Taco Scott
tacoscott.bsky.social
Taco Scott
@tacoscott.bsky.social
Someone wishing for a brighter tomorrow. And tacos for dinner. I think that last part I can make happen.
Loving this new script I created. Instead of having to go out to my logging system config to change levels, now I can set up groups and change the levels from the inspector (script attached to my main DDOL game object). I like this so much better. #GameDev #IndieDev #Unity3D
November 11, 2025 at 6:18 AM
Trying out Unity PostProcessScene to auto-configure objects between several pre-defined rigidbody configurations. Add just my pre-defined UnifiedRigidbodyScript to an object and the post processor will pick it up and handle generic config. Can be overridden as needed. #GameDev #IndieDev #Unity3D
October 28, 2025 at 6:41 AM
The sad images of parts of the white house being destroyed in the service of Trump's vanity at taxpayer expense with no regard for oversight, history or precedent will infamously represent him until the end of time. #Politics #WhiteHouse #GovernmentCorruption
October 22, 2025 at 8:36 PM
This weekends work includes a new model highlight effect that pulses, a new editor tool overlay to assist in placing lines of objects, and a few bug fixes. You can see a bunny being highlighted in the screenshot. Color and pulse rate configurable. #GameDev #IndieDev #Unity3D
October 13, 2025 at 3:46 AM
Finished a couple of cliffs with small tunnels using Blender. A few UV anomalies I could fix, but overall I'm pretty happy with them. Materials were applied in Unity. #IndieDev #IndieGameDev #GameDev
September 16, 2025 at 3:15 AM
Finished the first version of my Vegetation Overlay for mass placing vegetation on terrain. Similar to terrain tool Paint Details but for vegetation meshes not directly compatible with terrain tools. I already love it. Each white dot is where a prefab will get placed. #Unity3D #GameDev #IndieDev
July 24, 2025 at 2:53 AM
Tired of my dry boring posts? Okay, here you go.
July 8, 2025 at 11:31 PM
I just created a cloud effect for URP. Struggled briefly with how to do gradient shadow on ground. I ended up using shader graph, opaque with alpha clipping, then dither node multiplied against noise effect for alpha input. Was concerned about dither on ground but it actually looks fine. #Unity3D
June 14, 2025 at 6:46 AM
A look at my editor Overlay. It's labeled Tow Overlay, for moving objects around the scene, though it does more than that now, so maybe I should rename it. Shown here with light to light up dark area and "editor script" is showing red ray to mark door hinge for a door control script. #Unity3D
April 5, 2025 at 5:44 PM
My first attempt at a "kit" with modular wall, roof, and floor models is for a barn. This is one of the wall segments. For the texture I started with a 1024 square texture then tiled it to 2048 with 4x4 meter standard wall segments. This works pretty well but I need more practice overall. #Unity3D
April 3, 2025 at 9:14 PM
I'm starting to pay more attention to positions and origins and things now that I'm starting to work on a kit with modular wall segments. I don't understand #Blender positioning. Why is this at 0, 0, 0 and not touching the axis? Anyone got a video link I should watch? (Using Blender 4.3)
March 29, 2025 at 9:34 PM
Early screenshot from the game I am working on. 1st person linear spooky adventure. Player solves puzzles and engages in limited combat in an attempt to reunite with his lost cat. I'll post more screenshots from time to time. #Unity3D #gaming #cats
March 21, 2025 at 6:58 AM
Alright, I see so many cat pics here, I guess I need to add one of my own. Just what all the cat lovers here want to find in their Easter baskets.
November 21, 2024 at 4:30 AM
Proof that I play too much Satisfactory. The white building is my "mall", which I still use in 1.0 despite having dimensional depots. As you might guess, my city has a sub-level where most of the conveyor belts live. It's not too bad down in the sub-level, other than the spiders *shiver*.
October 30, 2024 at 5:59 AM