Unity is not recognizing my audio files
I'm running into a problem in one of my projects where Unity is not recognizing my audio files in the project panel. Where they usually show them as waveforms and import as "audio clips", they aren't showing waveforms, just the audacity icon (for oggs) or itunes icon (for mp3s). In the inspector they are loading in as default assets. The same audio files import correctly into other projects, so it's not a problem with the individual files. Is there something in my project settings, or something that could be causing this? (Unity 2022.3.11f1)
https://redd.it/1gwjm6v
@r_Unity3D
I'm running into a problem in one of my projects where Unity is not recognizing my audio files in the project panel. Where they usually show them as waveforms and import as "audio clips", they aren't showing waveforms, just the audacity icon (for oggs) or itunes icon (for mp3s). In the inspector they are loading in as default assets. The same audio files import correctly into other projects, so it's not a problem with the individual files. Is there something in my project settings, or something that could be causing this? (Unity 2022.3.11f1)
https://redd.it/1gwjm6v
@r_Unity3D
Reddit
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I can't believe I am releasing the demo for my game after 4 years of development
https://redd.it/1gwjvll
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https://redd.it/1gwjvll
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Is there a frequently used mobile game starter kit or something? So many games look and feel very similar
https://redd.it/1gwkzjc
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https://redd.it/1gwkzjc
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Reddit
From the Unity2D community on Reddit: Is there a frequently used mobile game starter kit or something? So many games look and feel…
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I just announced my game! Become a raven and guide lost souls to their new home in this story-driven exploration game — VORON. Watch the full trailer in the comments!
https://redd.it/1gwn95s
@r_Unity3D
https://redd.it/1gwn95s
@r_Unity3D
I modernized a Stochastic Shader so you don't have to. (Package Included)
I originally found this reddit post a long time ago regarding stochastic shading, but I couldn't seem to get it working. I had also seen that Unity had an official release of the same approach, but I simply couldn't get it to work whatsoever.
With the release of Unity 6, I decided to try and create this shader with the modern shadergraph and got it operating with even more functionality than previously outlined in the original posts. Since it's originally someone else's work that they released for free, I decided to do the same.
All information is in the readme of this Github Repo.
As a caveat, I do not know if it will work in Unity versions < Unity6, and I don't know if it'll work with any other pipeline than HDRP. Please read the ReadMe on the github repo!
I use the same calculation methods that the original creator(s) used, but converted it to Shadergraph for easier use. I also implemented mask map input as well as correct smoothness/metallic remapping capability. As you can see, the comparison between my adaptation and the original HDRP/Lit shader is identical.
# Default Lit vs Stochastic Comparison
Here are 2 planes using the same Base, Normal and Mask textures. The left is the default HDRP/Lit Shader, the right is the Stochastic shader.
https://preview.redd.it/xuod7cz1ia2e1.png?width=2105&format=png&auto=webp&s=71ab0983d8ee331c198cf48f6616bb0daf3c4090
# Examples
Same Planes with each material tiled to 6x6 and Stochastics Disabled
https://preview.redd.it/wg6ka8ixia2e1.png?width=2105&format=png&auto=webp&s=f0b02eb384e9c73e3de82f5b369cba3fac5d22af
Same Planes with each material tiled to 6x6 and Stochastics Enabled
https://preview.redd.it/hyjg0lmzia2e1.png?width=2105&format=png&auto=webp&s=129be20b78549fa844bb869dcf0e11104d999d59
# Closer Stochastic Allocated Plane Comparison
Stochastics Disabled
6x6 Tile - Stochastic Disabled
Stochastics Enabled
Stochastics Disabled
https://redd.it/1gwl8b5
@r_Unity3D
I originally found this reddit post a long time ago regarding stochastic shading, but I couldn't seem to get it working. I had also seen that Unity had an official release of the same approach, but I simply couldn't get it to work whatsoever.
With the release of Unity 6, I decided to try and create this shader with the modern shadergraph and got it operating with even more functionality than previously outlined in the original posts. Since it's originally someone else's work that they released for free, I decided to do the same.
All information is in the readme of this Github Repo.
As a caveat, I do not know if it will work in Unity versions < Unity6, and I don't know if it'll work with any other pipeline than HDRP. Please read the ReadMe on the github repo!
I use the same calculation methods that the original creator(s) used, but converted it to Shadergraph for easier use. I also implemented mask map input as well as correct smoothness/metallic remapping capability. As you can see, the comparison between my adaptation and the original HDRP/Lit shader is identical.
# Default Lit vs Stochastic Comparison
Here are 2 planes using the same Base, Normal and Mask textures. The left is the default HDRP/Lit Shader, the right is the Stochastic shader.
https://preview.redd.it/xuod7cz1ia2e1.png?width=2105&format=png&auto=webp&s=71ab0983d8ee331c198cf48f6616bb0daf3c4090
# Examples
Same Planes with each material tiled to 6x6 and Stochastics Disabled
https://preview.redd.it/wg6ka8ixia2e1.png?width=2105&format=png&auto=webp&s=f0b02eb384e9c73e3de82f5b369cba3fac5d22af
Same Planes with each material tiled to 6x6 and Stochastics Enabled
https://preview.redd.it/hyjg0lmzia2e1.png?width=2105&format=png&auto=webp&s=129be20b78549fa844bb869dcf0e11104d999d59
# Closer Stochastic Allocated Plane Comparison
Stochastics Disabled
6x6 Tile - Stochastic Disabled
Stochastics Enabled
Stochastics Disabled
https://redd.it/1gwl8b5
@r_Unity3D
Reddit
From the Unity3D community on Reddit: I made a stochastic texture sampling shader function
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Optimizing collider dense areas
Hello, I have a top down game which is grid based and has caves in it. Each cave wall is it's own object with its own physics collider. The floors are also objects, meaning you can have an upwards of around 900 tiles, and 700 walls each with one collider on them. Staying too long around caves eventually breaks the game and I suspect it's in the enormous garbage collection overhead my game has. That or it doesn't like so many physics colliders onscreen at once.
Does anyone have potential solutions or optimizations for this? I'm not using a tile map but maybe I should be. I've just been so long with this system that changing it means rewriting half the codebase. Everything is build are this loading /destroying/pooling gameobject system. I don't know anything about dynamic colliders or things like that. I really don't know what I don't know, so I'm hoping someone here does. I'm mostly only familiar with circle and box colliders, trigger or not.
If I had to solve it myself right now I guess I would try to work out some kind of line of sight system that doesn't load cave walls that are hidden behind other cave walls anyway, to reduce the objects onscreen. That might work (not that I have a plan for how to do it), but maybe someone else has something better
https://redd.it/1gwub8v
@r_Unity3D
Hello, I have a top down game which is grid based and has caves in it. Each cave wall is it's own object with its own physics collider. The floors are also objects, meaning you can have an upwards of around 900 tiles, and 700 walls each with one collider on them. Staying too long around caves eventually breaks the game and I suspect it's in the enormous garbage collection overhead my game has. That or it doesn't like so many physics colliders onscreen at once.
Does anyone have potential solutions or optimizations for this? I'm not using a tile map but maybe I should be. I've just been so long with this system that changing it means rewriting half the codebase. Everything is build are this loading /destroying/pooling gameobject system. I don't know anything about dynamic colliders or things like that. I really don't know what I don't know, so I'm hoping someone here does. I'm mostly only familiar with circle and box colliders, trigger or not.
If I had to solve it myself right now I guess I would try to work out some kind of line of sight system that doesn't load cave walls that are hidden behind other cave walls anyway, to reduce the objects onscreen. That might work (not that I have a plan for how to do it), but maybe someone else has something better
https://redd.it/1gwub8v
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Reddit
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Help!
https://preview.redd.it/l2dh0ja1mc2e1.png?width=833&format=png&auto=webp&s=8c4b52846ea8ab1a11c0f852e0b023f57e90ac49
Why did my screen just fell after colliding with an object. It look likes this. Help please. I'm new.
https://redd.it/1gwuztt
@r_Unity3D
https://preview.redd.it/l2dh0ja1mc2e1.png?width=833&format=png&auto=webp&s=8c4b52846ea8ab1a11c0f852e0b023f57e90ac49
Why did my screen just fell after colliding with an object. It look likes this. Help please. I'm new.
https://redd.it/1gwuztt
@r_Unity3D
Clean up your code architecture with Soap: 50% sales for Black Friday sales !
https://assetstore.unity.com/packages/tools/utilities/soap-noscriptableobject-architecture-pattern-232107?aid=1100lACyq
https://redd.it/1gww2bu
@r_Unity3D
https://assetstore.unity.com/packages/tools/utilities/soap-noscriptableobject-architecture-pattern-232107?aid=1100lACyq
https://redd.it/1gww2bu
@r_Unity3D
Unity Asset Store
Soap - ScriptableObject Architecture Pattern | Utilities Tools | Unity Asset Store
Use the Soap - ScriptableObject Architecture Pattern from Obvious Game on your next project. Find this utility tool & more on the Unity Asset Store.
Need Ideas For A Mechanic
My question - What would be a good mechanic (in your opinion) to revive the monster when the player has no way of getting an item to revive it?
-Context-
The game I'm working on is a top down monster catching cozy game. Player does not fight monsters, monsters fight monsters.
Player can have 1 active monster at a time.
If players monster dies, player gets sent to a safe zone/base.
Player cannot leave base without an active monster.
When the player has 1 monster, and said monster dies, if the player doesn't have an item to resurrect the dead monster, they are basically stuck and cannot continue.
https://redd.it/1gwx6o2
@r_Unity3D
My question - What would be a good mechanic (in your opinion) to revive the monster when the player has no way of getting an item to revive it?
-Context-
The game I'm working on is a top down monster catching cozy game. Player does not fight monsters, monsters fight monsters.
Player can have 1 active monster at a time.
If players monster dies, player gets sent to a safe zone/base.
Player cannot leave base without an active monster.
When the player has 1 monster, and said monster dies, if the player doesn't have an item to resurrect the dead monster, they are basically stuck and cannot continue.
https://redd.it/1gwx6o2
@r_Unity3D
Reddit
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With feedback from this sub, I've improved my gun's muzzle flash and animations :)
https://redd.it/1gwnpuq
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https://redd.it/1gwnpuq
@r_Unity3D
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1.5 years in Unity, and now in Playtest! We are working on Whisper of the House, a pixel-style placement game. Let us know what you think!
https://redd.it/1gx0xg4
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https://redd.it/1gx0xg4
@r_Unity3D
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After watching tutorials just created my first basic game, what do you think?
https://redd.it/1gx52i2
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https://redd.it/1gx52i2
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Unity 6 makes volumetric particle lighting easy in URP (+📸 Shader Graph nodes).
https://redd.it/1gx6j1q
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https://redd.it/1gx6j1q
@r_Unity3D
Curious about how indie studios can license well known IPs? Just released a devlog about how we got Mars Attacks for our game 👽. What do you think?
https://www.youtube.com/watch?v=rCa2IXMzzLM&list=PL1TbyjF7QEAB8N1LkIcR6xkYcd_sXUrvY&index=5
https://redd.it/1gx8uqw
@r_Unity3D
https://www.youtube.com/watch?v=rCa2IXMzzLM&list=PL1TbyjF7QEAB8N1LkIcR6xkYcd_sXUrvY&index=5
https://redd.it/1gx8uqw
@r_Unity3D
YouTube
How I Landed A World Famous IP For My Indie Game | Mars Attracts Devlog
Wishlist now: https://store.steampowered.com/app/2760580/Mars_Attracts/
How does a small indie studio secure the rights for a world famous IP? In our latest devlog, Paul explains how we landed the Mars Attacks rights for our game.
Mars Attracts is a theme…
How does a small indie studio secure the rights for a world famous IP? In our latest devlog, Paul explains how we landed the Mars Attacks rights for our game.
Mars Attracts is a theme…
Optimization techniques that I've wrote long time ago, are they still valid and would you like to add any?
https://redd.it/1gxay9h
@r_Unity3D
https://redd.it/1gxay9h
@r_Unity3D