🀞 Image
πŸ₯° at first sight Image
Oh, hi πŸ‘‹ You must be my new workmate, I think we'll be seeing each other every day Image
The new package manager looks fancier, and these space consuming icons seem pre-tty pre-tty pre-tty pree-ttyy useful Image
Oh wait, there's a Json .net package! That's actually cool! Used it before, can recommend πŸ‘ Image
Eh, what?? πŸ€”πŸ€·β€β™‚οΈ Image
Wait, where did the the preview packages go? Image
Ok, it has moved to the Project Settings Image
Ok ok ok ok I got it Image
Yay package version hell. Oh, I'd like a trampoline, too bad you can't do get one. ImageImageImage
Ok, I'm just grumpy-ranting now. Everything worked fine after restart. The red dependencies errors were actually informative. It would've taken much longer to figure out what's compatible with what in the older versions!
Oh great you can now see how slow entering the play mode is!!

(actually just the first time, the second time was instant with domain reload off) Image
Oh hey, an empty folder is now.. EMPTY! #progress Image
..aaaand Folder.cs still turns into a folder. And a filled one! Even tho the file is empty πŸ€” I'm just glad they didn't ruin my workflow Image
Unity doesn't warn about missing ConvertToEntity component anymore, which made me think oh it's automatic now! But nope, still requires it, just there's no warning. I'm kinda fine with that the message was annoying anyway, but might be confusing for newcomers if "nothing happens" Image
Ok, my empty project is already 1GB with Entities, Burst, Mathematics, Hybrid Renderer, and all other dependencies Image
BRACE! BRACE! BRACE! BRACE! BRACE! Image
Errrr what? Image
Ok, HDRP works, no errors. That was smoother than expected. "Empty" project is now 1.22GB ImageImage
Just gonna put this for thread's sake
So, umm, are we still supposed to use the arbitrary 10000 (default) value even if it's supposed to be lux, or can we start using the real 120000 lux? @unity3d Image
Well the eye adaptations seems to be as good as it can be between 10 000 and 1 000 000. I just tried both and got same results, practically no precision loss. The 3rd pic is the difference, but enhanced so that 1/256 (single 8bit step) is only visible. Nice potential artstyle btw ImageImageImage
And yaaaay I had my first crash! And now reopened and my scene looks completely different. Great. Image
Ok, fixed it. That happened because Sky data was unsaved when Unity crashed. Correction on the above, it seems that only Physically Based Sky adjusts correctly when it comes to light intensities, not HDRI
Ok, great. The only reason why I wanted to try 2020 is because I saw there's a completely new Hybrid Renderer V2 in the docs. But turns out that it doesn't work yet because it requires HDRP 9.0 which is not officially available yet :( Image
Ok, it is available on github, but that's gonna take a while to install
OK πŸ˜‘πŸ”« I spent 3 hours trying to install newest SRP+HDRP repo manually which didn't work, only to find out that 9.0.0 was ALREADY in the package manager. But look, first you expand it, logically it should list versions, there's a newer version, but unverified and it's no 9.0! Image
So, that must mean it doesn't exist in the package manager (which happens often btw!). BUT, there's this tiny "See other-OTHER versions" that I didn't notice because I'm blind, which now expands to reveal the 9.0.0! Again, package manager fooled me and put me on the wrong path 😑 Image
I suggest Unity should add at least 3 more tiers:
- See other-other versions?
- See other-other-other versions??
- REALLY see other-other-unverified of other-unverified versions???
#MadeWithUnity #ButNotToday
Thanks to people responding immediately on the forum for this. I think I would abandon Unity long before if it wasn't for it, I also had my little rant there: forum.unity.com/threads/hybrid…

β€’ β€’ β€’

Missing some Tweet in this thread? You can try to force a refresh
γ€€

Keep Current with IVAN32_LEAN_AND_MEAN πŸŒ²πŸŽοΈπŸ’¨πŸŒ²

IVAN32_LEAN_AND_MEAN πŸŒ²πŸŽοΈπŸ’¨πŸŒ² Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @Nothke

Sep 18, 2023
For people thinking of writing their own engine in C/C++ after the Unity fiasco, here's a few things I learned in my own journey making #ShakedownGame in C++: πŸ§΅πŸ‘‡ #gamedev #cpp
1. Making your engine is not "hard", individual steps are easy, but there's just many of them! Every magical checkbox in Unity is now a feature you have to implement. So you're better off chosing specific features for your game, if you want generalist use another engine..
2. C++ is a mess, it's almost 40 years old, and built upon C, which is 50, so it inherited a lot of issues, like terrible defaults and manual header file management. It has evolved and grew drastically over the years, and all this makes it a rocky road for any beginner to learn..
Read 23 tweets
Jan 2, 2023
A little announcement:

First off: Happy New Year everyone!!

So, my life in the old year was very eventful and hectic with many ups, but unfortunately, I will remember 2022 as one in which I haven't published a single game! Real life stuff took so much energy from me.. ->
..& I haven't participated in jams. While my new social landscape has kept me satisfied, games have definitely taken a back seat & for the second half of the year I barely worked on or could focus on my own projects. Any free time I had I used on learning new not-games skills. ->
That said, 2023 will be different! In the new year, I am making plans which I want to stick to. 1st of which is that I am going to release the first version of #ShakedownGame on 18th of January! Yes, that's in just a bit more than 2 weeks, and a day before Monte Carlo Rally! ->
Read 4 tweets
Nov 7, 2021
Just learning about how computers work from a gorgeously drawn old Soviet encyclopedia for children
Look how many cars and trucks we have in our glorious country comrade, all for you to freely choose! (these drawings are soooo good!)
...or a train or a plane! Just pick!
Read 14 tweets
Nov 7, 2021
Kinda disappointed that anti-anti-art redirects to Stuckism
Stuckism was definitely the last "movement" we learned about in school. But seems like there's been a bunch new ones in the mean time that I've never even heard of. I guess to be an anti-anti it needs to be direct response to anti-art.
Read 4 tweets
Sep 30, 2020
Discovered this FPS gem from 2007 made by a solo gamedev from Uruguay, impressive: medium.com/@dominictaraso… #gamedev
Good news it works on win10. But for some reason on my native resolution it crops part of the screen. On 4:3 seems it doesn't crop. Oh & I had to start the game a few times to test it, which was super annoying cuz it has the first sin of video games, an UNSKIPPABLE INTRO!!
Everything in this game uses like deltatime lerping:
> current = lerp(current, target, dt);
from menu highlights to mouselook, lol. It's painful.
Read 13 tweets
Sep 23, 2020
So, I'm finally working on a "material" system in my engine. Until now there was no need for it since there was just one scene shader, with the only object-unique uniform being the texture. The framebuffer and debug lines were special cases that bind their own shaders (1/?)
So, each "object" (I called it Model) was just Mesh, texture, and the model matrix. This was actually the whole scene rendering logic, I did some checks to see if models in sequence have the same texture or mesh to reduce unnecessary binds: (2/?) Image
But now with adding materials, I actually have to refactor almost everything, and turn the Model into a bigger beast, that has a Transform, Mesh and Material. With the only addition being ability to switch shaders (3/?)
Read 9 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us!

:(