@andytouch What if a database for items in a game could be literally a million times slower and a million times more expensive?
Don't worry, there's an upside - you can't balance your game anymore.
@gekido@CesarGameDev I don't really think anyone should be using ugui anymore. It was just never any good. UITK if you have UI that wants boxes in columns and rows, and honest to god GameObjects with mesh renderers and world space text for other things.
@gekido@CesarGameDev If you have _anything_ in ugui at a scale other than (1, 1, 1), everything will break forever. Layout, rendering, everything. TextMeshPro assumes that scale, layout groups assume that scale, etc.
@andytouch@gekido@toncijukic Isn't that also a way to try to renegotiate wages/benefits? Usually you're in a stronger position to negotiate that stuff when you're applying, but when the employer knows that you just lost your job and it'd be _really convenient_ for you to keep working for them...
@QuadBillionaire@SheriefFYI The problem with Unity here is that there's no built in way to cull of sprites that are completely occluded by sprites in front of them, so you get enormous overdraw if you have a lot of parallax.
No such problem in 3D Unity games, where you have occlusion culling.
Disco Elysium splitting into three separate workers co-ops all claiming to be the successor is as much of commentary on communism as the game could ever hope to be
@keenanwoodall Right, the scene preprocessor was what I was assuming would be the thing to do.
I mostly work in a world where levels are built by level designers placing prefabs, not by hybrid level designer/programmers instantiating stuff.
@shahidkamal URP is just straight up better for most cases. Builtin is better if you have a bunch of experience with it and custom assets and tooling that relies on it.
Essentially, if you're asking this question, you should probably use URP.
@willgoldstone I'd love to be able to set how much that rightmost button forwards time. Right now it's Time.timeScale / 60.
For the play button, I'd love to chose between focused, unfocused and maximized without switching to the game view first. Right click dropdown?
@willgoldstone Not 100% what you're asking about, but are you aware of https://t.co/UNbZWzW1lu? The Switch client was made in Unity!
There's a pretty decently sized library of comics that you can browse through.
@FreyaHolmer If the order of commits is important, I'd commit the features in the order I started staging in, revert, and then cherry pick those commits in the order I wanted.
@andytouch@AnderssonKev I have never been happier as a Unity gameplay programmer than when I stopped using AnimatorControllers completely. It's just not worth the headache.
@andytouch@AnderssonKev Because they're horrible! You need them for organizational purposes, but then there's exit and entry nodes in the UI that gaslights you into thinking that you can use them for anything useful.
@Donzanoid You can just make a Result struct and have MakeTheThing return a Result<Thing>. Or have MakeTheThing be a bool TryMakeTheThing(out Thing thing). Try-catch is not mandatory!
Or is this complaining about third party code that uses exceptions?
@CalmPewterGames @pupOnSecurity @Fnashusa That's kinda wrong too!
In layman's terms, the time in the second screenshot will be the delta time of the engine, not the "fixed" delta time. It's only fixed delta if _unity_ calls the method, not if you do it.