• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Fourier;46302853]Damn, why is my rigidbody jumping (on floor only) when I switch collision detection to "Continious"?[/QUOTE] What's the collider's detection type for the floor?
[QUOTE=PieClock;46303508]So thoughts on John Riccitiello stepping up as CEO of Unity?[/QUOTE] That their most likely planning to sell or IPO
Just to be clear, I didn't mean that people should buy Bolt because of other people/studios using it. It's all about the projects and the amount of project using it. I simply can't see Bolt Engine being abandoned, it's an extremely high profile product on the asset store and the developer has a very personal stake in the matter of keeping it going. The developer has been extremely professional in business and extremely personal whenever I've needed it. He's quit his job and from what I understand, it's selling extremely well and it's held in high regard by the people who work with it and it's only getting better with each release. It's very early in development but at this rate, I can see it being polished enough before I ever think about pushing anything out. On the reddit page he started, he said something about improving Bolt once Unity's networking releases but there's no guarantee of that. Buy Bolt Engine for what it is and what is currently being developed and how it can be applied to your project. There's a possibility that if you wait for Unity's stuff, it could end up being garbage or it could surpass your expectations just like 4.6 surpassed my expectations with the GUI system but you will be waiting. The question at that point is it worth it to wait and will it be better than Bolt after you've waited several months, possibly even a year? Take into consideration that Bolt isn't even finished and there will be post launch features (including combining UNET's features with all the work that Bolt Engine is doing).
[vid]http://a.pomf.se/gdmqaz.webm[/vid] Preview of my loadout screen! Background music is the Tribes Ascend Menu Theme. Also, I use bolt. I recommend it. I knew little about networking when I first started. One week later and I have a fullblown server authoritative system on my hands. It's that easy. It's also really bloody powerful.
A little test of a muzzle flash effect for my game. [video=youtube;5ziLzAUoPxg]http://www.youtube.com/watch?v=5ziLzAUoPxg[/video]
[QUOTE=cam64DD;46313958][vid]http://a.pomf.se/gdmqaz.webm[/vid] Preview of my loadout screen! Background music is the Tribes Ascend Menu Theme. Also, I use bolt. I recommend it. I knew little about networking when I first started. One week later and I have a fullblown server authoritative system on my hands. It's that easy. It's also really bloody powerful.[/QUOTE] slick, is that motion blur when the weapon icons change? anyway the UI convention is that when an icon is faded it means it's no longer clickable, so I think you should highlight rather than darken your buttons when you mouse over them, I just found that confusing
[QUOTE=sarge997;46302746]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.[/QUOTE] He works on it a ton, I get 3 emails a day for the commits.
[QUOTE=The Rizzler;46315535]slick, is that motion blur when the weapon icons change? anyway the UI convention is that when an icon is faded it means it's no longer clickable, so I think you should highlight rather than darken your buttons when you mouse over them, I just found that confusing[/QUOTE] Yap! I actually have a Render Target camera, and it has a motion blur script attached to it. Yeh, now that I think about it, you're probably right. I'll swap that. Thanks for the input, bro.
So I just remembered something that I read from unity's learning page. Why not make your player a static class(hope I am not wrong) something similar to Transform. Basically you would just start writing Player.<function> that way you don't have to access the components from the player. Would this be easier than accessing the components?
Does anyone have a Pro trial key to spare? Or know where to get one? Mine is going to run out in a week. I sorta hoped they'd release the native Oculus Rift support patch before then for the free version. But seeing as it's nowhere in sight, I'll soon end up unable to work on my project.
Nevermind, Oculus JUST released the 0.4.3 SDK which states they now support Unity Free. [editline]24th October 2014[/editline] Why u no merge
[QUOTE=Clavus;46319930]Does anyone have a Pro trial key to spare? Or know where to get one? Mine is going to run out in a week. I sorta hoped they'd release the native Oculus Rift support patch before then for the free version. But seeing as it's nowhere in sight, I'll soon end up unable to work on my project.[/QUOTE] Even though you don't need it for Oculus SDK anymore, if you're serious about your project and putting something out commercially, you're definitely missing out on a ton of useful functionality. There are ways to get Unity Pro for free without resorting to piracy by signing deals with major Unity partners. Some have strings attached, some don't. Research your options and read the fine print extremely well.
[QUOTE=Velocet;46321908]Even though you don't need it for Oculus SDK anymore, if you're serious about your project and putting something out commercially, you're definitely missing out on a ton of useful functionality. There are ways to get Unity Pro for free without resorting to piracy by signing deals with major Unity partners. Some have strings attached, some don't. Research your options and read the fine print extremely well.[/QUOTE] I just need it for my thesis at the moment. Trying to get a good grasp on both Unity and Unreal before I graduate.
I might be really late but. [url]http://unity3d.com/unity/beta/5.0[/url]
Slowly making progress on my editor [vid]http://webmup.com/EjVrv/vid.webm[/vid]
[QUOTE=sarge997;46335165]I might be really late but. [url]http://unity3d.com/unity/beta/5.0[/url][/QUOTE] Is that the actual Unity 5 beta?
[QUOTE=BoowmanTech;46335947]Is that the actual Unity 5 beta?[/QUOTE] Yes, but I thought it was already clear from the big bold letters there.
[QUOTE=BummieHEad;46335673]Slowly making progress on my editor vid[/QUOTE] Looks cool. How are you doing your values UI with editing the scale and stuff? Does it parse and apply the textfield on the fly or does it parse and apply only after pressing enter or something? also, more space station generation; trusses and new models [video=youtube;hk0JvMOp-yM]http://www.youtube.com/watch?v=hk0JvMOp-yM[/video]
[B]Oh BOY[/B] [QUOTE]Added formatting overloads to Debug.Log*.[/QUOTE]
[QUOTE=Pelf;46336329]Looks cool. How are you doing your values UI with editing the scale and stuff? Does it parse and apply the textfield on the fly or does it parse and apply only after pressing enter or something? also, more space station generation; trusses and new models [video=youtube;hk0JvMOp-yM]http://www.youtube.com/watch?v=hk0JvMOp-yM[/video][/QUOTE] Thanks, it parses and applies when onSubmit is called.
They didn't say that multi-scene edition will be an unity 5 feature?
[QUOTE=sarge997;46335165]I might be really late but. [url]http://unity3d.com/unity/beta/5.0[/url][/QUOTE] Finally! Unfortunately it seems the max number of activations on my Unity 5 pre-order key has been reduced to 1, now I'm stuck waiting for support to get back to me. :tinfoil:
i'm at 95%...But...Can i use unity 5.0 free? (If anyone keep having doubts) [t]http://i.imgur.com/TzdGhpM.png[/t]
New to uGUI (and unity for that matter), Is this a bug, or am I doing it wrong? I have the following script for a slider to set a static variable cross scenes, and reset the sliders value when the scene reloads [code] // Use this for initialization void Start () { Debug.Log("Val " + PlayerPreferences.Volume); GameObject.Find("VolumeSlider").GetComponent<Slider>().normalizedValue = PlayerPreferences.Volume; } public void OnGameChange(float val) { PlayerPreferences.Volume = val; Debug.Log (PlayerPreferences.Volume + " : " + val); } [/code] Setup as: [IMG]http://i.imgur.com/Ckeli12.png[/IMG] Yet, opening the game, changing the value, changing scene and reloading scene prints the following: [IMG]http://i.imgur.com/ELFY8vi.png[/IMG] (The referenced script thing is in the second scene) Its like unity is calling the callback on initiation with the max value of 100, which sets the slider to be max
I'm pretty sure all statics are re-initialized when entering and exiting play mode
Haven't posted here for a while. Been working on my heist game restart and it's been slow for one reason: The "AI for Mechanim" plugin. Couldn't recommend it at all, feel like I've spent 2 weeks fighting with it instead of getting anything done. Deleted it from my project tonight and got so much more done. I didn't want to lose access to visual scripting though so I forked out for PlayMaker which seems great so far and exactly what I wanted out of the first plugin. Going to put the heist game on hold for a bit and get used to PlayMaker by making a mobile game or something using it. Here's a quick snap of the heist game though, completely redone: [t]http://i.imgur.com/Lm7sJPo.png[/t]
Ah shit, just updated to unity 5 and just found out that it's not free !!!
[QUOTE=BoowmanTech;46341408]Ah shit, just updated to unity 5 and just found out that it's not free !!![/QUOTE] [t]http://i.imgur.com/TzdGhpM.png[/t] You should've readed my comment :v Nice 1.5gb waste rite? I would like to show you how unity 5 looks, anyway, since hype was really high, anyway, i'll go back to 4.6b20... [B]New project windows (Missing templates)[/B] [t]http://i.imgur.com/kW9eAEK.png[/t] When you create and try to load one project, this will show the unity version [B]Default workspace (Looks like Procore works, but have some lighting issues), also this looks too udk[/B] [t]http://i.imgur.com/ZK4JJ7c.png[/t] [B]Default material[/B] Works like valve material system, there's an unique shader, and you can set the stuff there [t]http://i.imgur.com/bpIvYZR.png[/t] [B]Reflection probe[/B] [t]http://i.imgur.com/M4wGbOa.png[/t] [B]These 2D stuff looks gr8[/B] [t]http://i.imgur.com/1z0uAXv.png[/t] [B]Audio mixer[/B] [t]http://i.imgur.com/yKm01ny.png[/t] [B]Lightmapping[/B] [t]http://i.imgur.com/6kMwFS7.png[/t] Seems like there's an option "Iteractive" that let you work with lights and the lights will bake without pressing the button, that's why i'm using "On Demand" that bakes the light when i press bake I don't have anything else to show, i'll delete unity 5 and wait until a public release, [B]if do you think that i should snip the post, just ask it[/B] I just was looking for test unity 5, because...How much will i need to wait until the public release...2 or 3 months?
That looks amazing, don't mind the udk default space. Have they made a new character controller ?
Nah, i just looking for a controllable camera, i think that the main feature (At least the one that i've mostly enjoyed) was the new shader, also the lighting settings looks freaking cool! I can't wait until this goes public
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