Hey, i got back to Unity, after a long time. I'm trying to make some simple comeback, to brush up my skills.
[URL="http://a.pomf.se/ilahbe.mp4"]http://a.pomf.se/ilahbe.mp4[/URL]
sorry, i dont know how to embed pomf.se yet
[QUOTE=EmilioGB;46262335]Hey, i got back to Unity, after a long time. I'm trying to make some simple comeback, to brush up my skills.
[URL="http://a.pomf.se/ilahbe.mp4"]http://a.pomf.se/ilahbe.mp4[/URL]
sorry, i dont know how to embed pomf.se yet[/QUOTE]
2 things,
1: Why is your task bar classic ? -_-
2: Is your ship suppose to be a penis ?
[QUOTE=BoowmanTech;46262580]2 things,
1: Why is your task bar classic ? -_-
2: Is your ship suppose to be a penis ?[/QUOTE]
1. I'm in love with the old taskbar, and the old Windows 95.
2. Holy crap i did not notice that.
[QUOTE=pinecleandog;46259824]The rigidbody physics are a difficult thing to deal with, I've managed to fix y-moving platforms by parenting the player to the platform, but it doesn't seem to work for sideways "x" moving platforms. Any ideas how I can fix this issue?[/QUOTE]
I don't believe parenting the player to moving platforms is the right answer. Have you tinkered with your gravity, mass and friction settings? Try dialing them up and adjust the player movement strength to accommodate. If that doesn't work, you could also create a script for the platforms that checks for collisions and moves any objects/players that are touching.
Improved my asteroid placement algorithm. Now it features more asteroid types, random asteroid rotation, goes 500+ fps with 10k asteroids, also is more editable via the editor.
[vid]http://a.pomf.se/jjixzs.mp4[/vid]
Added particles, too :
[vid]http://a.pomf.se/dwtnay.mp4[/vid]
WEEEEE!
[url]http://www.mophogames.com/Files/FPS%20Kit%20WTF.avi[/url]
Not at all what I meant to do, but fucking hilarious IMHO.
In [url=http://docs.unity3d.com/ScriptReference/Physics.CheckCapsule.html]Physics.CheckCapsule()[/url] if I pass LayerMask.NameToLayer("SomeLayer") for the CheckCapsule's layermask, will it check only against that layer or will it check everything except that layer?
[QUOTE=Pelf;46272412]In [url=http://docs.unity3d.com/ScriptReference/Physics.CheckCapsule.html]Physics.CheckCapsule()[/url] if I pass LayerMask.NameToLayer("SomeLayer") for the CheckCapsule's layermask, will it check only against that layer or will it check everything except that layer?[/QUOTE]
Neither, you'd probably just get funky results. It takes a [I]mask[/I], not a layer. Basically, a layermask is a bitmask - each bit represents whether or not to check against that layer. This is why there is a maximum of 32 layers- because there's 32 bits in an integer, and therefore layermasks can be neatly expressed as a single 32-bit integer value.
Anyway, what you'll want to do is this:
[code]
int layermask = 1 << LayerMask.NameToLayer("SomeLayer"); // note the 1 <<, you take the number one and then shift it by the number of bits as the layer index. So if that were layer 8, you'd be taking the number 1 and then shifting it left by 8 bits.
[/code]
If on the other hand you want to test against all layers EXCEPT that layer, you negate the result (flip the bits):
[code]
layermask = ~layermask;
[/code]
If you want to test against multiple layers, you bitwise OR their masks together:
[code]
layermask = layermask1 | layermask2;
[/code]
[QUOTE=KillaMaaki;46272457]Neither, you'd probably just get funky results. It takes a [I]mask[/I], not a layer. Basically, a layermask is a bitmask - each bit represents whether or not to check against that layer. This is why there is a maximum of 32 layers- because there's 32 bits in an integer, and therefore layermasks can be neatly expressed as a single 32-bit integer value.
Anyway, what you'll want to do is this:
/code
If on the other hand you want to test against all layers EXCEPT that layer, you negate the result (flip the bits):
/code
If you want to test against multiple layers, you bitwise OR their masks together:
/code[/QUOTE]
That fixed my problem thanks.
Another thing, can I exclude specific colliders from a CheckCapsule? I'm working on my space station generator I posted a week ago and trying to check if my modules are clipping with another when I position them with CheckCapsule. Each module has a mesh collider and I think my checkcapsule is detecting that it's inside the collider of the module it's checking for an returning true. Is there maybe some other way of doing this?
[editline]e[/editline]
Nevermind, I got it. I just disable the colliders, check, then reenable.
Ugh. Tried to add DirectX 11 tessellation to my custom terrain shader. Just adding the tessellate:functionName thing all by itself completely blows up my shader.
No fancy DX11 features for me I guess.
[vid]http://zippy.gfycat.com/VeneratedChubbyBlacklemur.webm[/vid]
I made a little extendible cutscene camera thing. It's all forward-compatible with a trigger system I'm planning so I can just drag and drop stuff to make levels.
Hey folks, bit of a question regarding Unity UI.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/artifacts.png[/img_thumb]
I know that the thing circled is the result of rotating an image mask, but does anyone have a fix for it? Damn thing's been bugging me, and I have a lot of UI that moves around.
[QUOTE=Jcorp;46289142]Hey folks, bit of a question regarding Unity UI.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/artifacts.png[/img_thumb]
I know that the thing circled is the result of rotating an image mask, but does anyone have a fix for it? Damn thing's been bugging me, and I have a lot of UI that moves around.[/QUOTE]
Have you looked at it on a built version? At least for me, the image masks are very buggy and basically don't work at all on the editor, but when I built my game to standalone then the masking was fine, no visual bugs at all.
PROTIP: When working with colliders, start with cube primitive (so you can easily select it in scene which means really easy copy-paste!)
Not to mention easy visibility :)
So, I heard ULink isn't that amazing. What's the alternative you guys propose for networking?
[QUOTE=CrashLemon;46296750]So, I heard ULink isn't that amazing. What's the alternative you guys propose for networking?[/QUOTE]
Bolt Engine, it's cross platform, supports client/dedicated servers, cross-platform (he's working on PS4/Xbox One/Wii U integration). The demonstration I made was much more promising than uLink or anything like Photon. It's not completely done but the developer has quit his job and he's working on it full time. Facepunch Studios is using it, The Forest guys are using it and many people on here are using it and from what I understand it's selling really well. You'll get some great support since it's so high profile.
KillaMaaki here on Facepunch is working on a prefab that you'll be able to buy and work with. Has the ground work done for you. Since it is a FPS prefab, you may have to adapt it towards your game but his work is looking really promising and it should be releasing relatively soon.
Please, quick simple question:
Inside a script a instantiate a prefab, and I want to change that prefab's text meshes. There are many of them. How do I access a named text mesh?
I'm going to create many prefabs, so I need to find just that prefab's text meshes.
Please don't buy Bolt just because we're using it. I decided to use it just because there's nothing better right now. It should be a decent networking solution once it's complete but it's just not ready to be used in a commercial game.
[QUOTE=layla;46300206]Please don't buy Bolt just because we're using it. I decided to use it just because there's nothing better right now. It should be a decent networking solution once it's complete but it's just not ready to be used in a commercial game.[/QUOTE]
If there is no nothing better then why shouldn't we buy it?
[editline]22nd October 2014[/editline]
Are there any reasons why we shouldn't use the old GUI system (the one that you have to write)?
It seems easier than the new one at least for me.
Cuz Unity5's networking is gonna eat everyone's food
[QUOTE=garry;46300887]Cuz Unity5's networking is gonna eat everyone's food[/QUOTE]
Now I am just confused. Unity's networking system is pretty bad (at least that's what everyone's saying)
Have they changed it in Unity 5 or what?
[QUOTE=garry;46300887]Cuz Unity5's networking is gonna eat everyone's food[/QUOTE]
Oh, I just got my financial situation to a state that I feel comfortable spending on Bolt.
Now I'm not sure whether I should go for it now or wait for U5.
Anyone knows when it might be released?
Definitely not when 5.0 comes out, will be in beta in future versions after release, so that can take quite a while.
[QUOTE=BoowmanTech;46300301]Are there any reasons why we shouldn't use the old GUI system (the one that you have to write)?
It seems easier than the new one at least for me.[/QUOTE]
same here :v:
I've been meaning to learn the new GUI system but I've gotten so used to the old system.
[editline]22nd October 2014[/editline]
[QUOTE=BoowmanTech;46301106]Now I am just confused. Unity's networking system is pretty bad (at least that's what everyone's saying)
Have they changed it in Unity 5 or what?[/QUOTE]
[url]http://blogs.unity3d.com/2014/05/12/announcing-unet-new-unity-multiplayer-technology/[/url]
There are some blog articles on it too
Ok, so if there will be a better networking system in Unity 5 is it worth buying bolt for making games or is it fine if I use the current networking that's in this version of unity?
The developer of Bolt has stated that once UNET comes out, he's basically going to incorporate it with Bolt, making it even better & supporting its functionality. So honestly, I'd just buy it.
I was on the fence about buying it as well, but after talking with the dev and using it for a while, it's one of my best purchases I've done.
Damn, why is my rigidbody jumping (on floor only) when I switch collision detection to "Continious"?
So thoughts on John Riccitiello stepping up as CEO of Unity?
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