Baste
baste.bsky.social
Baste
@baste.bsky.social
Games programmer, currently at Rain Games. Last shipped game was Teslagrad 2.
People really tend to forget that ugui is solving very hard problems! Arbitrary layout in arbitrary space is not easy.

Which is why it's often not that hard to replace the builtin layout groups with something that works better - if what you're solving is a specific, well-defined layout.
October 27, 2025 at 10:17 AM
Did you ever try Boo back in the olden Unity days? There you could do:

Open() unless opened or locked

Horrendously slow language to compile, but it had some neat ideas.
July 18, 2025 at 10:40 AM
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
May 21, 2025 at 1:05 PM
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!
May 19, 2025 at 8:21 AM
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
May 12, 2025 at 2:08 PM
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.
May 12, 2025 at 1:14 PM
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"
May 12, 2025 at 1:13 PM
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.
April 15, 2025 at 2:17 PM
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.
April 15, 2025 at 2:02 PM
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.
April 15, 2025 at 2:01 PM
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?
April 15, 2025 at 2:00 PM
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...)
April 15, 2025 at 11:58 AM
$245/month so your sound folks can look at your game. Nice.
March 31, 2025 at 6:44 AM
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.
March 28, 2025 at 11:24 AM
Reposted by Baste
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!
March 3, 2025 at 12:08 PM
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.
January 17, 2025 at 9:27 AM
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:
January 17, 2025 at 9:25 AM
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.
December 18, 2024 at 12:03 PM
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".
December 18, 2024 at 12:01 PM