no i just always hated unity. its a travesty, other aspiring game devs have backed me up on this, and i have no idea how people put up with this software. geniunely the most 2/10 shit i've ever used.
no i just always hated unity. its a travesty, other aspiring game devs have backed me up on this, and i have no idea how people put up with this software. geniunely the most 2/10 shit i've ever used.
I should use it for some debug UI though, thanks for the reminder :3
I should use it for some debug UI though, thanks for the reminder :3
On the other I have the opposite issue with certain flex hierarchies, where the children force-grow the parent despite having Overflow::scroll_y and even 100% max-sizes.
On the other I have the opposite issue with certain flex hierarchies, where the children force-grow the parent despite having Overflow::scroll_y and even 100% max-sizes.
And a minor quirk which is that texture atlas layouts need to be stored as an asset to use with sprites, which is a bit inconvenient but not a big deal
And a minor quirk which is that texture atlas layouts need to be stored as an asset to use with sprites, which is a bit inconvenient but not a big deal
I'll post an update once I implement more functionality, to see how messy it will become with more complexity :)
I'll post an update once I implement more functionality, to see how messy it will become with more complexity :)
These are two systems I use to handle hit results/judgements. It feels a bit like writing a message-passing (channel) architecture except you don't have to wire up receivers and transmitters manually.
These are two systems I use to handle hit results/judgements. It feels a bit like writing a message-passing (channel) architecture except you don't have to wire up receivers and transmitters manually.