psychology undergraduate with too many skills and interests
all yaps are my own
a) for conditional interaction, use bools
b) change colors of objects by using Renderer functionality
c) use tags to identify objects, especially during collision based triggers
d) tags are not assigned to objects by default
e) cinemachine is incredibly flexible
#gamedev
a) for conditional interaction, use bools
b) change colors of objects by using Renderer functionality
c) use tags to identify objects, especially during collision based triggers
d) tags are not assigned to objects by default
e) cinemachine is incredibly flexible
#gamedev
a) there's a lot you can do without a terrain
b) always define movements along axes, then define a Vector3, then transform.position with it.
c) make cameras follow objects with cinemachine
d) Unity UI can make you cry
e) rotate light, do not move it
#gamedev
a) there's a lot you can do without a terrain
b) always define movements along axes, then define a Vector3, then transform.position with it.
c) make cameras follow objects with cinemachine
d) Unity UI can make you cry
e) rotate light, do not move it
#gamedev
I decided to do the cliche minimalism and realized in the process that negotiating elements around space really does give you an incredibly flexible framework. Depending on what you need to evoke, there's so MUCH you can do with this.....
#design
Krita is rly fun. I made my pfp on it
oh and also this
Krita is rly fun. I made my pfp on it
oh and also this
I wake up and find out that everybody's mad at itchio. Then I go and take a look at the tea.
There's no clear reason given as to why they couldn't give any advanced notice before going on the NSFW deindexing. It's also kinda silly that their update post was haphazardly written (1/2)
I wake up and find out that everybody's mad at itchio. Then I go and take a look at the tea.
There's no clear reason given as to why they couldn't give any advanced notice before going on the NSFW deindexing. It's also kinda silly that their update post was haphazardly written (1/2)