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No, it's definitely not a Unity bug, and Unity does not have any "built-in camera system," not like you apparently mean anyway. I know Unity very well and use it regularly. There are no camera bugs that could result in anything even remotely like "It is as if a camera capturing the scene had been inadvertently pointed to the lower right foreground and then slowly refocuses on the central image." A camera in Unity can't move on its own, and it can't "slowly refocus" on its own. That's 100% user code.

--Eric
Now pro-claim use unity:confused:
 
No, it's definitely not a Unity bug, and Unity does not have any "built-in camera system," not like you apparently mean anyway. I know Unity very well and use it regularly. There are no camera bugs that could result in anything even remotely like "It is as if a camera capturing the scene had been inadvertently pointed to the lower right foreground and then slowly refocuses on the central image." A camera in Unity can't move on its own, and it can't "slowly refocus" on its own. That's 100% user code.

Claiming that the resulting action from telling the camera to move in the x/y/z or rotate on the yaw/pitch/roll-axis is "100% user code" really goes to show that you don't understand all the layers of abstraction found in a modern game engine or how 3D projection works... Reproducing the same bug on the same engine in a similar environment is really not any kind of sign of copied code, it's actually what's to be expected!

It also ignores the incredibly low chances that the developers of the Westworld game have ever had a copy of the source code or even had a look at it as it's obviously not open source and only distributed as pre-compiled binaries. Outside of straight up hacking into Bethesda's development systems or physically breaking into their offices is running the binary trough a de-compilation process and even that's pretty questionable what the source code that created the binary was like.
 
It also ignores the incredibly low chances that the developers of the Westworld game have ever had a copy of the source code or even had a look at it as it's obviously not open source and only distributed as pre-compiled binaries. Outside of straight up hacking into Bethesda's development systems or physically breaking into their offices is running the binary trough a de-compilation process and even that's pretty questionable what the source code that created the binary was like.

I believe you missed the fact that both Bethesda and Westwood relied on the sameness outsourced “Co-developer”.

The question is whether that Co-developer actually had the legal right to reuse the code, or if it was in their contract that they couldn’t.

As for a Unity camera bug, I’ve used Unity plenty and agree that the Unity engine has nothing like you describe. Are you referring to some sample/example code that you can use? That code belongs to Unity and everyone is free to use it within their Unity projects - Bethesda can’t claim it belongs to them.
 
I believe you missed the fact that both Bethesda and Westwood relied on the sameness outsourced “Co-developer”.

That I missed, which in my mind makes the whole thing even pettier. Even if the co-developer didn't literally re-use code from Fallout Shelter, unless they've got crazy employee turnover both games will have been worked on by much the same people and those people will obviously end up implementing things in a similar manner as they are, after all, the same people.

Also, I probably should have worded "camera bug" differently or explained what I meant by it better. Because I'm not just talking about a bug in camera system itself, but how it's used and moved around (it's not a film camera so it's not "focused" per say, just moved around and maybe rotted or have it's frustum changed). It's by no means unexpected that when multiple try to do the same thing with the same system, they end up making the same mistakes.
 
I believe you missed the fact that both Bethesda and Westwood relied on the sameness outsourced “Co-developer”.

The question is whether that Co-developer actually had the legal right to reuse the code, or if it was in their contract that they couldn’t.

As for a Unity camera bug, I’ve used Unity plenty and agree that the Unity engine has nothing like you describe. Are you referring to some sample/example code that you can use? That code belongs to Unity and everyone is free to use it within their Unity projects - Bethesda can’t claim it belongs to them.
It all depend to claim lawyer bathesda . How they get access pro claim both code are same ? If not same , behaviour can easily counter sue bathesda hack
 
If anything, they are all copies of the original SimTower from Maxis I used to play over 20 years ago.
 
Claiming that the resulting action from telling the camera to move in the x/y/z or rotate on the yaw/pitch/roll-axis is "100% user code" really goes to show that you don't understand all the layers of abstraction found in a modern game engine or how 3D projection works... Reproducing the same bug on the same engine in a similar environment is really not any kind of sign of copied code, it's actually what's to be expected!
I've been using Unity since the 1.x days (10+ years ago), I know exactly how it works. It's very clear that you do not. The described bug is not something that "just happens" in Unity. There's a general misconception that Unity somehow makes games for you or is a point&click system, but that's not the case at all. If I were to recreate the game myself, there's a 0% chance that this bug would happen. (Other bugs, sure. ;) )


Now pro-claim use unity:confused:

What? If you're going to reply, please make it coherent and understandable.

--Eric
 
I've been using Unity since the 1.x days (10+ years ago), I know exactly how it works. It's very clear that you do not. The described bug is not something that "just happens" in Unity. There's a general misconception that Unity somehow makes games for you or is a point&click system, but that's not the case at all. If I were to recreate the game myself, there's a 0% chance that this bug would happen. (Other bugs, sure. ;) )



What? If you're going to reply, please make it coherent and understandable.

--Eric
You might be experience in unity which i myself don't . But as playing "taichi" in this industry should be understandable. Maybe we miss understood how you reply .
 
I downloaded and played Westworld for a grand total of 1 minute before deleting it due to how awful it is. Fallout Shelter is way better. Bethesda has nothing to worry about.
 
I've been using Unity since the 1.x days (10+ years ago), I know exactly how it works. It's very clear that you do not. The described bug is not something that "just happens" in Unity. There's a general misconception that Unity somehow makes games for you or is a point&click system, but that's not the case at all. If I were to recreate the game myself, there's a 0% chance that this bug would happen. (Other bugs, sure. ;) )

Nice try at a really desperate straw man, but my argument was that when you're using the camera in the same engine to do almost, not precisely, the same thing it's by no means a sign of code theft that you run into the same bug. Particularly not when it the development for both games were farmed out to the same company and they were probably worked on by mostly the same people.

I've personally lost source code, had to re-create my work and subsequently made the same mistakes along with having plenty of times seen multiple people try to implement the same thing and run into the same problems so I know from experience that this really isn't that far flung. Your fluster about how you can't make mistakes when it comes to the handling of the camera and seeming realization that when you command it to move, rotate and otherwise manipulate it, this relies on a whole lot of engine-side code makes me suspect you're on the level of the average Steam asset flipper.
 
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That was a fairly nonsensical reply, plus the ad-hominem attacks make you look desperate and silly, not to mention you're now just blatantly making stuff up. ("You can't make mistakes when it comes to the handling of the camera"? What?) You could do some basic Googling if you cared. Not sure what your motivation is, honestly. The fact is, it's a user code bug. Not a Unity bug. You obviously don't know the first thing about Unity, I do, maybe just accept that and move on? I mean, you could educate yourself, but that would require effort, which would take away from your insult-spewing time. ;)

--Eric
 
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