@TylerGlaiel Thinking about similar things in my tactics game NPCs.. Decision making seems like it gets complex fast. Is your approach mostly based around state machines?
working on an enemy with a "pack hunting" gimmick and its surprisingly complicated lmao. mostly cases for like "what if you charm one of them and it doesn't agree on who the target should be" and such
However, this is wrong. And I had to manually update the Physics simulation during the frame in order for the Raycast to consider the new position of the collider.
Specifically, I asked the AI about moving a BoxCollider and a performing a Raycast in the same frame. Would the Raycast consider the old position or the new position of the collider? And the AI told me it would use the new position (and gave a code example).
Trying out Jetbrains AI with Unity and the AI's misunderstanding of how Unity works led me down a bad rabbit hole :( It's not obvious how to submit feedback about this tool..
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My Unity Lessons:
Embracing its tools more ..
Like SerializeField composability ..
Pursue a less hierarchical, more composable codebase structure early on ..
Make small components composed via SerializeField links seems good ..
testing is still hard in my current game
Sped up my Unity Editor performance at last..
(1) delete /Library folder
(2) invalidate Rider cache
(3) uninstall big apps (SSD 950 -> 800 / 1000 GB)
I think the last one made the biggest difference
Where do people chat about Unity stability improvements via LTS patches? Wondering about upgrading from 2022.3.22f1 to 2022.3.28f1
That’s 6 patches focused on stability improvements, right? So it’s probably a no brainer to update to these?
#gamedev
Speeding up my Unity Editor performance is quite challenging.
AssetDatabase.V2.Reload spends 1-2min any time I add a single Debug.Log() line to a script.
Using an old Editor Iteration Profiler from a few years ago to find this, but seems Unity fired the developers of the tool
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