None at all. I have a feeling that the problem is with the dot product.
Two quick questions:
My new character motor (character controller-based) has presented two issues: First of all, diagonal walking seems to be a bit faster than regular walk speed. How can I limit the diagonal walking? Should I take the vector generated from the input and do something with it?
Secondly, it seems that my character motor now allows bunnyhopping: Holding spacebar does not allow bunny-hopping, but should the player start jumping repeatedly in circles, absurd speeds can be reached. How can I prevent that sort of behaviour?
[QUOTE=cam64DD;45883972]My new character motor (character controller-based) has presented two issues: First of all, diagonal walking seems to be a bit faster than regular walk speed. How can I limit the diagonal walking? Should I take the vector generated from the input and do something with it?[/QUOTE]
[url=http://docs.unity3d.com/ScriptReference/Vector3.ClampMagnitude.html]Vector3.ClampMagnitude[/url]
[QUOTE=cam64DD;45883972]Two quick questions:
My new character motor (character controller-based) has presented two issues: First of all, diagonal walking seems to be a bit faster than regular walk speed. How can I limit the diagonal walking? Should I take the vector generated from the input and do something with it?
Secondly, it seems that my character motor now allows bunnyhopping: Holding spacebar does not allow bunny-hopping, but should the player start jumping repeatedly in circles, absurd speeds can be reached. How can I prevent that sort of behaviour?[/QUOTE]
Are you using the Quake character code I gave you? If so, what parameters are you using for the character? (acceleration, air control, friction, stop speed, etc)
Accel is 0.75, Air Accel is 0.35, Ground Friction is 4, Stop Speed has been set to 4.
And thanks Pelf, it seems that the clamp fixed the issue with diagonal movement. Cheers!
Why are those so low...? Is your level scale off or something?
I'd crank up ground friction and stop speed.
Eh, are they low? I mean, all I did was make my own character motor with all the stuff you told me about. I also have jumping being handled in the script by adding a value to velocity's Y before calling the character controller's Move function. Then I started tweaking the values, that's all...
I'll give that a go.
Figured I mention this here considering I just bought it myself.
If you're a student (and can verify it i.e. have a student ID card) you can pre-order the pro version of Unity 5 from Studica and save 57%.
[url]http://www.studica.com/us/en/unity/unity-pro-5-game-development-software-student-commercial.html[/url]
It's a full license so it's the same as if you bought it directly from Unity. It's not the poopy student version that adds a watermark and some other nonsense. Also you get a pro license for 4.x included for free.
Their sale ends September 30th.
[QUOTE=Zazibar;45885247]Figured I mention this here considering I just bought it myself.
If you're a student (and can verify it i.e. have a student ID card) you can pre-order the pro version of Unity 5 from Studica and save 57%.
[url]http://www.studica.com/us/en/unity/unity-pro-5-game-development-software-student-commercial.html[/url]
It's a full license so it's the same as if you bought it directly from Unity. It's not the poopy student version that adds a watermark and some other nonsense. Also you get a pro license for 4.x included for free.
Their sale ends September 30th.[/QUOTE]
Financial aid where you at!
[QUOTE=Zazibar;45885247]Figured I mention this here considering I just bought it myself.
If you're a student (and can verify it i.e. have a student ID card) you can pre-order the pro version of Unity 5 from Studica and save 57%.
[url]http://www.studica.com/us/en/unity/unity-pro-5-game-development-software-student-commercial.html[/url]
It's a full license so it's the same as if you bought it directly from Unity. It's not the poopy student version that adds a watermark and some other nonsense. Also you get a pro license for 4.x included for free.
Their sale ends September 30th.[/QUOTE]
oshit I was looking to get this, didn't realize it wasn't a permanent deal. Gonna have to get on this.
So, I'm starting to wonder the way I'm handling my player HUD is a terrible way..
What is the PROPER way to hook up a player with a UI HUD, at run time?
I want to stay away from instantiating the HUD along with the player, unless that's the proper way to do it.
Gah, who decided that transition time in Mecanim was normalized and relative to the animation length?
This gets particularly irritating in a 1D blend tree where the two animations are of different lengths (it's a transition between idle and walk for a first person weapon). I went to add a sprint animation which is triggered with a boolean. I carefully played with the transition length until it was just about perfect... for the idle animation. The walk animation, however, is much shorter, and therefore the transition from walk to sprint is REALLY SUPER FAST (nearly instant, looks terrible).
I can work around it of course (in my case I'm just forcing it to the idle animation before triggering the sprint animation by setting the "moveSpeed" parameter to zero if "running" is true - hacky, but it seems to work just fine), but it's still very irritating.
I stayed up too late doing this (AND the video ended up choppy for some reason. Might be because I switched to DX11 or something idk).
[video=youtube;bxbY2PTgkzQ]http://www.youtube.com/watch?v=bxbY2PTgkzQ&feature=youtu.be[/video]
(yet again 1080p best p)
Needed to add more layers to the gameplay so here's some player-placed power lines with more sounds made by my mouth at 1 AM. Thank god I'm on holiday right now.
Need to fine tune the placing so you don't have to go back to the menu each time, plus so that it actually removes it from the inventory lol. Also added item stacks, so yay.
[QUOTE=Jcorp;45885809]I stayed up too late doing this (AND the video ended up choppy for some reason. Might be because I switched to DX11 or something idk).
[video=youtube;bxbY2PTgkzQ]http://www.youtube.com/watch?v=bxbY2PTgkzQ&feature=youtu.be[/video]
(yet again 1080p best p)
Needed to add more layers to the gameplay so here's some player-placed power lines with more sounds made by my mouth at 1 AM. Thank god I'm on holiday right now.
Need to fine tune the placing so you don't have to go back to the menu each time, plus so that it actually removes it from the inventory lol. Also added item stacks, so yay.[/QUOTE]
Reminds me of LOVE. (The MMO)
Using the plugin I found [url=http://facepunch.com/showthread.php?t=1260922&p=45879094&viewfull=1#post45879094]in this post by an awesome Swedish programmer[/url], I was able to get head tracking integrated into my game. The script he gave is a bit messy, but it works pretty well and it was surprisingly easy to add support for this.
[vid]http://a.pomf.se/lyfxwb.webm[/vid]
[vid]http://a.pomf.se/fmvmsw.webm[/vid]
I need some help.
[code]
void Update ()
{
Collider[] hitColliders = Physics.OverlapSphere(this.transform.position, 1);
int i = 0;
while (i < hitColliders.Length) {
hitColliders[i].gameObject.renderer.material.color = Color.red;
i++;
}
}
[/code]
What I'm trying to do is detect all the objects near my player, and turn the colour red as a placeholder. However it only seems to work once, despite being in the update function. When I move about it doesn't paint anything else red that enters the OverlapSphere.
[QUOTE=Zazibar;45885247]Figured I mention this here considering I just bought it myself.
If you're a student (and can verify it i.e. have a student ID card) you can pre-order the pro version of Unity 5 from Studica and save 57%.
[url]http://www.studica.com/us/en/unity/unity-pro-5-game-development-software-student-commercial.html[/url]
It's a full license so it's the same as if you bought it directly from Unity. It's not the poopy student version that adds a watermark and some other nonsense. Also you get a pro license for 4.x included for free.
Their sale ends September 30th.[/QUOTE]
Oh my god is this tempting, but that's still a LOT of money for a poor uni student like me.
[QUOTE=PieClock;45887095]I need some help.
[code]
void Update ()
{
Collider[] hitColliders = Physics.OverlapSphere(this.transform.position, 1);
int i = 0;
while (i < hitColliders.Length) {
hitColliders[i].gameObject.renderer.material.color = Color.red;
i++;
}
}
[/code]
What I'm trying to do is detect all the objects near my player, and turn the colour red as a placeholder. However it only seems to work once, despite being in the update function. When I move about it doesn't paint anything else red that enters the OverlapSphere.[/QUOTE]
When you're declaring your array, is it storing every object at the time? or does it update the existing colliders in the array every update call?
Point, are you adding objects after the call or going with existing objects :3
If I'm making no sense, ignore me :)
[QUOTE=Proclivitas;45887247]When you're declaring your array, is it storing every object at the time? or does it update the existing colliders in the array every update call?
Point, are you adding objects after the call or going with existing objects :3
If I'm making no sense, ignore me :)[/QUOTE]
You could be making sense but I'm pretty new to this so I'm not sure I'm following.
When I'm doing this:
[code]Collider[] hitColliders = Physics.OverlapSphere(this.transform.position, 1);[/code]
Every frame, I would assume that I'm overwriting the one from the last frame, thus updating the position of the origin, and the list of objects it's colliding with?
Either way when I don't move my player, that line isn't doing what I'm expecting it to do, which is move the OverlapSphere with the player, and change the contents of the list to the new nearby objects.
[editline]4th September 2014[/editline]
Alright. Seems to work now.
Not too sure what the issue was, but when I changed
[code]Collider[] hitColliders = Physics.OverlapSphere(this.transform.position, 1);[/code]
to
[code]public Transform spherePos;[/code]
[code]hitColliders = Physics.OverlapSphere(spherePos.position, 1);[/code]
It works.
So, I just got Bolt. But turns out the tutorial is outdated, so I have no idea where to begin.
Could anyone lend me a hand?
What would the difference between Bold and Photon be for making multiplayer games.
Also which one would be more stable and better to use.
[QUOTE=BoowmanTech;45892976]What would the difference between Bold and Photon be for making multiplayer games.
Also which one would be more stable and better to use.[/QUOTE]
You should read through the documentation of each. The differences are pretty clear.
- Photon is a cloud-hosted service which acts as very little more than a "middleman" of sorts, which allows clients to be organized into "rooms", and pass messages to each other within those rooms (in very basic terms). All logic must exist in the client.
- Bolt is a solution designed for advanced networking concepts such as server authoritative networking (similar to the way Source engine works). Unlike Photon, you have to host a physical server and have clients connect to that, rather than having clients create and join virtual rooms. However, your game doubles as both a client and a server which allows tight control over the game logic on both the client and server.
As for which is better... well, that depends entirely on what you want to do with it.
Eh...
I'm trying to start up a server. But I don't know what to extend my classes from. MonoBehaviour?
This is quite annoying without a tutorial...
You can read through the tutorial, just don't it follow exactly.
Also check out the samples.
[QUOTE=cam64DD;45892641]So, I just got Bolt. But turns out the tutorial is outdated, so I have no idea where to begin.
Could anyone lend me a hand?[/QUOTE]
They said they would have it updated for a while now, kind of making me mad as well..
Though I emailed them and they sent me this, said it is the most recent information for it.
[url]http://www.boltengine.com/Tutorial_v0214.aspx[/url]
Huh. I redownloaded the asset and everything magically popped up. Strange.
Guess the download got messed up or some shit like that. :v
Fholm is a busy guy and it's in beta, you shouldn't buy a beta product expecting all the documentation and code to be complete.
[QUOTE=reevezy67;45894914]Fholm is a busy guy and it's in beta, you shouldn't buy a beta product expecting all the documentation and code to be complete.[/QUOTE]
Nah, it was actually my fault; I redownloaded the asset and it's all okay now! I guess the download was corrupt or something, so I had a bunch of files missing. I'm currently reading through the tutorial!
To be honest, I wish Fholm hired some people to help him with support/development, I can understand that he needs time for his wife and kid, and possibly other things. But not having the official tutorial updated by now, or the fact he said he was going to release a new update, last Sunday, and still nothing.
I honestly quite like using Bolt, but I wish there was a bit more support/tutorials.. All in due time I guess.
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