Podcast #128: We chat with Kent C Dodds about why he loves React and discuss what life was like in the dark days before Git. Listen now.

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1

They do actually use the clock the way you think they do, but they'll sometimes make network requests to get the time from a more reliable source. Try disabling the internet, closing the game and then setting the clock. They should either completely refuse to load or have the wrong values.


1

They do mess with some time and calculate everything from it. The question is which time do they use? Some games do use system time, and on their case, if you change your time locally, you can fool them to earn rewards. Other games use server time, so when the game starts, it attempts to connect to a server to get that time and make all the calculations. ...


0

It definitely depends on your audience. You should figure out first who they are and what platforms are used by them and in what proportion. When thinking over this issue it's worth deciding on the geographic region, since the findings might differ not only within user groups but also for different locations. Next, you must reflect on the priorities for ...


0

To solve this I deleted com.google.android.gms.play-services-base-17.0.0 and androidx.annotation.annotation-1.0.0 from Plugins/Android folder.


1

Option A: For a project that we worked on, we had utilized grouping. It was one creature (with a model of many creatures), but had many hitboxes. When a hitbox HP became 0, it would divide the creature and create a second or third model. Option B: Utilize low-poly models. We had to use this a long time ago for massive battles with multiple mobs. Option C: ...


4

Save it to the hard drive instead. Saving large quantities of data in a non-volatile fashion is literally why hard drives were invented. If a player isn't interacting with it anymore, you won't need to rapidly access it, so why keep it in the RAM? Just save it to the your server's hard drive in a text file or something.


14

One way you could solve this problem is not actually storing state on disk, but just setting up your generation code to use a seed for the random number generator, so it generates the same thing for a given area every time the area is generated, deterministically. Then you just keep the 1000 or so most recently visited areas in memory. When areas are ...


36

First of all, are you sure you really need that? Have you calculated the memory footprint? A small back-of-the-envelope calculation: A single mob and its state should fit into 100 byte of data. Let's give it a whole kByte, in case you are doing something extraordinary. When a cell has 1000 such entities, it requires a MByte. If your world is 100x100 cells, ...


0

I do not think you can have a id of 'com.companyname.glass.screen' try replacing that to 'com.companyname.glassscreen' and see if that compiles. make sure you changed that part in the manifest package="com.companyname.glassscreen" and matched to the same name in File>BuildSettings>PlayerSettings> then in inspector it will be package name there by ...


0

Editor Grays them out to remember you it doesnt work in current platform build you chose. for example if in editor you have chosen android as current build platform, it will gray out code that is on other platforms so it reminds that this code only works on android build. or sometimes you write code for debug and testing. so you put it in UNITY_EDITOR so ...


0

Well, the introduction part of your link seems straightforward. You can request the banner and display it whenever and wherever you want. If you want to have a banner at the end of your level for example. Once you reach the end of the level you can just add the request / display code shown in the tutorial in the code that display the end of your game level, ...


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