Hey, I'm pretty new to this kind of problem myself, but I can totally see how that's important. I've had users complain before because some cool features I added didn't work for everyone. I think if I were you, I'd start by building a small JavaScript function that checks if features exist or not. YRead more
Hey, I’m pretty new to this kind of problem myself, but I can totally see how that’s important. I’ve had users complain before because some cool features I added didn’t work for everyone.
I think if I were you, I’d start by building a small JavaScript function that checks if features exist or not. You could maybe have a list (like an array or an object) with the names of the features you’re worried about, and then just loop through them to check support. It’ll probably look something like this:
// super simple check for browser features
function checkFeatures() {
var features = {
'speechRecognition': 'webkitSpeechRecognition' in window || 'SpeechRecognition' in window,
'geolocation': 'geolocation' in navigator,
'serviceWorker': 'serviceWorker' in navigator,
'notifications': 'Notification' in window
// add more features easily here
};
var supportStatus = {};
for (var feature in features) {
supportStatus[feature] = features[feature];
}
return supportStatus;
}
var results = checkFeatures();
console.log(results);
This will give you an object to see clearly what’s supported and what’s not. You can then use the results to show/hide parts of your UI or warn the users beforehand.
About using libraries like Modernizr—I haven’t used it much yet, but I’ve heard it’s pretty helpful since it covers lots of features out of the box, especially if your app is growing larger or you’re worried you might miss some essential checks. But if you’ve only got a handful of features to check, maybe your simple custom solution will be enough.
I’ve had the situation you mentioned (like speech recognition working in Chrome but failing badly in Safari) and it definitely frustrates users. Now I always make sure to feature-check and maybe provide alternative solutions or at least a small message saying, “hey, this won’t work perfectly in your browser.”
I hope that helps a bit! Curious to see what more experienced devs suggest too!
It sounds like you're at an exciting crossroads in your journey! It’s awesome that you have a passion for both coding and the creative aspects of game development. Honestly, many developers face similar dilemmas, so you’re definitely not alone. The line between game engine development and game progrRead more
It sounds like you’re at an exciting crossroads in your journey! It’s awesome that you have a passion for both coding and the creative aspects of game development. Honestly, many developers face similar dilemmas, so you’re definitely not alone.
The line between game engine development and game programming can be quite blurry, as you’ve pointed out. Think of game engine development like building the tools that other developers use to create games, while game programming is about using those tools to bring a game to life. Since you enjoy both, it might be worth exploring a hybrid role, especially if you find the creative process just as rewarding as the technical one.
Many professionals in the industry have found success by dabbling in both areas. Some start as engine developers and transition to game programming, or vice versa, while others happily juggle both. The key is to stay curious and keep experimenting with projects that excite you.
Also, working on projects that involve elements of both could be a great way to see what you’re most passionate about. For instance, you could contribute to an indie game where you build a specific system for the engine and then use it to create gameplay mechanics. This way, you get a taste of both sides!
Lastly, don’t stress too much about choosing one path right away. Many developers will tell you their career paths are winding and full of surprises. Just keep learning, stay open to new opportunities, and follow what feels right. You might find that your skills in both areas complement each other beautifully.
Good luck on your journey, and have fun with it! Remember, the most important thing is that you enjoy what you’re doing.
Whoa, that sounds like such a cool idea! Honestly, customizing sound like that seems super interesting—and helpful. I'm no sound expert, just dipping my toes into this too, but I do have some thoughts! First, it'd be awesome if you let us change how much we reduce low-frequency sounds versus higher-Read more
Whoa, that sounds like such a cool idea! Honestly, customizing sound like that seems super interesting—and helpful. I’m no sound expert, just dipping my toes into this too, but I do have some thoughts!
First, it’d be awesome if you let us change how much we reduce low-frequency sounds versus higher-frequency sounds. Like personally, I hate bus engine noise (low-frequency rumble), but I actually don’t mind cafe chatter (which is higher-pitched).
A bass boost feature sounds neat too, cause who doesn’t want a bit of extra bass sometimes? Also, maybe you could add a slider or something for clarity—like “voice clarity” or “instrument clarity,” especially useful for podcasts versus music.
For visuals, I think a waveform would be really fun and intuitive! Maybe even two waveforms side-by-side, showing the “before” and “after” to clearly see the difference your settings make. Sliders would definitely help too though—I love simple controls!
Oh, and scenarios—you HAVE to include busy cafe, bus/train commute, maybe an airplane cabin (that’s a biggie!), home relaxation, and quiet study space. Podcasts and white noise samples sound perfect too, since they’re super common listening scenarios.
Your project already sounds amazing. Can’t wait to play around with it! Good luck with building—I hope this helps a bit!
It sounds like you're facing a common issue with the way Unity handles layouts in the Inspector. The discrepancy in padding on the sides of your help box can definitely be annoying, especially when you want everything to look polished. One way to adjust the padding is by creating a custom GUIStyle fRead more
It sounds like you’re facing a common issue with the way Unity handles layouts in the Inspector. The discrepancy in padding on the sides of your help box can definitely be annoying, especially when you want everything to look polished.
One way to adjust the padding is by creating a custom GUIStyle for your help box. You can control the content’s padding more precisely by modifying the padding properties directly. Here’s how you can do it:
GUIStyle customHelpBoxStyle = new GUIStyle(EditorStyles.helpBox);
customHelpBoxStyle.padding = new RectOffset(10, 10, 10, 10); // Adjust these values as needed
Then, use this custom style when you’re drawing the help box:
Adjust the values in RectOffset to get the exact balance you want. The first two parameters represent the left and right padding, while the last two represent the top and bottom.
Also, remember that sometimes Unity’s layout can be a bit finicky, and you may need to play with the GUILayout.Space() or other layout calls to dial things in perfectly. Keep experimenting a bit until it feels right!
This should help you get that nice, balanced look for your inspector. Good luck!
Trying to Align A* Pathfinding with Isometric Grid in Unity I totally get your frustration! Aligning pathfinding with an isometric grid can be tricky, especially when you are just starting out. Here are a few suggestions that might help you out: 1. Tile Size Adjustment Make sure that the A* pathfindRead more
Trying to Align A* Pathfinding with Isometric Grid in Unity
I totally get your frustration! Aligning pathfinding with an isometric grid can be tricky, especially when you are just starting out. Here are a few suggestions that might help you out:
1. Tile Size Adjustment
Make sure that the A* pathfinding grid understands the dimensions of your tiles. Since your tiles are 32×16 pixels, check the settings in the A* pathfinding project to ensure that the ‘node size’ aligns with these dimensions. Depending on how the grid is set up in the A* configuration, you may need to adjust this value.
2. Isometric Coordinate System
Isometric grids can create some confusion due to their unique perspective. Ensure that when you set up your grid in the A* system, you’re using the correct origin point. The visual representation might look off if the grid origin isn’t at the right spot in relation to the isometric tiles.
3. Pathfinding Layer Masks
Check the layer settings in the A* pathfinding project. If your isometric tiles are on a specific layer, make sure that the A* system is set to recognize that layer so it can correctly calculate paths. Sometimes, the default settings might not include custom layers.
4. Debugging Visuals
It might help to enable visual debugging for the A* paths. This way, you can see exactly where the path is being generated in relation to your isometric tiles. If they don’t align, then there might be an offset that you need to correct.
5. Scaling Issues
Ensure there are no scaling transformations applied to your camera or A* grid itself that might skew the visual alignment. Sometimes scaling can cause tiles to appear larger or smaller than intended, which impacts how paths align. Play around with the scaling settings!
6. Community Resources
Since you’re looking for specific parameters or best practices, I recommend diving into the A* pathfinding forums or community. There are often players who have tackled similar issues and might have shared their solutions, including example projects!
7. Visual Reference
Don’t hesitate to reference that image you mentioned. Sometimes, visualizing how things should line up helps identify what’s going wrong. You can also try sharing it on forums to get tailored advice based on your specific problem!
Keep tinkering with the settings, and don’t get discouraged! Game development can be complex, but with some patience, you’ll figure it out. Good luck!
JavaScript function to check the availability of multiple features across different environments
Hey, I'm pretty new to this kind of problem myself, but I can totally see how that's important. I've had users complain before because some cool features I added didn't work for everyone. I think if I were you, I'd start by building a small JavaScript function that checks if features exist or not. YRead more
Hey, I’m pretty new to this kind of problem myself, but I can totally see how that’s important. I’ve had users complain before because some cool features I added didn’t work for everyone.
I think if I were you, I’d start by building a small JavaScript function that checks if features exist or not. You could maybe have a list (like an array or an object) with the names of the features you’re worried about, and then just loop through them to check support. It’ll probably look something like this:
This will give you an object to see clearly what’s supported and what’s not. You can then use the results to show/hide parts of your UI or warn the users beforehand.
About using libraries like Modernizr—I haven’t used it much yet, but I’ve heard it’s pretty helpful since it covers lots of features out of the box, especially if your app is growing larger or you’re worried you might miss some essential checks. But if you’ve only got a handful of features to check, maybe your simple custom solution will be enough.
I’ve had the situation you mentioned (like speech recognition working in Chrome but failing badly in Safari) and it definitely frustrates users. Now I always make sure to feature-check and maybe provide alternative solutions or at least a small message saying, “hey, this won’t work perfectly in your browser.”
I hope that helps a bit! Curious to see what more experienced devs suggest too!
See lessDo my skills align more with game engine development or game programming, and can I pursue both professionally?
It sounds like you're at an exciting crossroads in your journey! It’s awesome that you have a passion for both coding and the creative aspects of game development. Honestly, many developers face similar dilemmas, so you’re definitely not alone. The line between game engine development and game progrRead more
It sounds like you’re at an exciting crossroads in your journey! It’s awesome that you have a passion for both coding and the creative aspects of game development. Honestly, many developers face similar dilemmas, so you’re definitely not alone.
The line between game engine development and game programming can be quite blurry, as you’ve pointed out. Think of game engine development like building the tools that other developers use to create games, while game programming is about using those tools to bring a game to life. Since you enjoy both, it might be worth exploring a hybrid role, especially if you find the creative process just as rewarding as the technical one.
Many professionals in the industry have found success by dabbling in both areas. Some start as engine developers and transition to game programming, or vice versa, while others happily juggle both. The key is to stay curious and keep experimenting with projects that excite you.
Also, working on projects that involve elements of both could be a great way to see what you’re most passionate about. For instance, you could contribute to an indie game where you build a specific system for the engine and then use it to create gameplay mechanics. This way, you get a taste of both sides!
Lastly, don’t stress too much about choosing one path right away. Many developers will tell you their career paths are winding and full of surprises. Just keep learning, stay open to new opportunities, and follow what feels right. You might find that your skills in both areas complement each other beautifully.
Good luck on your journey, and have fun with it! Remember, the most important thing is that you enjoy what you’re doing.
See lessCreate a function to simulate noise-cancelling headphones with customizable parameters for noise reduction and audio input.
Whoa, that sounds like such a cool idea! Honestly, customizing sound like that seems super interesting—and helpful. I'm no sound expert, just dipping my toes into this too, but I do have some thoughts! First, it'd be awesome if you let us change how much we reduce low-frequency sounds versus higher-Read more
Whoa, that sounds like such a cool idea! Honestly, customizing sound like that seems super interesting—and helpful. I’m no sound expert, just dipping my toes into this too, but I do have some thoughts!
First, it’d be awesome if you let us change how much we reduce low-frequency sounds versus higher-frequency sounds. Like personally, I hate bus engine noise (low-frequency rumble), but I actually don’t mind cafe chatter (which is higher-pitched).
A bass boost feature sounds neat too, cause who doesn’t want a bit of extra bass sometimes? Also, maybe you could add a slider or something for clarity—like “voice clarity” or “instrument clarity,” especially useful for podcasts versus music.
For visuals, I think a waveform would be really fun and intuitive! Maybe even two waveforms side-by-side, showing the “before” and “after” to clearly see the difference your settings make. Sliders would definitely help too though—I love simple controls!
Oh, and scenarios—you HAVE to include busy cafe, bus/train commute, maybe an airplane cabin (that’s a biggie!), home relaxation, and quiet study space. Podcasts and white noise samples sound perfect too, since they’re super common listening scenarios.
Your project already sounds amazing. Can’t wait to play around with it! Good luck with building—I hope this helps a bit!
See lessHow can I equalize the left and right space in a Unity Editor help box?
It sounds like you're facing a common issue with the way Unity handles layouts in the Inspector. The discrepancy in padding on the sides of your help box can definitely be annoying, especially when you want everything to look polished. One way to adjust the padding is by creating a custom GUIStyle fRead more
It sounds like you’re facing a common issue with the way Unity handles layouts in the Inspector. The discrepancy in padding on the sides of your help box can definitely be annoying, especially when you want everything to look polished.
One way to adjust the padding is by creating a custom GUIStyle for your help box. You can control the content’s padding more precisely by modifying the padding properties directly. Here’s how you can do it:
Then, use this custom style when you’re drawing the help box:
Adjust the values in
RectOffset
to get the exact balance you want. The first two parameters represent the left and right padding, while the last two represent the top and bottom.Also, remember that sometimes Unity’s layout can be a bit finicky, and you may need to play with the
GUILayout.Space()
or other layout calls to dial things in perfectly. Keep experimenting a bit until it feels right!This should help you get that nice, balanced look for your inspector. Good luck!
See lessHow can I align the A* pathfinding project with Unity’s isometric grid for accurate pathfinding and visual coherence?
Trying to Align A* Pathfinding with Isometric Grid in Unity I totally get your frustration! Aligning pathfinding with an isometric grid can be tricky, especially when you are just starting out. Here are a few suggestions that might help you out: 1. Tile Size Adjustment Make sure that the A* pathfindRead more
Trying to Align A* Pathfinding with Isometric Grid in Unity
I totally get your frustration! Aligning pathfinding with an isometric grid can be tricky, especially when you are just starting out. Here are a few suggestions that might help you out:
1. Tile Size Adjustment
Make sure that the A* pathfinding grid understands the dimensions of your tiles. Since your tiles are 32×16 pixels, check the settings in the A* pathfinding project to ensure that the ‘node size’ aligns with these dimensions. Depending on how the grid is set up in the A* configuration, you may need to adjust this value.
2. Isometric Coordinate System
Isometric grids can create some confusion due to their unique perspective. Ensure that when you set up your grid in the A* system, you’re using the correct origin point. The visual representation might look off if the grid origin isn’t at the right spot in relation to the isometric tiles.
3. Pathfinding Layer Masks
Check the layer settings in the A* pathfinding project. If your isometric tiles are on a specific layer, make sure that the A* system is set to recognize that layer so it can correctly calculate paths. Sometimes, the default settings might not include custom layers.
4. Debugging Visuals
It might help to enable visual debugging for the A* paths. This way, you can see exactly where the path is being generated in relation to your isometric tiles. If they don’t align, then there might be an offset that you need to correct.
5. Scaling Issues
Ensure there are no scaling transformations applied to your camera or A* grid itself that might skew the visual alignment. Sometimes scaling can cause tiles to appear larger or smaller than intended, which impacts how paths align. Play around with the scaling settings!
6. Community Resources
Since you’re looking for specific parameters or best practices, I recommend diving into the A* pathfinding forums or community. There are often players who have tackled similar issues and might have shared their solutions, including example projects!
7. Visual Reference
Don’t hesitate to reference that image you mentioned. Sometimes, visualizing how things should line up helps identify what’s going wrong. You can also try sharing it on forums to get tailored advice based on your specific problem!
Keep tinkering with the settings, and don’t get discouraged! Game development can be complex, but with some patience, you’ll figure it out. Good luck!
See less