there's ambient occlusion in the lightmapping settings that i think is independent from all lighting
maybe try turning off everything except that and bake the lightmaps?
I got a weird error on my iOS build because apparently apple doesn't support dynamically generated code like lambda expressions.
Are delegates jit compiled? If so I can use it as such:
[code]List<int> temp = scoreList[charKey];
temp.Sort(delegate(int s1, int s2)
{
return s2.CompareTo(s1);
});[/code]
If so I have to find a different way to sort lists.
Delegates should work. Try moving the sort delegate outside of the function body.
[code]List<int> temp = scoreList[charKey];
temp.Sort(MySorter);
// Somewhere else in the class...
private int MySorter(int s1, int s2)
{
return s2.CompareTo(s1);
}[/code]
Also look into System.Collections.Generic.Comparer.
[code]list.Sort(Comparer<int>.Default);[/code]
Posted about the dll file issue over on the Bolt Engine forums, I'd really appreciate if some of you guys could go over there and comment on the issue. Over 130 views in a couple hours, I hope that does some good for you and your prefab KillaMaaki.
[url]http://forum.boltengine.com/viewtopic.php?f=9&t=663[/url]
I sent over my project to somebody and now I completely understand what you meant about it breaking everything.
So Unity on iOS apparently can't deserialize anything which is a shame and means I'm writing a parser for these objects myself. Such a terrible waste of time for something that works perfect on Android.
I know it's anyone's guess at this point but when do you guys think 4.6 will go stable? I'm dying to get moving on the GUI system but I don't feel comfortable working with a version that is unfinished.
It seems like it's so close that it could come out after 5.0 releases to the public.
This is why I love Fholm. Seriously, he's so good at answering people's questions and taking user submitted feedback into consideration. If you're thinking about buying Bolt, do it.
[t]http://i.imgur.com/NmcpZHB.png[/t]
[QUOTE=Velocet;46540525]I know it's anyone's guess at this point but when do you guys think 4.6 will go stable? I'm dying to get moving on the GUI system but I don't feel comfortable working with a version that is unfinished.
It seems like it's so close that it could come out after 5.0 releases to the public.[/QUOTE]
Their already at RC stages, so I imagine it will be before the end of the year
Currently working on a video based off of this video
[url]https://www.youtube.com/watch?v=AfJ7LQn8kp8[/url]
Tired to get a really nice 80's grid effect, what do you think?
[t]https://dl.dropboxusercontent.com/u/26809665/sawhero.png[/t]
Its pretty much done by animating an entire terrain to move and then repeat the process using the built in animations system.
I'll try and upload a version for you to play around with, the camera would move left and right and the neon cyberspace would move.
Anytips on how to make this look even more 80s?
Currently building a VR game for university using Unity. I have to find a way to use an Android tablet / phone as input device for the (desktop) VR application (so it's practically a touchpad), but I'm not really sure how I can go about doing that. Is there an easy way to communicate the touch input to a desktop? Is there an app that does something like that? I imagine I'd have to connect the tablet either via USB or Bluetooth with the desktop as an input device of sorts but I'm not sure there's an easy solution.
Anyone knows why when I do this,
[code]
audioSource.rolloffMode = AudioRolloffMode.Linear;
[/code]
it just ignores it?
It is only way I can make sounds not play fucking across whole level..
[QUOTE=Fourier;46555078]Anyone knows why when I do this,
[code]
audioSource.rolloffMode = AudioRolloffMode.Linear;
[/code]
it just ignores it?
It is only way I can make sounds not play fucking across whole level..[/QUOTE]
adjust AudioSource.maxDistance
also make sure the clip is a 3d sound
[url=http://unity3d.com/unity/whats-new]Unity 4.6[/url] is out! Hopefully they have polished the UI system.
b-but i want unity 5
first time using shader forge today, trying to make a shiny white material that looks like it's being heated from the inside
I'm trying to use a sort of inverse Fresnel to achieve it
[t]http://i.gyazo.com/af82d2557c0eed7904221f7d314544ad.png[/t]
[t]http://i.imgur.com/3VpqPp3.png[/t]
not really the effect I was going for, and if I turn down the glow strength completely the material is completely dark - I'm sure there's something much better for this than Fresnel? I don't really know what i'm doing yet basically
[QUOTE=Winded;46581423][url=http://unity3d.com/unity/whats-new]Unity 4.6[/url] is out! Hopefully they have polished the UI system.[/QUOTE]
yea thanks, now one of my editor scripts doesn't work anymore and I don't know why.
While out of town and with an underpowered laptop that can't really play any of the games I'd like to at the moment, I decided to use the time to tackle a problem I've always been interested in: the Freelancer style nebula.
Freelancer has a very simple, but effective, way to simulate flying into a cloudy nebula. It adjust the fog the camera sees, changes the ambient lighting, and makes particles fly around you based on properties set on the nebula sphere. Although this quick and dirty version I wrote in a few hours isn't as polished as Freelancer's, it works well enough for a super quick demo.
[media]http://www.youtube.com/watch?v=MV2a8D25mH8[/media]
Hey guys, why is FBX model with animations 31 mega big? My friend sent me the file and I wonder, will those 31 mb also take as much space in my unity game?
Thanks!!
afaik unity will convert it to its own format when you "build" the game
[editline]29th November 2014[/editline]
so no it probably won't take up as much space
Ok one more question.. we use "static" option for our levels and our game already takes 120mb, and we only have 21 levels made. Any idea how to make it smaller?
[QUOTE=Fourier;46600564]Ok one more question.. we use "static" option for our levels and our game already takes 120mb, and we only have 21 levels made. Any idea how to make it smaller?[/QUOTE]
have you read this?
[url]http://docs.unity3d.com/Manual/ReducingFilesize.html[/url]
There's a trick I think where you save scenes as XML files rather than standard unity scene files, not sure if that was related to filesize though
[editline]29th November 2014[/editline]
Audio also takes up a lot of space I think, best to compress that
Hey, thanks! Yeah, textures + scenes are the worst, audio takes 20mb so far, which is something i think.
I know there is "What do you need help with" thread, but it's unity oriented so I will ask here:
How can I do it with mecanim -> I just want to animate some stuff with "transition" animations, so, NPC sits down and stays there (I want special animation for transition).
What I see in mecanim is just ability to transit from one loop of animation to another loop of animation, so it really just "interpolated" between.
What I have is special animation for transition and I need to use it... I have animation for NPC to sit down and another animation for npc, that is sitting down.
How do I do it?
[QUOTE=Fourier;46611288]I know there is "What do you need help with" thread, but it's unity oriented so I will ask here:
How can I do it with mecanim -> I just want to animate some stuff with "transition" animations, so, NPC sits down and stays there (I want special animation for transition).
What I see in mecanim is just ability to transit from one loop of animation to another loop of animation, so it really just "interpolated" between.
What I have is special animation for transition and I need to use it... I have animation for NPC to sit down and another animation for npc, that is sitting down.
How do I do it?[/QUOTE]
You need to use three different states, or four if you have an animation for the NPC standing up.
For example, lets say you have a bool parameter IsSitting, and four states called Stand, SitDown, Sit, StandUp.
The default state would be Stand, and when IsSitting is set to true, the state should transition from Stand to SitDown. SitDown and Sit would have a transition based on Exit Time, so when SitDown animation has finished, it changes the animation to Sit, which would be an idle sitting animation.
When IsSitting is set to false, you would transition from Sit to StandUp, and then transition from StandUp to Stand based on Exit Time.
I would personally try using Exit Time 0.99 and set transition duration to 0 from the debug inspector view for each transition, as animations have been jittering a bit for me when using interpolation.
If your sitdown or standup animations can be interrupted, you need to do some additional transition connections so that these animation will be interrupted.
Does anyone know if it's possible to display and input axes button?
Like if i have a Horizontal Axes I want to display the positive button that's used in it which is "right" on a text gui object.
[QUOTE=Winded;46611303]text[/QUOTE]
Thanks dude! I figured it out!
Now one problem.. one of my animations do not play in "Play mode", while in Editor (well inspector and stuff), they play nicely.
Do you have any idea what could be wrong?
[QUOTE=Fourier;46619401]Thanks dude! I figured it out!
Now one problem.. one of my animations do not play in "Play mode", while in Editor (well inspector and stuff), they play nicely.
Do you have any idea what could be wrong?[/QUOTE]
Could be a few reasons. Make sure the transition connections are setup properly, you can inspect the animator window while in play mode to make sure the states are transitioning as expected. Also check the console for any errors or warnings related to the animator. That's all I can really say. I haven't worked on animating humanoid models so there may be some things to consider related to that.
[QUOTE=Winded;46619558]Could be a few reasons. Make sure the transition connections are setup properly, you can inspect the animator window while in play mode to make sure the states are transitioning as expected. Also check the console for any errors or warnings related to the animator. That's all I can really say. I haven't worked on animating humanoid models so there may be some things to consider related to that.[/QUOTE]
Ok, figured it out somehow, in import settings for model/animations I checked "Loop something", and it works now. Thanks!
Soon you will see end results.
Ok one more question, is there a way to speed up animation via the code? (the specific animation, not whole state machine)
[QUOTE=Fourier;46626969]Ok one more question, is there a way to speed up animation via the code? (the specific animation, not whole state machine)[/QUOTE]
Found [url=http://docs.unity3d.com/ScriptReference/AnimationState-speed.html]this[/url] on unity docs. It may be what you're looking for.
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