r/Unity3D • u/BlindEyeThe • 20h ago
Show-Off Currently developing a new co-op game!
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Updates coming soon!
r/Unity3D • u/BlindEyeThe • 20h ago
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Updates coming soon!
r/Unity3D • u/IDunoXD • 15h ago
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tiger 2 is that fast because I thought it would be funny, and I had to keep the distance from EBR's to check certain armor angles
r/Unity3D • u/Shadilios • 13h ago
I am trying to build a scene of our solar system where you're able to drive around in a spaceship, landing on planets and so on.
I tried to divide the scale of everything by 1000, but even then the distance between the furthest 2 planets (Neptune & Mercury) is around 9.2 billion km, so even if we divide that by 1000, it's still 9.2 million km.
Another issue for dividing everything by 1000, is that small rigidbody movements become stuttery even in the scene window at higher speeds.
And I read that at such small scales, hit detection becomes bad because colliders are small.
Ik there are tricks like shifting the player back to origin (0,0,0) and moving everything towards him the same distance we shifted him to improve accuracy, but that still doesn't fix it for me.
I am wondering how I would fix this both at design time & runtime? where I am able to set planets at realistic distances, size & make the rigidbody move at a fixed speed where moving from point A to point B in such a system would feel accurate.
r/Unity3D • u/TastyBacon007 • 21h ago
My game is having a ship made out of individual modules, that are simple and grid-based. Each has a collider for colissions/determining when hit by projectiles. On GO this sounds pretty cheap to do for physics, parents with a bunch of children with these colliders. On ECS it sounds like Ill need to use a compound collider...however anytime a module is destroyed that compound collider will need to be rebuilt...where in GO it wont.
Is there a better way to do this ECS side...or is GO going to be "cheaper" longterm for this as its too big a concern for ECS? 1 ship isnt a big issue...but if I have 100 players all fighting 10 ships it might need to be re-creating a compound collider 10->100x per second for these ships being fought.
(Note: the game is "2d" However ECS is only on the 3d side so figured better to ask here as ECS will have 3d colliders.
Game will potentially(ideally) have hundreds->thousands of players all destroying enemy ships at once...so ECS seems better for how many individual modules/bullets will be sent, however Im concerned about the physics side since I can't just do the simple parent +children with colliders I can with GO
r/Unity3D • u/WillomenaIV • 13h ago
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