• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Winded;46359813]Split into two seperate animations, one before releasing the bow and one after, without the arrow? I would do that myself because I don't like adding little timer functionalities into code, makes things a bit messy. Besides, seperate animations are probably a must if you have any kind of hold feature on the bow.[/QUOTE] I was hoping I could get away with just one animation file and splitting it up. But I guess making a different one without the arrow after the hold pose is something to try.
[vid]http://webmup.com/x93Ks/vid.webm[/vid] This is really relaxing to make, hah. Anyone got any suggestions on how to make the cast look better without forking out for some rope library?
Crosspost. Prototype I just started working on. [unity]http://dl.dropboxusercontent.com/u/41313766/rb/Data/nonhtml5/n.unity3d[/unity] It's supposed to control like shit. The HTML5 player is so large and takes forever to compile, has a ways to go before its usable.
[QUOTE=pinecleandog;46359756]Found out the hard way that maya doesn't export visibility or unity can't read it in animations, what can I do other than code the arrow to disappear? [IMG]https://dl.dropboxusercontent.com/u/33714868/term4/shoot.gif[/IMG][/QUOTE] Did you make the archery animations yourself? If so, I would really love to give you some advice on how to make them more realistic.
[QUOTE=Asgard;46367387]Did you make the archery animations yourself? If so, I would really love to give you some advice on how to make them more realistic.[/QUOTE] Yes please, that's like my first animation/rig
Unity 4.x editor extending is just a huge hack sometimes. All I want is to excute code when I've dragged a prefab into the scene and released it. I want to "snap" it into place. Is there an event that fires or some function I can override?
My artist Adrian made a shotgun test animation for our Unity game (Orbital Assault). Aspect ratio's off, sorry about that. EDIT: Video mime type not supported? Bullshit! EDIT2: Fine, here's a Youtube video. [video=youtube;G_10bwTGjao]http://www.youtube.com/watch?v=G_10bwTGjao&feature=youtu.be[/video]
I finally managed to get my hands on it :D Hopefully I will manage to get around it pretty quickly, any tips you can give me before I start using it? [url=http://imagizer.imageshack.com/img540/1737/E1G1ok.png][img]http://imagizer.imageshack.us/v2/256x0q90/540/E1G1ok.png[/img][/url]
It's gonna hurt you! Jk, just go to the IRC chat and talk with other developers, they learn and teach how to use it since the only tutorial it's a must follow and you don't get too much with that
[QUOTE=gonzalolog;46384738]It's gonna hurt you! Jk, just go to the IRC chat and talk with other developers, they learn and teach how to use it since the only tutorial it's a must follow and you don't get too much with that[/QUOTE] What is IRC chat?
[url]https://jabbr.net/#/rooms/bolt[/url] Right now fholm (Dev) it's online
[vid]http://files.facepunch.com/ziks/2014/November/02/rift.mp4[/vid]
[QUOTE=Ziks;46390953][vid]http://files.facepunch.com/ziks/2014/November/02/rift.mp4[/vid][/QUOTE] [url=https://twitter.com/tom_forsyth/status/528788271862513664]Apparently the vignetting at the edges is a bit extreme with the latest 0.4.3 SDK[/url]. It's actually supposed to look more like this: [img]http://cloud-4.steampowered.com/ugc/536253398181221115/69F8638241A4A65D143775CD45563AF0848607E5/[/img] They'll probably fix it in the next release.
What's the best way to make text crisper with the 4.6 UI update? It still looks like shit, just like the old versions did. Increasing font size, and scaling the element down works, just like in the old version, but doing so completely breaks input fields, i.e., you can't put spaces in anymore, and it deletes text at random from inside the text element, then the text re-appears when you select anywhere near the deleted block of text. [t]http://puu.sh/cAsU7/f53f2444be.png[/t] Top is without font size adjustment & scaling, bottom is with it, I'd prefer it if I could have it work on both, but the input field completely breaks down when you scale the label parented to the input field object.
Can I change the display monitor via scripts? [IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-11/2014-11-02_16-07-09.jpg[/IMG]
Im looking to get into unity but I thought i'd come here to ask a few questions first if thats ok: Whats the difference between the paid and free version (is there a catch)? Ive seen different people choose a certain language to another (javascript or C#) so which one should I choose? Whats the differences between them? Also is it possible for someone to please link me to a useful introduction or starting tutorials for getting used to the unity IDE and game engine and such. Many thanks anyway!
[QUOTE=_Entity;46393987]Im looking to get into unity but I thought i'd come here to ask a few questions first if thats ok: Whats the difference between the paid and free version (is there a catch)? Ive seen different people choose a certain language to another (javascript or C#) so which one should I choose? Whats the differences between them? Also is it possible for someone to please link me to a useful introduction or starting tutorials for getting used to the unity IDE and game engine and such. Many thanks anyway![/QUOTE] 1.) It says the difference on their website 2.) C# is the superior language. Unityscript (many refer to it as "Javascript", but it is not even remotely the same thing, so Unityscript is a more proper name for it IMHO) is a language made by Unity themselves. It loosely resembles Actionscript 3 or Typescript, but there's a number of advantages to using C#: a.) More resources and references online for learning the language itself b.) Applications beyond just Unity (you can use C# for just about anything, whereas Unityscript is a Unity-only language) c.) Better compatibility particularly with third party plugins (which are often written in C#). Unityscript code and C# code don't mix well together. Writing everything in C# helps reduce these issues. 3.) Google is your friend.
[QUOTE=_Entity;46393987]Im looking to get into unity but I thought i'd come here to ask a few questions first if thats ok: Whats the difference between the paid and free version (is there a catch)? Ive seen different people choose a certain language to another (javascript or C#) so which one should I choose? Whats the differences between them? Also is it possible for someone to please link me to a useful introduction or starting tutorials for getting used to the unity IDE and game engine and such. Many thanks anyway![/QUOTE] a) If you want to get a nice game with pretty cool graphics (Postprocess), go to ue4, unity free won't let you to use screen shaders, like bloom, dof, color correction, etc Also you won't be able to play with the profiler, that's something really neat b) I choose C# since i work with Visual studio and looks better for me c) You can start with this [url]http://unity3d.com/learn/tutorials/projects/roll-a-ball[/url] You will learn the unity concept about "Behaviors"
C# is easily the winner between UnityScript and C#. Decide later that you want to do more than just Unity? You already have the C# syntax down, you'd just have to become familiar with the .net Framework. I've rewritten some of the scripted assets that come with unity to simply avoid dealing with UnityScript. Don't get me wrong, there's nothing too terribly bad with it, but I personally have never really needed to use JavaScript, so UnityScript isn't even a thought in my mind. Oh yeah, and Unity + Visual Studio is heaven. *Cue choir* Ever since blowing my hard drive away because of Windows Update, I've been rather depressed. I guess it's time to brighten things up in my life and reinstall Unity. [B][U]Edit[/U][/B]: Isn't Boo an option for Unity?
[QUOTE=_Entity;46393987]Im looking to get into unity but I thought i'd come here to ask a few questions first if thats ok: Whats the difference between the paid and free version (is there a catch)? Ive seen different people choose a certain language to another (javascript or C#) so which one should I choose? Whats the differences between them? Also is it possible for someone to please link me to a useful introduction or starting tutorials for getting used to the unity IDE and game engine and such. Many thanks anyway![/QUOTE] Pushypixels on youtube has about 200 videos of c# programming with Unity. Unlike a lot of other tutorials they show their fuck ups which is encouraging.
[QUOTE=_Entity;46393987]Im looking to get into unity but I thought i'd come here to ask a few questions first if thats ok: Whats the difference between the paid and free version (is there a catch)? Ive seen different people choose a certain language to another (javascript or C#) so which one should I choose? Whats the differences between them? Also is it possible for someone to please link me to a useful introduction or starting tutorials for getting used to the unity IDE and game engine and such. Many thanks anyway![/QUOTE] From what I can tell from the site the pro version makes it easier to make 3d projects look pretty and a lot of the stuff it includes is stuff you definitely do not need and maybe won't even use but are nice to have like level of detail support, HDR and tone mapping, the pro version also allows you to import and play videos in your project. In terms of publishing your project there are no royalties due on the free or pro licences unless you make $100k in a year (gross income) on your project then all you have to do is buy the pro licence and then there are still no fees or royalties due, so the free version should be very attractive for hobbyists and indie devs. [editline]3rd November 2014[/editline] Also check out this page on the Unity website, it's a bunch of video tutorials on various subjects like 2D scrolling backgrounds, sound scripting, using physics, UI panels etc. that you can watch live and they're also archived so you can watch them if you missed it [url]http://unity3d.com/learn/live-training[/url]
Made a test of... [I]The Gun[/I] (thunder, lightning etc.). One of the two playable characters has a gun to shoot the spooky ghosts with, the other will have a turret that deploys when they take a certain amount of damage. [video=youtube;rEtCGqovWX0]http://www.youtube.com/watch?v=rEtCGqovWX0&feature=youtu.be[/video] The gun can be upgraded in different ways, which gives you something to work towards (as can be shown by me messing around with dev commands in the video). Quick video, sounds/animation not final, low framerate due to recording that I need to sort out etc. etc.
Anyone know any tutorials or plugins to make unity mapping more like source sdk mapping?
If you really want something like source level design, you should save money and buy pro builder 2, this worths
That looks amazing, just what I need to make unity perfect. Now I only need $150. Thanks a ton.
[QUOTE=PieClock;46366294][vid]http://webmup.com/x93Ks/vid.webm[/vid] This is really relaxing to make, hah. Anyone got any suggestions on how to make the cast look better without forking out for some rope library?[/QUOTE] You can just make a 2d rope ragdoll in any 3d program and make the rope stuck on whichever axis the camera is facing in unity. But then again im not very experienced in unity so there may be a much simpler way.
Make a chain out of invisible rigidbodies and then use line renderer to visualize that. No need for 3d apps or libraries in this case.
[QUOTE=MistyVermin;46406669]You can just make a 2d rope ragdoll in any 3d program and make the rope stuck on whichever axis the camera is facing in unity. But then again im not very experienced in unity so there may be a much simpler way.[/QUOTE] Would be very annoying to increase and decrease the line length this way I think. [editline]4th November 2014[/editline] [QUOTE=itisjuly;46406836]Make a chain out of invisible rigidbodies and then use line renderer to visualize that. No need for 3d apps or libraries in this case.[/QUOTE] But this sounds like it could work.
replied to wrong thread
[QUOTE=PieClock;46407156]Would be very annoying to increase and decrease the line length this way I think. [editline]4th November 2014[/editline] But this sounds like it could work.[/QUOTE] Ahh yeah I see what you mean. I didn't even think about the line expanding.
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