I use GameObject-based controls for almost all my UI (because I like to move, shrink, bounce, rotate, and otherwise animate the different controls) but I was struggling with some layout issues regarding aspect ratios. I decided to write a set of editor scripts to help me keep the controls aligned even when the screen size or ratio changed. It's nothing amazing but it was worth it for me.
[i]Sorry about the in-game music, I didn't have my speakers on I forgot the music was enabled[/i]
[video=youtube;wq66N3U7ULg]http://www.youtube.com/watch?v=wq66N3U7ULg[/video]
[QUOTE=layla;45712307]I just started using it today and I really like it so far. It's better than anything I could have come up with in a reasonable time anyway. Going to keep using it for a bit before I recommend it though because I'm only using it for the basics right now.[/QUOTE]
The only thing lacking for me is the ability for entities to have child entities.
Is there a way for sphere colliders to not pass through/get stuck in objects ? I've tried everything from setting it to "Continious Dynamic" collision detection, interpolating & extrapolating, setting the fixed timestep much lower, but despite all of this, it keeps happening after a while, I am making some 3D Pong game, the ball keeps getting more & more speed to make it more fun to play, but because of this speed it keeps getting either stuck in a pad (It's not even bothering to get unstuck like every sane rigidbody ever) or it goes through it.
[QUOTE=Fleskhjerta;45726448]Is there a way for sphere colliders to not pass through/get stuck in objects ? I've tried everything from setting it to "Continious Dynamic" collision detection, interpolating & extrapolating, setting the fixed timestep much lower, but despite all of this, it keeps happening after a while, I am making some 3D Pong game, the ball keeps getting more & more speed to make it more fun to play, but because of this speed it keeps getting either stuck in a pad (It's not even bothering to get unstuck like every sane rigidbody ever) or it goes through it.[/QUOTE]
How are you moving it? Transform or velocity/forces?
Both the pads & the ball are moved using forces.
The pads aren't kinematic, I disabled gravity (Pads only) & the pads are moving towards the mouse.
Has anyone run into the issue where a scene won't save? The only way I can save my scene is by changing scenes or closing Unity which then prompts me to save.
You mean where you save and when you go to a new scene it asks you to save again even though you didn't change anything? I have that. I've heard that it can be due to editor scripts setting something or setting a control to be dirty or something like that. The scene [I]is[/I] saved but the script immediately does something that marks the scene as having been modified, even if actual values don't change.
I've tried cleaning up my editor scripts but I still seem to get it so I can't confirm that that is actually the cause.
[QUOTE=Pelf;45730788]You mean where you save and when you go to a new scene it asks you to save again even though you didn't change anything? I have that. I've heard that it can be due to editor scripts setting something or setting a control to be dirty or something like that. The scene [I]is[/I] saved but the script immediately does something that marks the scene as having been modified, even if actual values don't change.
I've tried cleaning up my editor scripts but I still seem to get it so I can't confirm that that is actually the cause.[/QUOTE]
That make sense... it started happening around the same time I created an editor script.
[editline]18th August 2014[/editline]
Because of that tip I was able to fix it, thanks Pelf.
So i'm going to use 3D to make a 2D game using an orthogonal camera. The only thing i'm really gonna miss is the sprite slicing to animation thingy, but oh well.
On another note, Orthogonal camera's can't have dynamic shadows for some reason. Unless you add something to a shader.
Took another persons shader and modified a bit (to include detail maps). For anyone interested: [url]https://gist.github.com/arxae/27c8e06457778481b170[/url]
Or if anyone knows how to have dynamic shadows in 2D :P like this: [url]http://www.redblobgames.com/articles/visibility/[/url]
Can't find anything about if for 2D.
Is it possible to create yield functions that can be used the same way as WaitForSeconds(), etc? I have some custom yields right now (for example, WaitForInput ) but to use them I have to call [I]yield return StartCoroutine( CoroutineExt.WaitForInput(KeyCode.P) )[/I]. Is it possible to make it so that I can just do something like [I]yield return new WaitForInput(KeyCode.P)[/I]?
Say fellas, what's the opinion nowadays on Steam Greenlight? I know a lot of utter crap gets pushed through it, but is it still a good idea for people like me/us? I ask because a number of people I know (one of whom is in the industry) are suggesting that I put my game onto it. Now, I'm pretty paranoid about the quality of the things that I make, so what's the standard you would expect from something good on it? Keep in mind I'm not a professional (I'm actually a physics student, lol). Additionally, have the bastards abusing people's trust put people off of early access? Cuz that'd probably be the route i'd have to take.
Well Valve is working to get rid of greenlight and make it an open, user-curated platform but it's unclear how far away that is. If it's any indication, they have some of the curator stuff in the works: [URL]http://steamdb.info/blog/steam-store-v6-peek/[/URL]
Dunno if you're keen on waiting or not
Working on a custom deferred rendering engine in Unity
[video=youtube;fbGvaja41A4]http://www.youtube.com/watch?v=fbGvaja41A4[/video]
Whereas Unity uses a lean g-buffer approach with the Light Prepass technique, this is a more modern "fat gbuffer".
The GBuffer layout is designed to (eventually) accommodate a physically based shading workflow (right now most of the channels are unused).
One benefit of a custom deferred renderer is that image effects can be plugged in anywhere in the pipeline. For instance, ambient occlusion can run just before lighting (as, conceptually, ambient occlusion occludes ambient light - so it should run just after the lighting buffer is filled with the ambient light color), subsurface scattering can run after the lighting calculations (but before before the final composition), etc. It's also highly configurable (so for instance, you can choose whether you use exponential falloff or linear falloff, you can choose how normals are stored in the normal buffer - whether to use the Killzone2 method or the CryEngine 3 method, etc)
Unite keynote here in 2 and a half hours [url]http://unity3d.com/unite/unite2014/keynote[/url]
The product of a 5 day game jam just for fun, was hoping to get a little more done though - but there wasn't much time.
It's designed to have input from two players; WASD and space for player 1 and the arrow keys and return for player 2
Not my music
[unity]https://dl.dropboxusercontent.com/u/33714868/term3/snakes/snakes.unity3d[/unity]
[QUOTE=Pelf;45737577]Is it possible to create yield functions that can be used the same way as WaitForSeconds(), etc? I have some custom yields right now (for example, WaitForInput ) but to use them I have to call [I]yield return StartCoroutine( CoroutineExt.WaitForInput(KeyCode.P) )[/I]. Is it possible to make it so that I can just do something like [I]yield return new WaitForInput(KeyCode.P)[/I]?[/QUOTE]
I [I]really[/I] should port my dispatcher :v:
Unity 4.6 open beta: [URL]http://unity3d.com/unity/beta/4.6[/URL]
UI stuff is open source with it
edit:
New Director tool which can be used for creating cutscenes and sequences and such coming in a long time
[QUOTE=garry;45749538]Unity 4.6? That's cute :)
[img]http://files.facepunch.com/garry/2014/August/20/2014-08-20_19-39-44.png[/img][/QUOTE]
You smug son of a bitch, lol.
Gah, I gotta wait 4-8 weeks for my copy ;-;
EDIT: Added a lol. Lols make everything more friendly.
EDIT: Oh hey, my friend got in the beta though :O
[QUOTE=garry;45749538]Unity 4.6? That's cute :)
[img]http://files.facepunch.com/garry/2014/August/20/2014-08-20_19-39-44.png[/img][/QUOTE]
Rust can now have physically-based shaded penis.
Do they allow you to talk about Unity 5 stuff? Cause I'm looking forward to read your devblog about upgrading Rust from Unity 4 to 5 and the stuff you guys come out with.
[QUOTE]Graphics: Stencil buffer is now available in Unity Free.
[/QUOTE]
Does this mean I can make an outline shader without needing unity pro?
Anyone has some tutorials or other reading material on how to make a inventory? Mainly the UI.
I've been working on a game for awhile and made a time reset mechanic where you have clones which repeat what you just did.
[IMG]http://i.imgur.com/i7RLwV3.gif[/IMG]
Hopefully will be able to make interesting puzzles around this mechanic.
anyone else having trouble figuring out the new UI system? How do I resize stuff? Whenever I try it just snaps back to the way it was. I'm so used to the old system
[QUOTE=Pelf;45753234]anyone else having trouble figuring out the new UI system? How do I resize stuff? Whenever I try it just snaps back to the way it was. I'm so used to the old system[/QUOTE]
I haven't tried it yet but I remember from an old video of it that there was a new tool/pointer mode for it, up with the translate/rotate/scale tools?
I've been watching this video, seems like a good introduction
[video=youtube;Mzt1rEEdeOI]http://www.youtube.com/watch?v=Mzt1rEEdeOI[/video]
Continuing to work on my deferred renderer.
[video=youtube;_qpUPInVhdw]http://www.youtube.com/watch?v=_qpUPInVhdw[/video]
Added
- Spotlights
- PCF-filtered Shadow mapping (no cascades yet, and only one single directional light supported)
- Fixed normals (were somewhat broken before, I just happened to not notice)
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