Sorry for the late reply! Yeah, this issue has been going on a while, I believe it was just as present in unity 2020 as it is now in Unity 6. No worries on not testing with other packages lol, totally understand. Not sure if it is the render pass event thing, but that's the only thing I could think of as to why the outline would look normal in editor but different in build. I'm not super knowledgeable on this kind of thing though, so if anyone smarter than me has an idea please do lemme know!
p.s. is there any update on Render graph support? Just upgraded to Unity 6 and had to disable it as instructed.
Harry Bushell
Creator of
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Hi! Huge fan of snapshot shaders - helped massively with establishing & polishing my game's art style.
I'm using the Quick Outline asset by Chris Nolet and I'm noticing the outline looks different in the editor vs build. I believe this is because of the shaders I'm using - I think most notably 'Painting'. I thought it might be to do with the Render Pass event (I changed it several years ago due to a bug with SnapShot Shaders & Unity 2019 which turned the editor black), but I've upgraded my Unity and the package several times and can't seem to find the Render Pass option anymore. Any ideas what's happening here, and is it possible to get the outline looking like it does in the editor? I much prefer that nice, thick outline rather than the sort of shadow effect.
Once again, thanks so much for making this! It really makes a world of difference!
Hey!
I just wanted to clarify that my submission (HappyZone) wasn't initially made for this jam. It was a student project I improved and published - but the entire idea from the game was inspired by LSD Dream Emulator. It was the game I played when searching for inspiration, and had the single biggest impact on my creative process of all the sources I drew from - which I think you can tell by playing it. HappyZone was a formative project for me and LSD (the game, not the substance) was huge in helping me find my style of game-making.
I wanted to submit it here as I realised it would have been a perfect submission back when I was working on it, and to pay a little tribute to a game that was very special to me. I couldn't see anything explicitly forbidding it in the rules, so I hope that's okay! If not, please let me know and I'll remove it as a submission.
Either way, thanks for hosting this jam and getting some eyes on an underrated classic!
Harry :)
Hi I'm Harry and I just published HappyZone! - https://games-by-harry-x.itch.io/happyzone
It's a short game - a virtual playground in which you explore a surreal virtual world made by a developer who doesn't know what he's doing. Meet some fun looking friends and toy around with mechanics!
In Story Mode, you can get a guided tour of the HappyZone with voiceover by me, and in Free mode you can simply play at your leisure and goof around uncovering hidden features (some of which are free mode exclusive).
Here's a little trailer:
This was originally made 3 years ago on a 48-hour, no-sleep rush to a uni deadline, but I've revisited it with more game dev experience and fixed it up! The original version, as well as some extra content, are available for supporters, but the game itself is free!
Hope you check it out, and hope you love it!
Harry
Hey!
Sorry if this is cheeky, but I saw this jam and realised a game I'm currently working on kinda fits the theme really well.
Time Flies! It was a uni project I'm currently developing into my first full indie release and it's in public beta 0.35. it's about living a life in a minute, so I thought I'd share it here and get thoughts from other 1-min gamedevs!
Again, feel free to boot me out and sorry if this feels like spam - I know my submission wasn't exactly made for this jam but I would absolutely love any feedback and thoughts (I even have a whole google form for feedback)!
Thanks for hosting this jam, it's a really cool idea!
youtu.be/7luBe6A8jHI
MY FIRST EVER LET'S PLAYER
This is why I went into game dev thank u