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Dev Blog Saleblazers

A Workflow for Creating Baked Seamlessly Tiling Textures

One of the most challenging things I have encountered on Saleblazers is creating seamless tiling textures that simultaneously use baked maps. Neither task is simple on its own and they’re inherently contradictory to each other. On top of that, we also need a material offset for readability and variance; for example, wooden planks that are […]

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Some (Unstable) Unity Mirror Optimizations

Mirror‘s a great tool for networking in Unity. Here are 2 things that we did to speed things up a little that I wouldn’t want to push to the official repo, but we did in our project with no repurcussions. Removing ClearAllComponentsDirtyBits We just straight up commented out this section in NetworkIdentity.ServerUpdate(). It was costing […]

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Dev Blog

Networked Child GameObjects Using Mirror in Unity

We’re using Unity and Mirror for Saleblazers. At the time, there wasn’t a networking solution I felt comfortable with committing to. Photon’s great, but it has a high CCU cost over time. UNET was deprecated. I’m too dumb for custom solutions like RakNet. MLAPI was okay at the time, but seemed highly experimental. I think […]

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Dev Blog Saleblazers

Pivoting Towards Fun

I’ve had to pivot quite a few times because I’m relatively inexperienced. Sometimes I just don’t know if an idea is good or not until it’s in my hands. I’ve always wondered if I should stick to an idea and commit to it until the end no matter what. Oh well. Too late! That’s only […]