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I was worried that would involve shapekeys or something since I have my rig setup to use bones already but it seems Rhubarb works with normal poses according to their github: https://github.com/scaredyfish/blender-rhubarb-lipsync
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# ? Dec 22, 2019 15:37 |
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# ? May 26, 2024 16:26 |
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Jabor posted:It seems like Welzl's algorithm (which computes the bounding circle on a Euclidian plane) is trivially portable to your spherical scenario? I ended up doing exactly this, albeit working on a slight variant of the algorithm, which I can't find a name for - non-recursive? The rough modifications for spherical coordinates were: 1. Transforming the input points from angular coordinates into a unit vector 2. The radius of a circle mapped to the dot product between a center unit vector and it's outermost point. This map testing a point to see if it was within the circle as cheap as calculating the dot product with the center. 3. Calculating the trivial two point solution was just a case of lerping between the two points and normalising 4. Calculating the trivial three points solution was trickier, but just maths in the end (see https://gamedev.stackexchange.com/questions/60630/how-do-i-find-the-circumcenter-of-a-triangle-in-3d) 5. Given two fixed points, finding a third required classifying a new centre as 'left/right'. This mapped to the rotation around the axis formed by the two fixed points.
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# ? Jan 9, 2020 11:05 |
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I feed a monospace font through TextMeshPro in Unity to create a font asset. It complained about not being able to fit one character, which came up as hex 0x200b. I had no idea what this was and looked it up. It Googles as "zero width space." What? Is that a character? I had also had it create a basic ASCII map. What does it mean to have a 16-bit character showing up in this situation?
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# ? Jan 9, 2020 21:52 |
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Allow me to continue sucking the oxygen out of the thread with a different question. Is there a way to coherently compare two prefabs? It looks like I did something with my global game state prefab when I added something to it after not touching Unity directly in awhile. What I added followed what I did for something else. The result was that not only did the new thing not work, but the previous thing--which I had not edited--also started screwing up. The prefab data is saved in git so I have that diff, but the serialized prefab data is a terrible way to figure out what is going on. I'd like to be able to see if I toggled this or that thing, something was moved, or maybe I actually removed something. For the current situation I'm in, I'm pretty sure it was a fluke it worked in the first place. The game object in question controlled a subsystem I had written into a MonoBehaviour, and I have no indication that it was ever enabled and active so that Start() could even run on it. I can't trace it anywhere. So I feel like the previously-saved state was actually strange in some way. I'd just like to understand it more and confirm the path I need to take to do it right.
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# ? Jan 10, 2020 08:20 |
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Rocko Bonaparte posted:It Googles as "zero width space." What? Is that a character? I had a space problem once, and in tracking it down learned that there are 20 different types of space in UTF-8: http://jkorpela.fi/chars/spaces.html From now on, the only space I will use is the MONGOLIAN VOWEL SEPARATOR.
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# ? Jan 10, 2020 10:28 |
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Dirty posted:MONGOLIAN VOWEL SEPARATOR.
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# ? Jan 10, 2020 13:22 |
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Rocko Bonaparte posted:Allow me to continue sucking the oxygen out of the thread with a different question. If you find something let me know. Can’t build and sell something myself at the moment.
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# ? Jan 10, 2020 13:23 |
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Rocko Bonaparte posted:Is this legal under the Hague Convention? I’ll take your spaces and raise you dashes https://www.fileformat.info/info/unicode/category/Pd/list.htm
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# ? Jan 10, 2020 13:25 |
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Rocko Bonaparte posted:I feed a monospace font through TextMeshPro in Unity to create a font asset. It complained about not being able to fit one character, which came up as hex 0x200b. I had no idea what this was and looked it up. It Googles as "zero width space." What? Is that a character? Zero-width space is a way to encourage line breaks in blocks of text without real spaces. I think it's mostly a thing for Japanese and Chinese.
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# ? Jan 10, 2020 14:58 |
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Rocko Bonaparte posted:Is this legal under the Hague Convention? it's what happens when you pick a fight with ghenghis at the bar and he pops you one in the jaw
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# ? Jan 10, 2020 16:28 |
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dupersaurus posted:Zero-width space is a way to encourage line breaks in blocks of text without real spaces. I think it's mostly a thing for Japanese and Chinese. How does that manifest in something like an image map? I'd think they could just pluck out some vacant space in the map and call it a day. leper khan posted:If you find something let me know. Cant build and sell something myself at the moment. I didn't find anything in the asset store but I found a lot of stuff to try to make editing nested prefabs better. I think I will be trying those too because my global state object has nested stuff in it. The only way I know to alter stuff in it right now is to drag it into the scene, do the things, delete the old prefab, and drop the one in the scene back into place. Luckily, it's in revision control, but I kind of anticipate Unity crashing one day between the delete and the copy after doing some aggressive edits. There's multiple pages of assets in the store with that capability. I shouldn't be surprised any more. Previously, I didn't really mind Unity's quirks so much but I was toying with it every night. After a multi-month hiatus on that Python interpreter side-project, I came back and have found I have lost all of the Skinner pigeon learning I had done. Now it's a minefield. The bug I had was just the start on that. I wanted to add a scripting console so I tried putting in a TM_Input. Half of it is grayed out; I can't even change the font size. When I run it, it throws an exception inside its own, internal code. So I might as well update Unity off of 2018.2.11f1, which I know will cause a few other assets to poo poo their pants, some new race condition I'll have to fix in my own stuff, and a bonus one-or-two God-knows-what. Instead, I find I have to use this new Unity Hub to download the new one, which has locked up after downloading 100% of the data. In short, my life:
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# ? Jan 10, 2020 19:25 |
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From the Coding Horrors thread:repiv posted:The developer of classic indie game VVVVVV just released its source code to celebrate its 10 year anniversary
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# ? Jan 11, 2020 01:51 |
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Me to me!Rocko Bonaparte posted:I didn't find anything in the asset store but I found a lot of stuff to try to make editing nested prefabs better. I went to monkey with that prefab I was talking about after updating and found a nice, shiny "Open Prefab" button that just let me mess with the thing without having to move it in and out of a scene. Is that new to Unity 2019 or did Odin Inspector level up?
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# ? Jan 11, 2020 08:29 |
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Rocko Bonaparte posted:I went to monkey with that prefab I was talking about after updating and found a nice, shiny "Open Prefab" button that just let me mess with the thing without having to move it in and out of a scene. Is that new to Unity 2019 or did Odin Inspector level up? 2018.3! The old way still mostly works, thankfully. We had some stuff we'd written to nest prefabs and edit them that would have been a real bummer if it broke when we were forced to upgrade.
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# ? Jan 11, 2020 08:52 |
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I noticed Subnautica just enabled incremental GC in a latest patch. Wait, Unity is still on Bohm after all these years? Not even generational GC? Or is this a case of a dev sticking to a certain Unity version out of fear of breaking everything.
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# ? Jan 13, 2020 11:16 |
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Beef posted:I noticed Subnautica just enabled incremental GC in a latest patch. I think unity 2019 finally has something newer? e: yup; unless it got pushed further. https://blogs.unity3d.com/2018/11/26/feature-preview-incremental-garbage-collection/
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# ? Jan 13, 2020 12:27 |
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One thing I've learned doing game jams -- gamedevs are terrified of breaking everything by upgrading unity
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# ? Jan 13, 2020 19:25 |
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They have good reason to be. We were a double-A studio, team of 40 people, trying to ship a game on Unity, and I swear they never even tested half their releases. They once released a version with a syntax error right in the stdlib. No project compiled or ran correctly on that version.
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# ? Jan 13, 2020 20:02 |
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Is there any actual comprehensive, up-to-date documentation on TextMeshPro? I've been having to fidget with the TMP Input Box because I can't deduce anything about it. I eventually had to have it create the asset itself to have it work at all. I eventually got that to be interactive inside my project, but now I'm running into bizarre stuff trying to really use it. I attached to the OnSubmit event and found it triggers twice whenever I hit enter once. I'm trying to figure out if I'm doing something improper with it before I resort to having to attach some kind of state machine to it in order to filter out double submits. Edit: Okay, "comprehensive" documentation and Unity don't mix together, but is there even anything more than a list of the functions and properties for the class online somewhere? Rocko Bonaparte fucked around with this message at 20:11 on Jan 13, 2020 |
# ? Jan 13, 2020 20:04 |
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Godot engine development seems to be progressing well but as a hobbyist game dev I'm embarrassed to say it has taken me this long to run into an obvious missing feature. In my base building strategy game I'm trying to make it possible to put things in the base. So I need a script that I attach to the base of all thing scenes (that's prefab for you unity folk), with an inspector good enough on it that I can reuse the same base script on all of them. But I can't really. Because I can't use any custom objects in it. This is a feature coming in 4.0 which will come out... I have no idea when. Basically if I have generic object types like Point3, which is basically a Vector3 but using ints, which I had to implement myself because godot doesn't have int Vector3's. And I want an array of them, they don't show up in the inspector. I'm certain there's a way to modify the inspector by building a plugin so that it supports my Point3, for example, but unfortunately I can't find any really clear documentation on how to do that. I'd have thought this would be a more common thing that people need.
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# ? Jan 21, 2020 13:29 |
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Having a UI generate sensible input fields for arbitrary custom structs is hard and not at all something I'd expect a game engine to have out of the box as an obvious feature. Even Unity is pretty hit or miss on that and lots of people end up making their own inspectors for custom types.
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# ? Jan 21, 2020 16:47 |
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If I have:code:
I'd make my own inspector for it if I could find a tutorial about it.
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# ? Jan 21, 2020 17:03 |
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KillHour posted:Having a UI generate sensible input fields for arbitrary custom structs is hard and not at all something I'd expect a game engine to have out of the box as an obvious feature. Even Unity is pretty hit or miss on that and lots of people end up making their own inspectors for custom types. Nolgthorn posted:I'd make my own inspector for it if I could find a tutorial about it. I was sympathetic to that particular thing too. You'd think it would let you write your own logic. Like, it would just be some interface to implement or whatever and there you'd have it.
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# ? Jan 21, 2020 18:47 |
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I'm pretty sure it's EditorInspectorPlugin and maybe EditorProperty but I don't know how to use these tools and the docs are empty. Thinking code:
Nolgthorn fucked around with this message at 19:25 on Jan 21, 2020 |
# ? Jan 21, 2020 19:22 |
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Typically, tutorials for open source projects tend to be "Learn how to do it yourself because there is no tutorial and put together your own tutorial based on your partial understanding of it, which then becomes the defacto authority on the subject despite being incomplete and potentially incorrect."
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# ? Jan 21, 2020 20:59 |
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KillHour posted:Typically, tutorials for open source projects tend to be "Learn how to do it yourself because there is no tutorial and put together your own tutorial based on your partial understanding of it, which then becomes the defacto authority on the subject despite being incomplete and potentially incorrect." Or "thankfully the tools we wrote to use the library are open source with a very forgiving license so you can happily reverse engineer how it works from that."
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# ? Jan 22, 2020 01:55 |
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Absurd Alhazred posted:Or "thankfully the tools we wrote to use the library are open source with a very forgiving license so you can happily reverse engineer how it works from that." The majority of people making games as a hobby don't have the skills or time to do this.
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# ? Jan 22, 2020 02:14 |
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KillHour posted:The majority of people making games as a hobby don't have the skills or time to do this. No one that actually relies on open source software for their job has the time to do it either. You only hear that from the neckbeards that actually write the libraries.
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# ? Jan 22, 2020 02:37 |
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Has anyone here made a procedural tilemap generator in Unity? I'm essentially going for Dead Cells. I sort of know how I'm going to approach it but I am just looking for maybe some tips n tricks that you learned while doing it. Maybe small things that tripped you up. Thanks.
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# ? Jan 22, 2020 02:49 |
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ButtWolf posted:Has anyone here made a procedural tilemap generator in Unity? I'm essentially going for Dead Cells. I sort of know how I'm going to approach it but I am just looking for maybe some tips n tricks that you learned while doing it. Maybe small things that tripped you up. Thanks. There’s nothing terribly special about unity regarding tile maps. Are you looking for help with representation, tooling, or algorithms?
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# ? Jan 22, 2020 03:23 |
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KillHour posted:The majority of people making games as a hobby don't have the skills or time to do this. Thankfully I got paid to get one of those libraries working in our codebase.
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# ? Jan 22, 2020 03:26 |
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Absurd Alhazred posted:Thankfully I got paid to get one of those libraries working in our codebase. And how is that relevant to someone trying to make a game in Godot looking for a tutorial on a feature? Unity also publishes a huge chunk of their source (everything written in C#, so anything you'd interface with directly) as a reference, so it's a moot point from even a theoretical comparison standpoint.
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# ? Jan 22, 2020 04:31 |
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My game is going to be so good I'm basically getting paid a million dollars and I'm still not willing to reverse engineer a tutorial about these classes. Indie rts style games always make a ton of money. rite?
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# ? Jan 22, 2020 04:50 |
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leper khan posted:There’s nothing terribly special about unity regarding tile maps. Probably need the most help with Rules. So i suppose that would fall under algorithm. I don't want to have a 4000 line case/switch or if/else statement.
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# ? Jan 22, 2020 05:49 |
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KillHour posted:And how is that relevant to someone trying to make a game in Godot looking for a tutorial on a feature? Unity also publishes a huge chunk of their source (everything written in C#, so anything you'd interface with directly) as a reference, so it's a moot point from even a theoretical comparison standpoint. I wasn't promoting this reality, I was lamenting it.
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# ? Jan 22, 2020 06:07 |
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Absurd Alhazred posted:I wasn't promoting this reality, I was lamenting it. Sorry, I'm jumpy from having to deal with the mindset of "you have the code, so you should have an encyclopedic knowledge of the entire thing in 5 minutes of looking at it" that I deal with at work. If I had a dollar for every time I have to explain that knowing what is causing the problem is not the same as having a plan to fix it, nor does it mean I know how long it will take to fix.... Wait, what were we talking about again? KillHour fucked around with this message at 07:58 on Jan 22, 2020 |
# ? Jan 22, 2020 07:55 |
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To be fair, Godot has fairly decent tutorials and reasonable documentation for most things IIRC.
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# ? Jan 22, 2020 08:17 |
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ButtWolf posted:Probably need the most help with Rules. So i suppose that would fall under algorithm. I don't want to have a 4000 line case/switch or if/else statement. http://pcg.wikidot.com/pcg-algorithm:dungeon-generation There’s a lot of good there. You’ll want to validate that your levels are traversable while generating.
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# ? Jan 22, 2020 10:05 |
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Doc Block posted:To be fair, Godot has fairly decent tutorials and reasonable documentation for most things IIRC. Usually. And it is a really great tool too. I love Godot.
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# ? Jan 22, 2020 10:10 |
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# ? May 26, 2024 16:26 |
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leper khan posted:http://pcg.wikidot.com/pcg-algorithm:dungeon-generation thumbsupcoolemoji Thanks
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# ? Jan 23, 2020 06:43 |