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How goes?
@DMGregory I'm pretty sure you are right, although I am not sure what "pitch" means. It looks like the user is iterating through an array of int32 values but calculating the index as if they were bytes values.
Not to bad, I woke up and peed. That is about as productive as one can get in the morning.
Pitch is the number of bytes on one row of the texture (ie. the byte stride between consecutive rows)
ah okay, then yes, I think the problem was the user expected a byte[] array but was using an Int32[] array.
 
1 hour later…
01:31
Hello, how is everyone doing? Sorry I’ve been gone a bit, I’ve been watching the NCAA Wrestling Finals.
Well, I managed to create a database table so far...
Oh, what for?
Not too bad. I've just been working on my AR camera management system for work.
That’s cool. I might try to learn about AR, but first about how to create apps with Electron.
You should, it's fun and not too hard. I used Unity's Vuforia stuff for my first AR project with the Pokemon company.
It was pretty glitchy but easy to setup.
01:45
@OKprogrammer Sorry for the delay, was going a bit tunnel-vision on the docs. I'm setting up a server to log telemetry from my students' playtests.
@BenjaminDangerJohnson Hey neat! What was it like working with the Pokemon company? (If you can say)
Not too exciting really, we were contracted so they didn't really work with us. It was more like we sent them samples and they would review them. It was a bit pain because they have very strict rules.
But the project was fun, we synchronized our companies custom audio/visual instrument with AR to switch seemlessly between pure game and AR views as well as synchronized real world water cannons with the music.
But for the company side, it was lots of paperwork and rules.
They were very very strict about things. For example we had to redo many animations of the Iibi character because it moved to quickly, or did not jump enough, eyes blink too often, etc.
But anyway, the job was just for the "Pokemon Invasion" event in Yokohama. We worked with them twice, but I think last year was either canceled or they did not contract us again.
Sounds like a cool project, though I'm sorry to hear about the bureaucracy aspect.
It's normal in Japan.
We once had to make a large metal fist statue, it took us 6 months because the police did not like how we translated "Please keep off the statue" in other languages.
...wow.
Holy cow. That’s some crazy stuff.
01:55
I've had game features cut due to translation complications, so I empathize with that.
Hard to find videos of it but here is one from Japan Times: youtube.com/watch?v=W1SOfbKrscs&ab_channel=TheJapanTimes
It's not too hard to do, you can do many things in any game engine if you squish some tutorials together.
@BenjaminDangerJohnson But isn’t that cruel “punishment” for no valid reason?
I wouldn't say punishment, just very strict rules. Everyone follows them. Also we have many tourists in the area and they often do silly things. I understand their logic, it is just annnoying.
also the time delay is probably because they are very busy and we must wait our turn.
I’m sorry you have to go through that. And deal with goofy tourists from America.
To tell the truth, I wish I had more to tell about myself, but basically nothing happens in my life. Same old, same old.
Oh American tourists are fine, the Chinese ones are the most trouble.
Usually Americans just go to bars and complain about politics.
02:05
We normally do that here too.
No worries, most of my development time before my current job was pretty boring. Not many exciting stories about making slot machine games. The only interesting one was when we were told to make a Castlevania or Contra slot machine game.
Yeah I learned that pretty quickly when studying in America.
Who does not go to bars and complain about politics, though?
Well, maybe once I get a lot more time to work on my game I’ll give you all a little “daily devlog”, for fun.
@Vaillancourt Exactly!
@BenjaminDangerJohnson Yeah, event games can be so ephemeral... we made games for an all-night art show in Toronto a couple years in a row, but only one video of one of them survives, from what I can see
@Vaillancourt I think that is probably a western only thing, we find talking about politics rude in Japan, it was also a very taboo topic when I was in China as well.
@OKprogrammer Sounds like fun.
02:09
@BenjaminDangerJohnson Lol I can see why.
@BenjaminDangerJohnson It's considered taboo here too, in family gatherings.
Probably for the best, I noticed in the west, most people see disagreement as a personal attack.
@DMGregory Looks fun, I guess your team used a depth sensor (realsense maybe?) to draw human shadows. But I am not sure what the PlayStation controller is for.
Kinect v2. The controller was for a "shutter" button, where you could snap and freeze your silhouette, then move to make another shadow to layer with the previous frozen one.
This one shows the gameplay a bit more:
Ah excellent. We have 3 old KinectV2s at work. I need to find some way to get rid of them now that we have the Kinect Azure.
Sounds like it was a fun event.
Yeah, it's a fond memory. I was wearing my hoodie from it just earlier today...
02:15
Hopefully your company can organize another similar event.
Maybe once everyone's vaccinated. ;)
I wish I could watch those videos, but I set up a YouTube limit. 🤦‍♂️
Must be a little annoying to work hard on something that'll be used only once, though..
A little, but for me, I like these events because you can see the people using and enjoying it.
My favorite jobs are when we work with NHK on the "Together with Mama" projects. That is when we setup photo booths for mothers and their children and use Unity to apply filters before printing out the images.
Yeah, I suppose so. I also suppose it's different from the usual "game" where the player is sitting on their couch eating chips...
02:19
Those are usually just one day but it is fun to see how excited parents are to receive family photos.
It stinks how games have a bad reputation with some people.
When they do so much more than meets the eye.
There is always a good and bad side to everything.
Also, you can't make people like something. It can be annoying, but that is life.
@BenjaminDangerJohnson Yeah, I feel similarly. The year after this we made a game called "Pixelate", where players would walk through four stations that each digitized them into a different era of gaming, from 8-bit to 16-bit, low-poly 3D to modern. I got to sit in the front station and watch people react to seeing it for the first time, and it was one of the best experiences I've ever had as a gamedev.
Oh, and sorry about the YouTube limit. Think of the videos as a present for after you make your update. I look forward to hearing about your retro RPG. I really miss that style of game.
02:23
Oh, and at the end the players got a print-out of themselves as game characters in each of the 4 eras. :)
@DMGregory Oh, that project sounds interesting. I would love to see how it looks. One of the concert tours we are working on might be interested in the effect.
That sounds really cool.
I'll have to see if I can find them... I know I have a few somewhere, but they might be on my office PC.
To tell the truth, I was gonna try to do that same thing with my games, so I learned more about each era. First, retro 8-bit, then 16-bit, and so on, but each is a different game.
Gotta put in a lot of work..
02:33
But, you know what they say: one step at a time.
Oh cool, one of my other projects finally has some public clips. This was from an anime string quartet music event late last year. youtube.com/…
I think the whole show is probably for sale somewhere, but they showed some of the AR stuff in this preview.
Yeah. The thing is: after a few step, you can get lost...
The zooming is a little bad (we used very cheap potentiometers) but the event was not so bad.
Oooh, coool!
@OKprogrammer I think I remember a flash game called Upgrade Complete that did something similar.
02:38
Oh well, I better get off to bed. See you all later and I’ll start my devlog tomorrow, if you want one.
Have a good rest. Looking forward to hear how your development goes.
Haha! Now I have useful tables created. Just had to not forget the comma...
Congratulations. Are you making a CSV table?
03:12
Postgres SQL
I'm not familiar with that. I worked a bit with Oracle and MS-SQL but that is about it. I assume it must be similar to MS-SQL but with different plugins.
 
10 hours later…
13:05
Hey, uhm, could anyone please tell me how I can link an audioclip to the inspector in a WebGL build? I can't seem to make it work.
In Unity*
13:48
@xcrypt As I mentioned in a comment, I've never been able to reproduce the problems you're describing. I have a WebGL project open right now, the AudioClips attach to the scripts in exactly the usual way, and I have not had to enable Override for WebGL at all. I do not experience any errors when switching to the WebGL platform.
Whoa that's strange
I've tried in old projects as well as created new projects just to test this and I always get the same problems
You're assigning the audio clips manually, not via a script?
I even recently installed 2020.3 and it doesn't work there either
What format are your source audio clips in?
YEs manually, athought I tried with Resources.Load<AudioClip>("path") aswell, but that just seems to return null
I've tried .mp3 .wav .ogg .m4a
13:58
Were the clips inside a folder called Resources?
when I tried to load them like that yeah
Have you tried from a regular folder, not resources?
I might be wrong, but I think Resource.Load loads from streaming assets doesn't it?
Also, how big is your project? Large projects have lots of corruption issues in unity.
I've tried both ways
And I've tried in old big projects as well as empty new projects
Which web browser are you using?
uhm chrome but the problem occurs inside Unity itself
14:07
Unity the editor?
Also, try internet explorer or edge. There was a bug with one of the older version of Chrome that wouldn't let audio work but that was years ago.
inside the editor yes
I switch platform to WebGL and get the problems
oh, okay well that is good to know, so it's not a build issue, but related to WebGl project settings.
There are no error messages when you trigger a sound?
I can't even play a sound because it doesn't even link in the inspector
And this only happens in WebGL mode - if you switch to Windows or another build platform, you can link the same clip to the same field as normal?
hmm, okay I see. Can you try changing your inspector to "Debug" mode?
14:15
@DMGregory exactly
Also, do any options pop up when you click the little circle button to try and search for the audio clip.
@BenjaminDangerJohnson haven't actually try that, will do
no options pop up
dam, that would have been an easy solution. This is the latest 2021.3? Not a beta or alpha branch?
2020.3 have tried also yes
same problem
2021.3 is not out yet
I tried changing inspector to debug mode but still can't link it
hmm, weird. I'd hate to suggest switching Audio Engines to get around a bug like this, but you might be able to work around this by using the FMod plugin for Unity.
The Unity audio engine is a bit crap, so it might be a good opportunity to switch.
14:19
alright I'll keep it in mind thanks
I'd report this as a bug to Unity. It sounds like there might be something corrupted somewhere in your installation.
Sorry, it is not a good solution, but I can't really test anything right now. Unfortunately my IP will only let me download 10gb of data every 3 days, so if I try to install WebGl it or 2020.3 I won't be able to do anything for a while.
it might be because I am missing windows media foundations or something, since I am getting that in the error where I need to override for WebGL to solve it
because you said you didn't need to do that, so I'm checking that now
Yeah I don't think that would be the issue, if it was Unity should have installed it automatically.
But it might be worth checking.
I can actually link it now
14:28
Huh! Was it just the media foundations then?
Seems like it. But I've yet to find out if this solves my entire problem or not. Gonna test if I can actually play a sound
weird, well nicely done solving your issue. If you can please post an answer on your question.
Yeah, seems like it's fixed, will update the post.
Thanks for the help guys :)
No problem but you solved the issue yourself, so well done.
15:10
@BenjaminDangerJohnson I forgot to tell you yesterday, but I’ve been adding an option for a CRT effect for more nostalgia. I may even add an option for the static sound, if people are into that.
Oh sounds cool. Maybe you can use a distortion effect to make your game look like it is on an old round tv screen.
Yep. I thankfully figured that effect out.
Ah that is good. I'm sure there is some good post processing effect for it. Personally I would probably make my camera render to a render texture, then apply the texture to a tv model. But that is probably too much work for too little results.
I wonder if you could add TV knobs to the side of your UI for changing settings like volume while the game is playing.
15:26
Oh yeah, I could put it inside of a tv! That’s a pretty good idea.
It might be fun, just be careful if your mouse needs to use your UI. It might be a feature you want to save for near the end of your project since it is pretty easy to create.
Yep, I believe I should get the most important pieces done first.
Sounds like a smart plan.

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