Is there someone I can contact at Unity regarding access to the Unity 5 closed beta or do they just pick people they know? Obviously I've already pre-ordered Unity 5 and it's linked to my Unity account.
Had a bit of a scare with my version control; managed to fuck all my versions up because I'm stupid. Thankfully I have about a thousand backups on HDD in case something like this happens, because I know I'm stupid, so everything is fine.
Remember folks, backup everything all the time. You will not regret it.
For testing purposes, I tossed a Character Controller component onto a capsule so I could run around the world I'm generating. I didn't think much about it, but the more I use it the more I realize how awful it is. It doesn't feel consistent and I find myself falling through meshes.
Is the component just bad or is it something I'm doing?
[QUOTE=foszor;45992816]Is the component just bad or is it something I'm doing?[/QUOTE]
Character Controller is not a complete solution. It provides methods to move around and do some other stuff, but it doesn't do so automatically. Why you are falling through meshes is strange though. When you add the controller, a sphere collider gets added automatically and should be good enough.
You can try the new first person controller from the beta assets, it works much better then the one provided: [url]https://www.assetstore.unity3d.com/en/#!/content/14474[/url]
[vid]http://webmup.com/UfrSs/vid.webm[/vid]
Got line of sight pretty much perfected for my needs tonight. :dance:
[QUOTE=PieClock;45995840][vid]http://webmup.com/UfrSs/vid.webm[/vid]
Got line of sight pretty much perfected for my needs tonight. :dance:[/QUOTE]
I'm curious, what is it for?
Fixed the reload animation in my FPS kit and added third person animations.
No look animations yet - the animations I have are placeholders from a pack and don't include look animations (oddly enough - even though they were advertised for shooters...)
They also don't map perfectly to the soldier character I'm using, so the animations look kinda funky.
[vid]https://dl.dropboxusercontent.com/u/99106620/FPSKit3.webm[/vid]
EDIT
By the way, who else here is excited for IL2CPP? Just watched the talk from Unite 14... it's kinda funny, all of the "classic" arguments against Unity are steadily vanishing, as if Unity is systematically squashing each one. "It's not C++/native code" -> IL2CPP, "Graphics aren't good" -> IBL/PBR/Realtime GI.
[QUOTE=PieClock;45995840][vid]http://webmup.com/UfrSs/vid.webm[/vid]
Got line of sight pretty much perfected for my needs tonight. :dance:[/QUOTE]
This is cool, reminds me a bit of habbo hotel.
[QUOTE=Cyberuben;45996170]I'm curious, what is it for?[/QUOTE]
Didn't want to say because I'm not gonna lie, for my skill level it's ambitious, but whatever.
How to describe it without a wall of text is the question.
- Heist focused stealth game, it'll be an RTS game where you can pause time to give orders to your crew. Similar to Door Kickers.
- You can begin your heisting career from any point. Rob a bank, or just a convenience store. One might be a better idea than the other.
- Most objects will have a value, or use to them. Find a crowbar? Sell it, or use it for yourself in another heist to save you from having to buy one. Need a gun? Hold up a gun store.
- "Heists" are more like areas where you can plan your own heist. Remember I said starting your heisting career from the bank would be a bad idea, maybe not, if it's not the vault you're after.
- Inventory will be similar to [url=http://img69.imageshack.us/img69/7251/re4case1.png]Resident Evils[/url], where you can only carry so much. You can extend your inventory with bags, and bags will be actual objects too. Equip-able in hands or back.
- Crowd control will come into play. Keep them in a corner, or get them to pack your bags full of loot for you, or if they had a key, get them to open doors for you.
Like I said, ambitious especially for my skill level, this is literally my first unity project but I don't think I'm doing too bad so far. I'm hoping I can get something near this so I can at the very least peak peoples interest. And sure there's no harm in trying. I'm learning a lot.
-snip, fixed-
Working on a level editor for my first unity game.
Loving unity sofar nnnnnnntg
[vid]http://webmup.com/obpGB/vid.webm[/vid]
[QUOTE=Arxae;45992877]Character Controller is not a complete solution. It provides methods to move around and do some other stuff, but it doesn't do so automatically. Why you are falling through meshes is strange though. When you add the controller, a sphere collider gets added automatically and should be good enough.
You can try the new first person controller from the beta assets, it works much better then the one provided: [url]https://www.assetstore.unity3d.com/en/#!/content/14474[/url][/QUOTE]
I only fall through meshes at random times; usually near steep inclines like mountains. I thought at first it might be my mesh generation having some miniscule floating point inconsistency, but even that would only leave microscopic gaps (if any). I'll try the new first person component you recommended, but I should probably roll my own movement code eventually.
[QUOTE=BummieHEad;45997723]Working on a level editor for my first unity game.
Loving unity sofar nnnnnnntg
vid[/QUOTE]
shit, I need multi-object editing in my level editor. That looks cool.
[QUOTE=PieClock;45995840][vid]http://webmup.com/UfrSs/vid.webm[/vid]
Got line of sight pretty much perfected for my needs tonight. :dance:[/QUOTE]
I do hope you are going to keep it in that style though :p
what are some good shortcuts and techniques for geography and wall placement? I feel like my workflow for building simple rooms is too slow. All I know of is ctrl+d and ctrl dragging.
how would you personally make two dev rooms with a connecting hallway as fast (and as neat) as possible?
[QUOTE=General J;45998693]what are some good shortcuts and techniques for geography and wall placement? I feel like my workflow for building simple rooms is too slow. All I know of is ctrl+d and ctrl dragging.
how would you personally make two dev rooms with a connecting hallway as fast (and as neat) as possible?[/QUOTE]
Prefabs?
[QUOTE=General J;45998693]what are some good shortcuts and techniques for geography and wall placement? I feel like my workflow for building simple rooms is too slow. All I know of is ctrl+d and ctrl dragging.
how would you personally make two dev rooms with a connecting hallway as fast (and as neat) as possible?[/QUOTE]
Probuilder does what you want
I just...Started to work with Bolt, i just don't understand it at all...I'm really used on Net Messages on gmod, i'm just trying to create a chat, but i can't find a way to "Send a message, and expect someone to ear it"
[QUOTE=gonzalolog;45999966]I just...Started to work with Bolt, i just don't understand it at all...I'm really used on Net Messages on gmod, i'm just trying to create a chat, but i can't find a way to "Send a message, and expect someone to ear it"[/QUOTE]
Read the tutorial. Events are what you're looking for.
[QUOTE=Arxae;45998164]I do hope you are going to keep it in that style though :p[/QUOTE]
I'll be going for something like this:
[t]http://st.depositphotos.com/1323913/1457/v/950/depositphotos_14578933-vector-isometric-diy-supermarket-interior-plan.jpg[/t]
-snip- I've fixed my event issue not being called by add
[lua][BoltGlobalBehaviour][/lua]
At the start of the event file
Yay, finally i got working this damn thing!
[t]http://i.imgur.com/2u6PUCa.jpg[/t]
[QUOTE=PieClock;46001199]I'll be going for something like this:
[t]http://st.depositphotos.com/1323913/1457/v/950/depositphotos_14578933-vector-isometric-diy-supermarket-interior-plan.jpg[/t][/QUOTE]
I can live with that :P
How do you guys remember unity tutorials? What ones do you use? I did a tutorial but it didn't give any explanation to what I was writing meaning I couldn't remember any of it. Could you guys proovide me with a sweet C sharp unity tutorial which helps you actually remember?
[editline]17th September 2014[/editline]
For 2D?
[QUOTE=Erasus;46005111]How do you guys remember unity tutorials? What ones do you use? I did a tutorial but it didn't give any explanation to what I was writing meaning I couldn't remember any of it. Could you guys proovide me with a sweet C sharp unity tutorial which helps you actually remember?
[editline]17th September 2014[/editline]
For 2D?[/QUOTE]
Monkey see, monkey do.
You don't actually remember anything, you begin to understand if you do it yourself (if you just read tutorial you won't learn much)
[QUOTE=Erasus;46005111]How do you guys remember unity tutorials? What ones do you use? I did a tutorial but it didn't give any explanation to what I was writing meaning I couldn't remember any of it. Could you guys proovide me with a sweet C sharp unity tutorial which helps you actually remember?
[editline]17th September 2014[/editline]
For 2D?[/QUOTE]
Best thing to do is code while you do the tutorial if you aren't already, but also to experiment and explore outside the boundaries of what's being taught to you
Unity official tutorials are nice and clear to start with
[QUOTE=Erasus;46005111]How do you guys remember unity tutorials? What ones do you use? I did a tutorial but it didn't give any explanation to what I was writing meaning I couldn't remember any of it. Could you guys proovide me with a sweet C sharp unity tutorial which helps you actually remember?
[editline]17th September 2014[/editline]
For 2D?[/QUOTE]
There are some [i]bad[/i] tutorials out there. Sometimes the author gives you a link to the project files and does a quick blurb about how it works. These don't help you learn.
Try to find tutorials that walk you through the entire process you're looking to learn. Code alongside the video/article (don't copy and paste) and make sure you understand what you're writing. If you find yourself typing code you don't understand, go back to where you felt comfortable and re-watch/re-read it again. Sometimes it takes several reviews of an area to really understand what you're writing. It's important to know why you're doing certain things because the tutorials aren't normally [b]exactly[/b] what you're looking for in your project, but they teach the fundamentals. You're going to need to understand what you wrote and make the changes to accommodate your personal goal.
Also - and I might get some flak for this - but don't learn C# concepts from the Unity community. Or, at least, take them with a grain of salt.
There's a plethora of outright wrong information about C# and .NET circulated around the Unity community borne from simple misunderstandings about how they work, in these cases Google and Stack Overflow are your best friends.
Oi, quick question. Once again, related to bolt.
I'm currently working on a raycast-based weapon. So I see I should be using Bolt's own raycast function, but there are two types of this function: one which takes only a Ray as a parameter, and another one which takes not only a ray, but also a Frame.
Now, I know I can get the frame from the ExecuteCommand method, but should I? Does it really make a difference if I provide the frame or not for bolt's raycast?
You use frame to raycast against an [I]older[/I] frame rather than the current one, which is used to compensate for lag so that players don't have to lead their targets.
[QUOTE=KillaMaaki;46008359]You use frame to raycast against an [I]older[/I] frame rather than the current one, which is used to compensate for lag so that players don't have to lead their targets.[/QUOTE]
Oh I see! So that's what source games do to compensate for lag? They just do all the raycasting against older frames?
Huh. That explains why shotguns and hitscan weapons on TF2 don't feel laggy, yet projectile-based weapons have this noticeable delay on servers with a high latency.
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