• Unity3D - Discussion
    5,004 replies, posted
[img]http://i.imgur.com/3xpr8DX.png[/img] It was surprisingly easy to get a server/client deal working.
Well, if everyone share their projects then let me too :) [IMG]http://puu.sh/aHmv3/3583cd96aa.png[/IMG]
Could someone link me some tutorials on how to export an animated object from 3DsMax into unity and make it work. I did found some on youtube but it just didn't work the same way. This is an image with all the animations the player contains [img]http://i.imgur.com/b0Xwviu.jpg[/img] The problem is that when I press the play button it doesn't play the animation it just sits there doing nothing. The animations plays in 3DsMax perfectly normal but when I export it as a fbx and upload it into unity it doesn't work. [editline]6th August 2014[/editline] Could it be because the model doesn't have bones? The thing is that the animation will only lean the object forward a little, that's all.
[QUOTE=BoowmanTech;45611528]Could someone link me some tutorials on how to export an animated object from 3DsMax into unity and make it work. I did found some on youtube but it just didn't work the same way. This is an image with all the animations the player contains [img]http://i.imgur.com/b0Xwviu.jpg[/img] The problem is that when I press the play button it doesn't play the animation it just sits there doing nothing. The animations plays in 3DsMax perfectly normal but when I export it as a fbx and upload it into unity it doesn't work. [editline]6th August 2014[/editline] Could it be because the model doesn't have bones? The thing is that the animation will only lean the object forward a little, that's all.[/QUOTE] Can't help you with models (only what i can in 3D - is lowpoly-old-like-style models for my other game -> [url]http://puu.sh/aGdOS/f32dfc5dbb.png[/url]) But i think you shouldn't use animations for leaning objects. You can use Transorm / Quaternion and interpolation for this kind of things. Using animations in this situation is waste of resources.
[QUOTE=date4o;45611686]Can't help you with models (only what i can in 3D - is lowpoly-old-like-style models for my other game -> [url]http://puu.sh/aGdOS/f32dfc5dbb.png[/url]) But i think you shouldn't use animations for leaning objects. You can use Transorm / Quaternion and interpolation for this kind of things. Using animations in this situation is waste of resources.[/QUOTE] The problem is that the object is the actual character and I want it to have a smooth transition between idle and running. That is the reason why I want to use animations, also I will have a jump,and stop animations. [b][EDIT][/b] Also the animation tick is ticked in 3dsmax and the animation is not imported I think. When I click the play in the animation tab nothing happens. I also get "the clip range is outside of the range of the source take". I've been looking around but can't find an answer.
I've been trying to replicate Castlevania SOTN in Unity just for fun, here's the result :v: [url=http://googledrive.com/host/0B9ZzWD2a4R3-YkFvbVdIQmQtMUk/Web.html]Unity Build[/url]
Download failed, it says.
[QUOTE=KillaMaaki;45611904]Download failed, it says.[/QUOTE] The new link should work
How do I uninstall/remove UnityVS? I don't use it much and it's causing me a lot of problems. [editline]e[/editline] Nevermind, changed the external script editor from unityvs to visual studio
[QUOTE=Pelf;45612115]How do I uninstall/remove UnityVS? I don't use it much and it's causing me a lot of problems. [editline]e[/editline] Nevermind, changed the external script editor from unityvs to visual studio[/QUOTE] Btw, whats wrong with UnityVS? :) Debugging in Mono is much worse than the freezing of Unity3D with UnityVS as i think.
[QUOTE=date4o;45612470]Btw, whats wrong with UnityVS? :) Debugging in Mono is much worse than the freezing of Unity3D with UnityVS as i think.[/QUOTE] It was causing problems trying to open some scripts, the output window in VS would sometimes spazz when I go back to VS from Unity, it sometimes doesn't open scripts properly and won't let me save them, and it freezes Unity often when I debug with it. I don't use the UnityVS features much anyway so I just figured I'd get rid of it and save myself the hassle.
Could someone who is using 3dsmax and unity try them? I will send you over the max file, export it the way you want and import it into unity and try to see if it's working. Thanks for anyone.
[QUOTE=BoowmanTech;45614650]Could someone who is using 3dsmax and unity try them? I will send you over the max file, export it the way you want and import it into unity and try to see if it's working. Thanks for anyone.[/QUOTE] I have 3ds max 2012 and Unity 4.5.0f6 What seems to be the problem?
Would you mind giving it a shoot? And to be honest it doesn't play. [editline]7th August 2014[/editline] Ok just found something, does unity support vertex animations? I did found an answer but that was in 2010 so I guess maybe they did added it in the last 3-4 years
Try this: Open the debug info for the model (dropdown menu next to the lock), and set animation type to 1. This will mark it as a legacy animations and animations usually work for me then. Don't know why, don't know the specifics, but this makes it work for me most of the time :P
[QUOTE=Arxae;45617874]Try this: Open the debug info for the model (dropdown menu next to the lock), and set animation type to 1. This will mark it as a legacy animations and animations usually work for me then. Don't know why, don't know the specifics, but this makes it work for me most of the time :P[/QUOTE] It was set to 1 by default, also I managed to the the seconds to be display in the animation tab but when I press the play button the object is not doing the animation.
Some WIP "footage". Now girl can't be killed. [url]https://dl.dropboxusercontent.com/u/7899634/ShareX/2014/08/2014-08-07_16-46-54.mp4[/url] [url]https://dl.dropboxusercontent.com/u/7899634/ShareX/2014/08/2014-08-07_17-07-47.mp4[/url]
Been messing around with a few things in unity first person, attack, headbob and jumping. Works pretty well. Demo here: [URL="https://0bf3902cc2c41a0fe47fa4410fd2a5858dc787e4.googledrive.com/host/0B6M1UmAXTT-5b2Zpc3FqZ0JMVEk/FPS%20Test.html"]https://0bf3902cc2c41a0fe47fa4410fd2a5858dc787e4.googledrive.com/host/0B6M1UmAXTT-5b2Zpc3FqZ0JMVEk/FPS%20Test.html[/URL]
[QUOTE=BoowmanTech;45617550] Ok just found something, does unity support vertex animations? I did found an answer but that was in 2010 so I guess maybe they did added it in the last 3-4 years[/QUOTE] No, bone animations only. [editline]7th August 2014[/editline] Working on my game Orbital Assault. [video=youtube;S8GmjP2d1rY]http://www.youtube.com/watch?v=S8GmjP2d1rY[/video] What you see is fully server authoritative. - Movement is totally server authoritative with clientside prediction, it's a port of the Quake 3 movement code - Weapon firing is totally server authoritative, player only sends state of fire button to server and predicts result locally. - Ammo is, again, totally server authoritative. Player sends state of reload button to server, and locally predicts ammo consumption and reload. Server will send correct ammo values if necessary. It looks a bit like a bag of smashed ass (military slang which I most definitely did not read on Wikipedia yesterday >.>), but that's programmer art for you ;) My artist is currently working on our first early release demo (which will be primarily a graphics demo), and this is being developed largely independently of that effort. EDIT Oh, and also, we're on IndieDB. Thus far our only comment is by someone who appears to be spamming every indie game on IndieDB in order to inflate their own Youtube channel. Oh joy! [URL='http://www.indiedb.com/games/orbital-assault'] [IMG]http://button.indiedb.com/popularity/medium/games/33982.png[/IMG] [/URL] EDIT 2: Does this forum have support for signatures...?
For a platformer type game where you could have 100+ levels, are there any disadvantages to using unity scenes as opposed to loading new environments in the same scene? I'm watching this: [url]https://www.youtube.com/watch?v=h136fhC1HIA[/url] and at ~13min he says he had like 100 levels and all the problems that entails so I was just wondering what kind of problems one might expect (because I'm doing that atm)
[QUOTE=Pelf;45619798]For a platformer type game where you could have 100+ levels, are there any disadvantages to using unity scenes as opposed to loading new environments in the same scene? I'm watching this: [url]https://www.youtube.com/watch?v=h136fhC1HIA[/url] and at ~13min he says he had like 100 levels and all the problems that entails so I was just wondering what kind of problems one might expect (because I'm doing that atm)[/QUOTE] Well, the main disadvantage to use large amount of unity3D scenes is the inconvenience. For example, if you someday will understand - "OH MY GOD! I WAS WRONG! THE LEVELS IN THIS GAME SHOULD BEEN TOTALLY DIFFERENT!" - then change all the levels will be punishment for you. Moreover, if you someday will understand that want to add *feature name* you will must again change all the levels. By the using of single scene and level editor this troubles can be negated. Because you can always change your MapLoader or LevelEditor to support the requested features without any changes of tons of unity3D scenes. So, for example take a look at level editor in my game: [url]http://puu.sh/aIyYX/480cdfe52d.png[/url] I have objects that are divided into categories. For example i start build level: [url]http://puu.sh/aIz4q/86d196a726.png[/url] Then i add some objects: [url]http://puu.sh/aIzf9/1c29054711.png[/url] As you can see, object have a "Layer" field. When my MapLoader will load this level into game this object ("StaticSpikes") will be child of "World/Objects". And if I am will want rename "Objects" layer to "SUPER_AWESOME_LAYER" - i won't open tons of scenes and edit them. I can just edit 1 scene and rename element in Enum.
How can I play the animation once if it's in update? Code below. [code] void Update () { Movement(); } public void Movement() { myBody2D.velocity = new Vector2(speed, rigidbody2D.velocity.y); animation["Running"].wrapMode = WrapMode.Once; animation.Play("Running", PlayMode.StopAll); } [/code]
You can use [url]http://docs.unity3d.com/ScriptReference/Animation.IsPlaying.html[/url] to check if it's playing or add an event on the timeline of the animation that fires at the end do note, that when you reverse the animation, the event will be fired at the start
[QUOTE=Arxae;45621086]You can use [url]http://docs.unity3d.com/ScriptReference/Animation.IsPlaying.html[/url] to check if it's playing or add an event on the timeline of the animation that fires at the end do note, that when you reverse the animation, the event will be fired at the start[/QUOTE] NEVERMIND FIXED IT
Lmao, half this thread is BoowmanTech asking questions. :v:
[QUOTE=sarge997;45621342]Lmao, half this thread is BoowmanTech asking questions. :v:[/QUOTE] Honestly it's not my fault none of you have any questions or anything to post. I am just trying to keep this thread alive and fix some problems I have if I can't find the answer on google.
I've been remaking facewound using unity, It's a pointless but fun project for me. I was planning on only showing it once it was finished but I failed to keep it secret because everyone guessed what game I was remaking. There's still a shit load to do but the basics are there, It's just a case of remaking all 78(?) entities that facewound has. The map rendering is almost done, there's some issues with the depth order of things. Only the decal layer is clipped against the solid layer. There's also a landscape & decal layer that clips to both landscape and players, but I haven't got that working yet. I'm planning on writing a huge blog post describing each step in detail of my progress. I've got loads of screenshots I've took of each step. It might be interesting to some people I dunno. [HD]http://www.youtube.com/watch?v=OIrtvxclJT4[/HD] [img]https://dl.dropboxusercontent.com/u/99765/fw_progress_21.png[/img] One thing I was worried about was collision. The map is made from solid tiles so instead of rolling my own collision, I let box2d handle it. Obviously a box collider per cell would make unity shit itself so I merged all solid cells together to get an array of box sizes I could use as box colliders. This works surprisingly well because not many box colliders are needed because maps are mostly flat. There's only 108 colliders in this map, acceptable. [img]https://dl.dropboxusercontent.com/u/99765/fw_progress_20.png[/img] I wont ever be releasing this because it's not my work to release but I'll for sure throw all the code on github.
Haven't made much programming progress recently, so here's the start of the residential area [img_thumb]https://dl.dropboxusercontent.com/u/107588088/residential.png[/img_thumb] Considering putting in fatigue and sleeping, but I don't want to turn it into another one of those bloody survival games. I have, however, pretty much decided on how to pace things. I'm thinking of a sort of "Act" system, where major story points are separated by big waves of attack from enemies. In between the waves, the player needs to explore the environment and fix factories/buildings to help with defence, as well as restore the atmosphere inside the bio-dome (which is basically the Player's job in the story). Occasionally a big event will happen that the player will have to sort out, or face some kind of disadvantage. If they do sort out whatever it is, then they get a bonus. If they search deeper in the location where it happens, they will be able to find out a big piece of story (so that they're not outright told/patronised, and people re-playing the game don't get exposition they already know handed out to them). Additionally, I'm aiming for a sort of mini Fallout New-Vegas type of exploration, because that game is baller.
Maybe implement it like in state of decay? Being around longer/doing more stuff drains the fatigue so they have to rest. But in state of decay you could pick another character to continue, so you don't need to wait around. Unless you are bad and get all other characters except one killed :v: You can disguise it as robots and power..or something?
Or you can have the *Sleeping* system, simply replenish health? So if you're hurt from battle, you can find a town. And maybe pay a fee to rest for a bit?
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