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28.12.2025 10:18
mortoray (@mortoray@peoplemaking.games)

Working on a piston, the bit I managed to get to work previously using standard animation rigging.

The goal here is that we don't go back/forth from transforms during rig evaluation. That's apparently the slow part fof Unity. The top rod, attached to the gear, is not a child object, but a sibling. I capture the transformations internally and only output the final transforms once per frame: no reading from GameObject transforms while animating.

The one conical bone is pointing wrong. I think because the source/destination are the same point.

#unity #gamedev #indiedev





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27.12.2025 22:31
OccuWorld (@OccuWorld@syzito.xyz)

Don't Be Careful, Be Quick!

lib.edist.ro/library/dont-be-c

What prevents us from engaging in action? In moments where revolutionary, transformative, and militant direct action is required––no, demanded––of us by our complicity in genocide, what prevents us from taking the leap from intention into act? What prevents us from joining the struggle where it ought to be waged––in the belly of the beast?

#Unity #Quickly #Act





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27.12.2025 19:00
shadow_grove (@shadow_grove@mastodon.gamedev.place)

💡 #UnityTips: Streamline your #unity #unity3d #gamedev process with Unity's Debugging Tools! 🔍 Use the Console, Scene View, and Profiler to quickly find and fix errors. #indiedev




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27.12.2025 19:00
shadow_grove (@shadow_grove@mastodon.social)

💡 : Streamline your process with Unity's Debugging Tools! 🔍 Use the Console, Scene View, and Profiler to quickly find and fix errors.




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27.12.2025 17:01
dunk (@dunk@mastodon.gamedev.place)

youtu.be/0JWywpJcjKI

Experiment 495: "Camera RGB to Hue Shift Test"

🎵 Ballin' Jack - Found a Child

#creativecoding #unity #unity3d #madewithunity #hdrp #vfxgraph #shadergraph #realtime #realtimegraphics #realtimerendering #realtimevfx #procedural #generative #interactive #audioreactive #audioreactivevisuals




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27.12.2025 16:33
mortoray (@mortoray@peoplemaking.games)

I added a few more pieces to get a gear and slide mechanism to work.

This includes two PartWheel's and two PartSlides -- I'm using the slide for the board for now. Then a bunch of GearLink components to connect them.

Plus I added gizmos for the GearLink's. There's also a clock for the animation source variable, as the animator can't drive the gears/parts directly.

#Unity #gamedev #indie





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27.12.2025 16:12
Velgandr (@Velgandr@mastodon.social)

youtu.be/DfhVo4TJRJE?si=sJvuKU
🗡️ [Abonnieren] (bit.ly/4gSnrXu)
🗡️ [Playlist] (bit.ly/4jJLI34)




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27.12.2025 15:40
mortoray (@mortoray@peoplemaking.games)

Now wait, it may seem like I'm regressing, but I've come up with a new model I'm trying. Instead of directly controlling transforms, I'm creating logical machine links on the internal state. this will allow me to model multiple turns of a gear, for example.

The setup below has three parts:
- PartAnimated: which is driven by the animator (to help test)
- PartWheel: On the gameobject, it converts its logical state into rotation
- GearLink: Links Animated -> Wheel so the wheels' state comes from the driven value.

#unity #gamedev #indiedev





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27.12.2025 14:10
TechTainmentOra (@TechTainmentOra@mastodon.social)

The Secret Message in Camilla & Anne's Matching Red Outfits
youtu.be/BLyYcR4uIvI




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27.12.2025 13:58
mortoray (@mortoray@peoplemaking.games)

I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.

State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.

Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.

#unity #gamedev #gamephysics #indiedev




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27.12.2025 09:28
mortoray (@mortoray@peoplemaking.games)

I've added a GearMatchRotation that takes in a ratio. The left gear moves in response to the right gears rotation. This is a quick test. It'd be easier if I make the gear take in the count of the teeth and calculate the ratio automatically.

Next up I think will be slides and then cantilevers.

I should not I'm doing this inefficiently without Jobs now. I can switch that later. Plus it might be fine for Rabanaz, we'll see.

#unity #gamedev #indiedev





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27.12.2025 09:23
individual8 (@individual8@mastodon.social)

Spotted this beautiful sign at the Jianshui Railway Station! 🚉 It’s a powerful reminder of the diversity here in Yunnan. The message reads: “Promote all ethnic groups to hold together as tightly as pomegranate seeds.” It’s displayed in Chinese, the local indigenous script (likely Hani or Yi), and a phonetic transcription. A perfect sentiment to see before boarding the train to Dali. 🤝✨





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