
Noideas's user avatar
  • 17
0 votes
0 answers
16 views

BehaviourDesigner Runtime Squads for new Formations

I'm struggling to make a new "Squad" at runtime from group selection to move in BehaviourDesigners Formations. The code for what I've done but this would turn this question into a novel, so.....
akaBase's user avatar
  • 121
0 votes
0 answers
56 views

SDL2 Events how to avoid monolithic control statement?

I'm using SDL2 in my game engine and I'm trying to figure out how I can prevent having a monolithic control statement like this: ...
Konjointed's user avatar
9 votes
3 answers
3k views

What is Unity's definition of time?

So I've been messing with both Avelog's Mouse Simulator and GameGuardian. Mostly out of fun, but partially out of finding weird game quarks that might be useful in a speedrun. I'm going to be writing ...
qwerty keyboard's user avatar
0 votes
0 answers
36 views

How can I either adjust or create custom text anchors for property attributes?

Following up on a previous question about aligning HeaderAttributes, I've been attempting to slightly offset my own custom header attribute so that it's either to ...
NJJ_002's user avatar
  • 47
2 votes
3 answers
217 views

Is it allowed to add a Steam achievement for joining Discord server?

Does Steam allow games to have an achievement for joining the game's or developer's Discord server?
Holly's user avatar
  • 21
1 vote
2 answers
98 views

A*, what to do about duplicate items in the min-heap, if anything?

I'm trying to implement A*. I'm storing the queue of nodes to visit in a min-heap, and I'm seeing the same node being added more than once to it (with different priority). Wikipedia's pseudocode ...
HolyBlackCat's user avatar
  • 2,035
0 votes
1 answer
37 views

How can I center-align a HeaderAttribute in a Unity custom inspector / can it be done simply?

So far, this is the only resource I've found that does what I'm looking to do (which is to center-align my inspector headers): CreatureSurvive's example script on GitHub Gist If I'm understanding ...
NJJ_002's user avatar
  • 47
0 votes
1 answer
37 views

Understanding vector2 set in Libgdx

I am trying to understand why in the following code the programmer user vector2.set() ? ...
i_o's user avatar
  • 101
0 votes
0 answers
77 views

gdExtension C++ failed to load gdexample.gdextension in Godot 4.1

I have followed the guidelines carefully on how to use gdExtension with c++ from the official site GDExtension with C++ Everything else seems okay but when I launched the Godot 4.1 editor, this error ...
javascript's user avatar
3 votes
0 answers
299 views

Avoiding z-fighting when reimplementing Freescape games

I need to avoid z-fighting in exactly co-planar surfaces that are too close to the other solids. I'm re-implementing the Freescape engine in ScummVM (all my code is open-source, available here), and ...
Gustavo Grieco's user avatar
0 votes
1 answer
75 views

Unity: Cannot access TMP_Text object from script in gameobject

I'm trying to set the color property of a TMP_Text object but keep getting Object reference not set to instance of an object error. Setup is as follows; I have a ...
Skittles's user avatar
  • 103
0 votes
1 answer
31 views

Is there any documentation for `EditorGUILayout.Separator()` / what does it do?

I'm experimenting with custom editors, and stumbled upon EditorGUILayout.Separator() while trying to figure out how to draw a line near the top of my inspector ...
NJJ_002's user avatar
  • 47
0 votes
1 answer
45 views

What are some basic methods/algorithms for drawing wireframe shapes using Gizmos?

This is definitely a "doing for the sake of learning" question, so apologies in advance for that, but how would you go about using the Gizmos class to draw a basic wireframe shape? I'm ...
NJJ_002's user avatar
  • 47
1 vote
0 answers
44 views

My shadergraph animation gets extremely faster during in the actual game compared to the editor

Currently I'm using a shadergraph for an animated material, for some reason as long as I don't have any input it works as intended and with the correct speed, while if I do any action/input the ...
Seo's user avatar
  • 11
0 votes
0 answers
34 views

car movement (side scroller)

i am using game maker studio 2 i want to make simple car movement but the joints aren't working well, i already tried different joint functions, i don't know what function to use, here's my code : <...
SukiCodes's user avatar
0 votes
0 answers
21 views

How can I do the UI mask effect on a URP decal?

How can I do the UI mask effect on a URP decal?
Diego Morales's user avatar
0 votes
1 answer
64 views

How to convert a dynamic VIewportTexture to a "static" one?

Assume there is a viewport that "looks" at some Sprite2D. This viewport's view is providing the texture for a Sprite3D ...
Noideas's user avatar
  • 17
0 votes
0 answers
25 views

How do I gradually slow down player rotation in unreal vr

I'm trying to make it so when the right stick is held in a direction to rotate the camera that way, it eases in and out to make it less jarring than being completely linear. What I have so far does ...
desperrrr's user avatar
0 votes
1 answer
45 views

How to make a ball always bounce like in the game One More Bounce using Box2D?

I'm coding a game with Flutter and the flame_forge2d package (which uses Box2D internally). I want to make a game whose principle is similar to that of the game One More Bounce (a game where you have ...
Alex Irié's user avatar
0 votes
0 answers
47 views

Discretised Physics in Voxel Space

In most physics-based voxel games (like Teardown), there is usually an object-space voxel grid for each object, but no corresponding world-space grid. This means that a voxelized object can be ...
marked-off-topic's user avatar
-1 votes
1 answer
76 views

How to make a 2D Procedural Track Generation Algorithm

I would like to create an algorithm that generates a random track that a car can race on. How would I best go about such an algorithm? I will be using Unity 2D, but for my project I require using an ...
Techwizard's user avatar
1 vote
1 answer
29 views

Failure on DX11Texturesavetofile for B5G6R5_UNORM format

I have a protocol to prepare with a combining shader a texture from two other textures and saving it in RGBA8_UNORM DDS format using DX11SaveTextureToFile. Works fine. It appears to me that I don't ...
philB's user avatar
  • 139
21 votes
8 answers
7k views

Value of describing game mechanics in a data file instead of hardcoding?

I am working on a turn-based, dice roll-based roleplaying game simulation engine. Here are a few relevant bits about it: Background The system is d20 based. The complexity of the system is somewhat ...
allquixotic's user avatar
1 vote
1 answer
141 views

Momentum for a First Person Controller in Godot 4

My First Person Controller (CharacterBody3D) currently has no momentum at all. By the way, I measure my movement speed in the debug panel (hotkey ~) with ...
ThetaJones's user avatar
0 votes
0 answers
28 views

Efficient Methods for Creating Moving Frontline Animation in Unity

What is a better way to create moving frontline animation in Unity? Hi, I'm new in the Unity and I'm interested to create a moving frontline map animation for a strategy game. Here is what I want to ...
Tomoaki's user avatar
0 votes
0 answers
29 views

RPGMaker MZ paralax color depth

I've experimented a bit with tilesets and found out the hard way that they are hard limited in: max. number: 5, the maximum pixels they can contain AND a fixed maximum colordepth of 24. This makes it ...
Thomas E.'s user avatar
  • 151
0 votes
0 answers
17 views

Is there a way to convert assets based on a ScriptableObject to another ScriptableObject type?

Is there a reasonably practical way to convert assets based on a ScriptableObject to another ScriptableObject type (that are not part of the same OOP hierarchy) without breaking references to the ...
Saturn's user avatar
  • 1,771
1 vote
2 answers
127 views

How to add natural barriers or obstacles without impeding vision?

I am working on a natural, fairly small, grassland like environment/level. I have a few natural, minimally intrusive paths (something like this) throughout it to help guide players to the main weenies ...
FrontEnd's user avatar
  • 1,707
0 votes
1 answer
36 views

How to get around mouse entry signal stopping at first collision?

I have a grid of Area3D objects, and when nothing is around them, they handle the mouse_entered signal exactly as I would expect. The only issue is that I also use Area3D's on other game objects, like ...
Fred Etingen's user avatar
0 votes
0 answers
16 views

Can I extract/bake the collisions generated by a tilemap collider?

Given a tilemap, with a tilemap collider, is it possible to extract/bake the current collision(s) onto a separate gameobject independent from the tilemap/tilemap collider? My 2D game streams a large ...
Saturn's user avatar
  • 1,771
2 votes
2 answers
183 views

How would you intentionally create overlapping rooms with procedural generation?

It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
NJJ_002's user avatar
  • 47
0 votes
0 answers
43 views

Post Processing Bloom effects performance

I want to create Post Processing effects with Unity Post Processing Stack. I have found this post from this website Unity post processing Bloom lags on mobile, but it had no answers. I have exactly ...
CheckerT's user avatar
2 votes
1 answer
556 views

What does 'being conservative' mean in occlusion culling?

I've been learning graphics engine recently and I come across a term - conservative: The CPU-GPU sync point problem Unreal solves like any other engine that uses queries, by deferring reading the ...
Enigmatisms's user avatar
0 votes
0 answers
15 views

How to setup position of an image overlayed another in a stack libgdx

I have tried to change the position of the image bagitem[i]( which items are covered by a green border square; it only used method debug() to appear the border) to center in many ways but have not ...
hansolo's user avatar
1 vote
0 answers
52 views

How to calculate a direction vector from a 3x3 rotation matrix?

I have a dataset containing 2D images of telco towers and metadata. Each 2D image has 3x3 rotation matrix which provides orientation info about the drone when it captured the image. Now I have a 3D ...
Moiz Ghuman's user avatar
0 votes
1 answer
55 views

How can I make a camera follow an instantiated object at runtime?

I have an object meant to represent a player that I'd like to spawn in at runtime. Because it is instantiated at runtime, I'm not sure about how to get the main camera in my scene to follow the ...
NJJ_002's user avatar
  • 47
1 vote
1 answer
43 views

Values set in Inspector for prefab reset after restarting Unity

I am creating a prefab for a stylized input, which proxies properties to the underlying game objects that make up the input parts. (Using NovaUI for some parts) Here is my script for the ...
e-e's user avatar
  • 111
0 votes
2 answers
104 views

FP Movement along the wall makes the character move faster and glitches out a little

First Person Movement along the wall makes the character move faster and glitches out a little. The problem is pretty much visible here: https://youtu.be/_1dDdCSwVEo Source: https://github.com/...
ThetaJones's user avatar
0 votes
3 answers
37 views

How to clear a specific color channel in a rendertargetview

I have this situation where I would like to use a R16G16 (or 32) float RTV, write on the R channel at start and update only the G channel each frame. Is it possible to clear the RTV in a way the R ...
philB's user avatar
  • 139
0 votes
1 answer
87 views

Assigning Color Won't Work

I am trying to make a palette-swap shader. Here is my code: ...
TheJalfireKnight's user avatar
1 vote
1 answer
42 views

Visual Studio is not being installed and I can't quit installing it

I'm new to Unity, making my first steps, but I got stuck with the installation of Visual Studio. It's not being installed and can't be cancelled. I tried to add a module and Unity started the ...
Coder4Fun250's user avatar
2 votes
2 answers
110 views

In a modern game engine, what parts of the rendering process needs to be handled by the CPU?

In older systems, the CPU calculates the final vertex positions and feeds those, along with material properties, color, lighting info and uv position for each vertex and the GPU renders the image ...
NMITIMEN's user avatar
0 votes
0 answers
28 views

How to call a modular script from a parent

I have this line of code to try and retrieve a script from a (distant) parent local signal = require(script.Parent.Parent.Parent.Parent.Parent.Parent.Parent.Script) ...
Legacy Coding's user avatar
0 votes
0 answers
30 views

Terrain and SpeedTree objects render correctly in Editor, but not in Build in both Legacy and URP

The game runs and shows perfectly in Editor, but when I make a build, terrain and some other objects become invisible. This happens the same in both Legacy (Standard) and URP. I tried to create shader ...
Faizan Khan's user avatar
0 votes
0 answers
53 views

How to make this soft sphere with Unity?

What methods should be used to create such a sphere in UNITY? This collider seems to deform in real-time, squeezing and monitoring collision information when the sphere collides. I cannot achieve this ...
asd's user avatar
  • 1
1 vote
2 answers
94 views

How does LOD (Level of Detail) work in Unity?

There are many Unity assets that create simplified LOD's for many complex or big meshes. This LOD technique will make the apps run faster and more efficient. I am new to Unity and LOD. So, I am ...
Job_September_2020's user avatar

15 30 50 per page
1
3 4
5
6 7
1140