I had a cold for awhile ( No not covid as far as I know anyway, I was negative on the test ) and hadn't been posting up my work as usual and I've had a hell of a time dealing with a bunch of stuff involved with me moving out ( Yay! ) once things calm down I should be posting way more content.
Anyway, another reason I've been so quiet on my own feed is because I was dealing with an incredibly complicated shader problem that ended up with me needing the help of two other programmers. The problem itself shouldn't have been a big deal but thanks to the ridiculousness of Unity's shaders it became a full on project between us all. I had been wanting to implement the same 'border effect' that the old school RTS' and building simulators had and holy shit am I glad it's finally done.
The problem was that I had these influence rings to represent where you can build and interact and you can see in the various screenshots and gameplay I've shown so far is the rings the rings overlap in a really nasty way. The shader problem I have been dealing with has finally put an end to it and everything blends really nicely now.
I am so glad to be rid of this problem, time to focus more on the models etc. in the game graphics wise and get rid of the grey buildings for good. For anyone curious about how we ended up dealing with it all here's a link. By the way, effects like what you see with the galaxy map on Stellaris and the and the powerplay influence map in Elite Dangerous are very similar to the maths we've looked at here.
Congratulations on getting that resolved! I've done 2d work only in Unity and come across issues that just want to make me rage-beat on the keyboard. Awesome to see you've figured it out!
Thanks, I won't be able to guarantee an answer but I don't mind helping you out if you've got some questions and still need help with some problems that have you going into a wall. Been going at unity for about 5 years now and I'm also learning Godot and yeah it can be ridiculous. You need a lot of patience at times for programming generally and the software you use will have it's own little quirks you have to deal with like this shader issue I've been dealing with.
There's a lot to learn, without a doubt. I don't even dabble with 3d; I'm straight up a 2d person.
The most recent issue I've struggled with - and, honestly, it has begun to lead me toward abandoning the project altogether in favour of other projects - is how to move an object from Scene to Scene and save the progress so when the user restarts the game the object is in that new Scene. I might take another look at it (it has been about four weeks now) but, honestly, this one is enough to get me to throw in the towel.
Ahhhh, now that's a tricky topic, what you're looking at is serialisation.
You'll likely need to look at how to save your positions to a file and have that load up when you load a new scene or store the position data generally.
I've given some serious thought to building just one scene and coding everything inside it. I could do that. 😅