baste.bsky.social
Games programmer, currently at Rain Games. Last shipped game was Teslagrad 2.
25 posts
39 followers
64 following
Getting Started
Active Commenter
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ReferenceEquals(null)?
Depends on what you mean, after all there's no way to know if a field has null in it because the user wanted null there or if they just didn't assign a thing!
But yeah Unity creating a non-null object in your null fields so it can MissingReferenceException is uuuuuuugh
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It's just an implementation detail on how a language feature works - it's rewritten at a high level (the language itself) to implement whatever it is. foreach => GetEnumerator() + while moveNext() etc. So declaring that things implemented like that is good/bad is just silly!
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Then again, the Scene loading in Unity is a bit scuffed in that it forces you to bundle the scene, light data and navmesh data all into one thing, and if you want to disconnect them you have to hack like crazy.
So separating them would probably be a big improvement
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It might even work, since it's at the core of the design of everything else and clearly pretty thought through, but my programmer-with-delusion-of-grandeur spider senses did start to tingle when I first heard of it.
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It really feels like how a programmer without any oversight would design it.
"If everything is actually *the same thing*, then it'll be super generic and simple and reusable and you can compose everything with it"
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I don't think that's quite true.
If you targeted 2021 LTS, and you don't have an enterprise license, you just don't update to any 2021 version released after the "free" LTS period ended. In this case 2021.3.45.
So all you have to do is to not update to an xLTS marked minor version.
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I just saw your post making the rounds on other sites with the interpretation "it turns out that Unity now permanently disallows any use of Unity 2021 for anyone that's not an enterprise user", which isn't true!
They're just bad at UX.
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Just to be clear - not saying that there isn't a problem here, just trying to understand exactly what the fuckup is.
I have zero problems believing that the Unity Hub has a fuckup that breaks something, that is pretty par for the course for the Hub.
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Do you mean that it's advertised in the Hub if you click "Install Editor"? Or that it's not immediately marked on the archive as a 3-year LTS?
Or do you mean that if you download it and open the project, it changes the version and reimports before telling you that you can't open it?
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So the Hub only advertises up to 2021.3.45 LTS, so the user will have to go to the Download Archive and click a higher version.
I think the problem is that this label doesn't indicate "Enterprise/Industry only" unless you hover it (at unity.com/releases/edi...)
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$245/month so your sound folks can look at your game. Nice.
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It's a good workflow until you try to build a project years later and it turns out that you needs to have a) the same version of blender and b) the same settings in blender as when you made the game in order to build.
+ your sound folks need to install Blender now to test the sounds they're making.
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Introducing the #TesuraGamesConnect2025! 👾
The online event where we'll be presenting the latest news, physical announcements and surprises!
20 games, 12 BRAND-NEW exclusive announcements!
📆 Thursday, 6th March
⏰ 6 pm CET / 9 am PT
🌐 YouTube & Twitch
See you soon!
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What made me sad here is that the zinger is "nobody thought about this, obviously, which is why it sucks", but that's not how Microsoft sized organizations works. They probably put over a lifetime worth of man-hours into failing to make it not suck.
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Why would you need that? The <user> folder isn't a folder you'd ever care about. But we made this nice little collection of super usefull folders you will use all the time, you can click that instead. We're sure that the 3D Objects folder will be very convenient:
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I don't know who at Unity is responsible for the input system anymore. Rene-Damm was very visible when he worked for Unity, but after he left it's been pretty quiet.
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Right, got it.
So there's two mappings,
keybind -> physical key
physical key -> name of key
And Unity has smoshed those together into one function here, and it assumes that the keyboard language and the name of the key matches. Which it does for "Z", but not for "space bar" or "backspace".
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I, and a lot of other Norwegians, use a Norwegian keyboard to be able to use Norwegian æøå letters, but use us english as the UI language because we're fluent and the Norwegian translations of stuff is dogshit or worse. Programs assuming that I have a US keyboard because of my UI language sucks.
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Why?
If you have a US UI language, but a French azerty keyboard, you do want the hints on the screen to match your keyboard. When the game says "press Z", you want to be able to look at the keyboard, hit the key that says "Z" on it, and have that be correct. That's keyboard layout language, right?
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That makes sense, doesn't it? The API is for showing the same symbol that the user is likely seeing on their keyboard. If you set the binding for a button to Q, and show the GetBindingDisplayString to a user on an AZERTY keyboard, they will see "A", which is the button they have to press.
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Looking forward to the Silksong doc you have been working on for the last 6 months!
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The danger of things happening in a controlled manner by committee is that we stay on Javascript forever because change is hard.
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If the language the web had landed on had been a C#-like language instead of JS, or if we got a C#-like alternative, then the world would be a better place.
The danger of things happening in an ad-hoc, uncontrolled fashion is that we end up getting stuff like Javascript as a global standard.
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The "hey install the runtime only once and then every program can share it" approach made every single non-developer in the world hate Java with a passion. "you need to update your Java" because there's a security issue in Java that affects zero of your installed Java programs.