• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Fourier;46115951]Well weapons are dynamic, he could "cut" the Mesh easily if it hits the wall (every frame of course)[/QUOTE] Cut the mesh? o.O
[QUOTE=KillaMaaki;46115993]Cut the mesh? o.O[/QUOTE] Yeah, quite advanced stuff but it is doable (well I could do it with the walls of box shape) But the more I think of it, it just screams with cutting the mesh(weapon) with another mesh(wall) , which is quite clusterfuck and computationally intensive. Another more simpler solution... what about just capsule-tracing to the wall and if it hits the wall, move weapon back, just so much that weapon touches the wall, and kindly pushing it into the player guts.
What about if you add another camera on the weapon? Not sure if the shadow will still work but I know that with a camera on the weapon the gun won't stick into the wall anymore.
Still bullshit, the OnColliderEnter still returns me fucking triggers. I still use 4.5.3 version, should I upgrade?
Make the gun smaller, i guess.
[QUOTE=cam64DD;46114984]Ah! Finally fixed all of my bolt-related issues, but now I have another question for you folks. I have searched for this for quite some time now, to no avail. Is there any way for me to render my weapon models in the game without wall-clipping and with dynamic shadows? How can I handle that?[/QUOTE] Create a new camera and set the weapon on a non-default layer, then set the camera to only draw that layer.
[QUOTE=cam64DD;46114984]Ah! Finally fixed all of my bolt-related issues, but now I have another question for you folks. I have searched for this for quite some time now, to no avail. Is there any way for me to render my weapon models in the game without wall-clipping and with dynamic shadows? How can I handle that?[/QUOTE] Garry wrote a blog post about this a while ago. [URL="http://garry.tv/2014/04/07/unity-viewmodels/"]Link[/URL].
[QUOTE=Fourier;46122418]Still bullshit, the OnColliderEnter still returns me fucking triggers. I still use 4.5.3 version, should I upgrade?[/QUOTE] AFAIK OnCollisionEnter is called when the object's collider contacts any other collider, even if that other collider is set to be a trigger. Could you use collider.isTrigger to help filter your collisions?
Did anyone knew about this? [url]http://www.boltengine.com/StudentLicensing.aspx[/url] I was just looking on their twitter page and I found that link and it looks like you can get your teacher to sent them an email and you can get bolt for free.
Two week ago i was like [I]"I'll build my own level editor, will be easy and i'll make an ingame editor"[/I] I almost cried...I don't know nothing about polygons...I really hate everything! But yesterday, i had the balls to...Spend 95$ on Probuild 2...Wow...Just wow! It's really easy and cool i guess [t]http://i.imgur.com/wEsYC5n.jpg[/t] The sad part it's 3 weeks ago ProCore 2 was 50% off...Fuck me!
[QUOTE=foszor;46125810]AFAIK OnCollisionEnter is called when the object's collider contacts any other collider, even if that other collider is set to be a trigger. Could you use collider.isTrigger to help filter your collisions?[/QUOTE] True, but Collision does not occur between trigger and collider because it shouldn't. Problem is deeper though, it returns me trigger that is not even colliding, but it is child of the collider that is actually colliding. 1. platformGround is the script with OnCollisionEnter. 2. helicopter is big collider, which lands on platformGround. Problem is, I get some random trigger, which is child of helicopter. Not really a problem, but problem is I never get the real collider which is helicopter. Shouldn't OnCollisionEnter be called for all colliders/triggers that collide? [editline]2nd October 2014[/editline] [url]http://answers.unity3d.com/questions/529965/trigger-on-oncollisionenter.html[/url] Nevermind, found a solution with simplest keywoard I could think of which is 'OnCollisionEnter trigger'
Still working on the FPS kit. 1.) Added FFA match timer and score - Shows the time remaining in the match, your current place, and number of kills 2.) Added kill feed - Displays a message whenever a player dies 3.) Fixed FFA scoreboard (was sort of broken before) [vid]https://dl.dropboxusercontent.com/u/99106620/FPSKit5.webm[/vid]
So i've been looking for an answer but couldn't find anything. Basiccaly I am curious how to get information from steam into your game, info such as name and avatar. Does your game has to be on steam first before you are able to do that or it can be done before that?
[QUOTE=BoowmanTech;46134703]So i've been looking for an answer but couldn't find anything. Basiccaly I am curious how to get information from steam into your game, info such as name and avatar. Does your game has to be on steam first before you are able to do that or it can be done before that?[/QUOTE] This is a wild guess: You just need to use Steam API, and then run game with active steam.exe process.
[QUOTE=KillaMaaki;46134275]Still working on the FPS kit. 1.) Added FFA match timer and score - Shows the time remaining in the match, your current place, and number of kills 2.) Added kill feed - Displays a message whenever a player dies 3.) Fixed FFA scoreboard (was sort of broken before) [vid]https://dl.dropboxusercontent.com/u/99106620/FPSKit5.webm[/vid][/QUOTE] Looks great :~)
[QUOTE=KillaMaaki;46134275]Still working on the FPS kit. 1.) Added FFA match timer and score - Shows the time remaining in the match, your current place, and number of kills 2.) Added kill feed - Displays a message whenever a player dies 3.) Fixed FFA scoreboard (was sort of broken before) [vid]https://dl.dropboxusercontent.com/u/99106620/FPSKit5.webm[/vid][/QUOTE] Shaping up quite nicely, so is it a basic implementation of the Bolt Engine within a single scene or is it multiple scenes along with a server browser and all that multiplayer-related stuff? Settled on a price yet? Post-release updates? How is it running, I'd imagine peer2peer/listen/dedicated servers are supported?
H[QUOTE=Fourier;46134733]This is a wild guess: You just need to use Steam API, and then run game with active steam.exe process.[/QUOTE] Do you by any chance have a link how to do it? I did looked it up on the internet but I just can't find anything.
[QUOTE=BoowmanTech;46135738]H Do you by any chance have a link how to do it? I did looked it up on the internet but I just can't find anything.[/QUOTE] I was looking over your Steam profile and it doesn't state that you're a Steamworks developer. In order to get access to the API, you need to get Greenlit.
[QUOTE=Velocet;46135795]I was looking over your Steam profile and it doesn't state that you're a Steamworks developer. In order to get access to the API, you need to get Greenlit.[/QUOTE] Velocet is right. If you want to use those functions you will need access to Steamworks. Getting Greenlight access should suffice it. You can also use the following plugin to access Steamworks API in .NET but that will require Unity Pro. [url]https://github.com/rlabrecque/Steamworks.NET[/url]
[QUOTE=Velocet;46135795]I was looking over your Steam profile and it doesn't state that you're a Steamworks developer. In order to get access to the API, you need to get Greenlit.[/QUOTE] Yes, I am not a Steamworks developer because I didn't knew about it until now. I was just curious about how you could get information from steam into your game. But now that I know I will have to get it, also do I need to have a game approved on Greenlight to be a steamworks developer? [QUOTE=atrblizzard;46135959]Velocet is right. If you want to use those functions you will need access to Steamworks. Getting Greenlight access should suffice it. You can also use the following plugin to access Steamworks API in .NET but that will require Unity Pro. [url]https://github.com/rlabrecque/Steamworks.NET[/url][/QUOTE] So basically the plugin is not necessary as long as I can get Greenlight access?
[QUOTE=BoowmanTech;46136817]Yes, I am not a Steamworks developer because I didn't knew about it until now. I was just curious about how you could get information from steam into your game. But now that I know I will have to get it, also do I need to have a game approved on Greenlight to be a steamworks developer?[/quote] [quote]So basically the plugin is not necessary as long as I can get Greenlight access?[/QUOTE] The plugin is needed if you have Steamworks access in order to use its API. Greenlight gives you access to create your own game and depot, which you can use through this wrapper to easily implement Steamworks into your game. And yes, it has to be approved on Greenlight to use its functions, since it's tied to your game's AppID in most cases.
[QUOTE=Velocet;46135003]Shaping up quite nicely, so is it a basic implementation of the Bolt Engine within a single scene or is it multiple scenes along with a server browser and all that multiplayer-related stuff? Settled on a price yet? Post-release updates? How is it running, I'd imagine peer2peer/listen/dedicated servers are supported?[/QUOTE] It's essentially going to be a complete game. You will be able to purchase it, make a build, and have a fully functional (if very very basic and not at all production ready) game. At the moment it assumes a dedicated server. I'm not sure if I'm going to change that, I may not. After all, many games don't have listen server capability - it's possible I could implement a "listen server" by silently launching the dedicated server EXE in the background. We'll see. Peer to peer will NOT be supported. No price yet, I'm thinking no less than $75. Lotta work is going into it. Post release updates, probably pretty slim unfortunately. After this launches I will be using the kit (and, fingers crossed, the funds from the kit) to create a free-to-play first person shooter. That will likely take up a lot of my time, leaving little room for customer support. I'll definitely fix bugs, as those will almost certainly affect both my game and customers of the kit.
Welp, just spent like a week trying to get the framerate of my game to be something respectable. Literally nothing else in this project so far has made me quite as angry as squeezing frames out has. I've lost count of the number of different methods I've tried, all basically doing nothing. Whatever I did, the framerate would always fluctuate between 20 and 80. Eventually, after [I]specifically buying[/I] a dynamic occlusion culling asset, I managed to get it between 40 and 80, but that still wasn't good enough for me. So I played around, while the scene was playing I temporarily deleted certain things in different combinations, trying to figure out what exactly I could compromise on in order to get a more permanent 60 +. Y'know what my problem was? One. Single. Building. From the looks of it, it's something to do with the decals I used on it, which makes sense if you think about it. But still, it's a very minuscule thing. But anyway, now when I run it fullscreen with the best graphics option selected, it runs 78-80 fps basically constantly, which is what I wanted (note; it's locked to 80fps, because I needed it to be stable. A constantly fluctuating FPS is just as bad as a very low one, because it judders everything about). To be honest, I would have been happy with 60fps, but it's the principle of the thing, damn it! Besides, if my game (which should NOT be graphically intensive) can't run better than all the AAA ones with great graphics locked to 30fps, then I wouldn't be able to show my face in any dev community anywhere :v:
Is it possible to allow the user to edit some scripts after the game was installed (PC), something like in garrysmod. Also does any want know how to get a dedicated server done with bolt? If yes do you have some tutorial/explanation/documentation how to do it.
I assume it's not possible but want to make sure.
I've hit a bit of an issue with my collisions, and after a few hours of problem solving I still can't figure out what's up. I've got a character set up, with seperate collision boxes/spheres for head, body and feet collisions (ceiling, walls, ground). [IMG]http://i.gyazo.com/88a86c1b0b50e1dc8daba89d831498a5.png[/IMG] I've got a semi-grid based world, where I'm using a prefab square with an attached 2D box collider that I'm manually duplicating. The character's ground collisions are essentially: [code]void CollideFeet() { if ((feetColliderL.colliding) | (feetColliderR.colliding)) { touchGround = true; } else if ((feetColliderL.colliding == false) & (feetColliderR.colliding == false)) { touchGround = false; print ("off--------------ground"); } }[/code] The issue I'm getting is that as my character moves from square to square, [B]both[/B] feet report that they're not colliding with the world at the same time. Once inertia takes them a little ways further, they collide again. I thought that having two seperate feet colliders would solve this, as I assumed it was an issue with entering square 2 before leaving square 1, resulting in square 2 setting player's collision to true then square 1 setting it to false a moment later, but this doesn't seem to be the case when both feet are giving me a non-collision report at the same time. Any ideas?
FPS Kit Update 6 - Now announces winner at the end of a round - 20 seconds after the round ends, it resets the map, sets all players KD back to 0/0, and starts a new round. EDIT: Holy shit, I did not realize the video looped seamlessly. That's pretty awesome, and totally unintentional. EDIT 2: Fuck you, Dropbox. [vid]http://www.mophogames.com/Files/FPSKit6.webm[/vid]
[QUOTE=KillaMaaki;46151190]FPS Kit Update 6 - Now announces winner at the end of a round - 20 seconds after the round ends, it resets the map, sets all players KD back to 0/0, and starts a new round. EDIT: Holy shit, I did not realize the video looped seamlessly. That's pretty awesome, and totally unintentional. [vid]https://dl.dropboxusercontent.com/u/99106620/FPSKit6.webm[/vid][/QUOTE] Sweet, are you going to create a votekick/votemap functionality? Also some sort of scene playlist for different maps in the future?
I'm still thinking on how that will work. I may see about implementing some sort of voting system which could be used to vote for anything. You could then theoretically build on that system and have the server start a map vote at the end of a round. At the moment it's entirely up to the game mode as well, so it's possible to implement all sorts of different logic for changing maps - reloading the same map, map voting, or map playlists.
Hello everyone, I'm making a small 3D third person game. I have scattered some boxes around the game's map. How I want to use them is, when the player jumps on these, they boost that player in an upwards-forwards direction. Think of it like the boosters in Quake or Unreal Tournament, in the sense that you step on it and it sends you towards a direction. My problem is that I can't get collision detection working at all. My player has a rigid body, a capsule collider and a game controller among its components, and the "booster" box has, among others, a Box collider and a small C# script with this code: [code] using UnityEngine; using System.Collections; public class func_booster : MonoBehaviour{ //public float pushPower = 2.0f; void OnCollisionEnter(Collision collision) { Debug.Log ("it's happening"); } } [/code] When I go ingame and violate the box's personal space with my player, no debug message comes up, which means the collision is not being registered at all, but as the player I can still walk on it (I don't go through the box). Are there any reasons why such a simple collision as this would not register?
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