[QUOTE=sarge997;46693851]What are you using to move your player?
Can I see the code?[/QUOTE]
[code]
void Update () {
if(Input.GetButton("Vertical"))
{
rigidbody2D.transform.position += (new Vector3(0,speed,0) * Time.deltaTime);
return;
}
if(Input.GetButton("Horizontal"))
{
rigidbody2D.transform.position += (new Vector3(speed,0,0) * Time.deltaTime);
return;
}
if(Input.GetButton("-Vertical"))
{
rigidbody2D.transform.position += (new Vector3(0,-speed,0) * Time.deltaTime);
return;
}
if(Input.GetButton("-Horizontal"))
{
rigidbody2D.transform.position += (new Vector3(-speed,0,0) * Time.deltaTime);
return;
}
}
}
[/code]
[QUOTE=Paraprose;46693868][code]
void Update () {
if(Input.GetButton("Vertical"))
{
rigidbody2D.transform.position += (new Vector3(0,speed,0) * Time.deltaTime);
return;
}
if(Input.GetButton("Horizontal"))
{
rigidbody2D.transform.position += (new Vector3(speed,0,0) * Time.deltaTime);
return;
}
if(Input.GetButton("-Vertical"))
{
rigidbody2D.transform.position += (new Vector3(0,-speed,0) * Time.deltaTime);
return;
}
if(Input.GetButton("-Horizontal"))
{
rigidbody2D.transform.position += (new Vector3(-speed,0,0) * Time.deltaTime);
return;
}
}
}
[/code][/QUOTE]
Have a look into this: [url]http://docs.unity3d.com/ScriptReference/Rigidbody2D.MovePosition.html[/url]
Modifying the position directly isn't the best idea; you'll be able to push yourself slightly inside colliders.
Does anyone know if they PhysX in Unity 5 is fully implemented?
I heard that in the new version, physics objects can't go through other objects such as walls/ground at fast speeds?
I tried making a very, very fast projectile shooter, but they still go through walls. :v:
[QUOTE=sarge997;46700077]Does anyone know if they PhysX in Unity 5 is fully implemented?
[B]
I heard that in the new version, physics objects can't go through other objects such as walls/ground at fast speeds?[/B]
I tried making a very, very fast projectile shooter, but they still go through walls. :v:[/QUOTE]
Probably false. Highly doubt that they enabled CCD on everything by default. You probably still have to manually enable CCD on your projectile.
Starting making a remake of the retro arcade game "Blaster" in Unity.
[vid]http://webmup.com/KOWqy/vid.webm[/vid]
Just noticed that movement is weird with mouse, I guess i'll do key-based movement.
There is still a lot to do, add enemies, random floating bonus astronauts, and maybe a chance that when you transition into a new level, you go in "Deep Space" where there are much more enemies, and let's not forget the famous big "E" energy power-up from the original game, so far all of this is coming along pretty well.
[url=https://developers.google.com/cardboard/]Google Cardboard for Unity[/url] (and Android)
Free SDK for VR and a cardboard gimmick for turning a phone into a VR viewer. Converts existing Unity3D app to VR.
[img]http://www.utahpeoplespost.com/wp-content/uploads/2014/12/google-cardboard-is-evolving.jpg[/img]
I thought that was just april fools, but apparently there are real manufacturers that send you a piece of cardboard and two lens if you pay them 30 bucks.
I think I'm going to manufacture these too.
Gotten some more work done on my hacky level editor. Now able log in and upload maps.
The video filled the page, so i put it like this instead.
[url]http://webmup.com/92Mnh/vid.webm[/url]
Aah, been a little while since I've come in here.
Had a hell of a lot of real life work, both university and job related stuff. But now it's nearing christmas I can actually do stuff again.
Here's a thing I've worked on for, perhaps, various parts of the game. It's something I've been experimenting with and might use to break up the gameplay a little. BEHOLD. SPACE.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/Spaceship.png[/img_thumb]
(badly compressed space, now that I look at it)
I've also decided to add some more variety to turrets and things in the main game, so you actually have some choice in the gameplay (alongside the character related gameplay differences). Anyone got any ideas for different ways of damaging enemies?
[QUOTE=Jcorp;46721077]I've also decided to add some more variety to turrets and things in the main game, so you actually have some choice in the gameplay (alongside the character related gameplay differences). Anyone got any ideas for different ways of damaging enemies?[/QUOTE]
Flamethrower to damage large crowds, minigun for concentrated attacks, grenade launcher for throwback/stun and splash damage, laser beam to target individuals. Not sure what kind of enemies you have so those ideas may not all work
Hm, is there a way to load external resources on a separate thread? The Unity API itself isn't thread-safe and will bitch if you call any of its functions on another thread.
Right now I'm loading a whole image folder for display within my game using the WWW object ([url]http://docs.unity3d.com/ScriptReference/WWW.LoadImageIntoTexture.html[/url]). Problem is that it makes my game freeze while it's loading in a set of large images, since it's just a coroutine so it still runs on the game thread.
check this out
[url]http://forum.unity3d.com/threads/unity-threading-helper.90128/[/url]
it allows you to call methods in the main thread from an another thread
Man, Unity can be really fancy if you really want it to. (PERFORMANCE HEAVY WARNING)
[unity]https://5e9b69d268cd6b7b0cd274169ffe6b12dac4c769-www.googledrive.com/host/Raytracer.unity3d[/unity]
Hello, one question.. I have dilema.
We want to have ambient occlusion look in game but it is mobile game.
We have many levels.
If we do lighting map bake per level, size of our game will skyrocket.
So is it better to do each texture for each object and do bake on that model/texture?
Build size won't be such a problem but now there is more materials and well, potential more GPU RAM taken, and maybe slower render.. we don't have expensive shaders.
Any ideas anyone?
So this is something that I originally started as a time killer but eventually turned into something quite complex:
[video=youtube;lpd_EoLX29Y]http://www.youtube.com/watch?v=lpd_EoLX29Y&feature=youtu.be[/video]
Took a car controller setup that quill18 gave out: [URL]https://www.youtube.com/watch?v=r6GVEAhGc1M[/URL]
Been modifying it and making it better, working on a better vehicle camera. This is so much fun to make and drive around
[IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-12/2014-12-22_20-52-20.jpg[/IMG]
[unity]https://dl.dropboxusercontent.com/u/13781308/Unity/Space Driving/Space Driving.unity3d[/unity]
WASD to drive, Space to brake although it's too strong atm :v:, F toggles headlights, Backspace restarts if you flip over.
[QUOTE=Pelf;46774864]Took a car controller setup that quill18 gave out: [URL]https://www.youtube.com/watch?v=r6GVEAhGc1M[/URL]
Been modifying it and making it better, working on a better vehicle camera. This is so much fun to make and drive around
-snip moonbase alpha 2-
WASD to drive, Space to brake although it's too strong atm :v:, F toggles headlights, Backspace restarts if you flip over.[/QUOTE]
text to speech when
Does anybody have any idea what's going on [URL="https://zippy.gfycat.com/FineEminentGull.webm"]here[/URL]?
If you can't tell what's going on, the rotation slows down to a halt at a 180 degree angle. Here's the code (dear lord it's shitty)
[CODE]function Update () {
//X-Look
if(invertX == true){
gameObject.transform.parent.gameObject.transform.localRotation.y += (Input.GetAxis("Mouse X") * lookSpeed * Time.deltaTime * -1); //The little chain thing doesn't look very healthy..
}
else{
gameObject.transform.parent.gameObject.transform.localRotation.y += (Input.GetAxis("Mouse X") * lookSpeed * Time.deltaTime); //ditto.
}
}[/CODE]
I haven't done anything in Unity in like a month and a half please forgive me.
Well not related to the issue, you can shorten that to
[code]transform.parent.localRotation.y ...... [/code]
because transform.parent returns the transform of the parent. And it isn't necessary to access the gameobject
To answer your question though, you could use Transform.Rotate instead of manually incrementing the rotation.
[code]transform.parent.Rotate( 0, Input.GetAxis( "Mouse X" ) * lookSpeed * Time.deltaTime, 0 );[/code]
[QUOTE=Pelf;46787547]Well not related to the issue, you can shorten that to
[code]transform.parent.localRotation.y ...... [/code]
because transform.parent returns the transform of the parent. And it isn't necessary to access the gameobject
To answer your question though, you could use Transform.Rotate instead of manually incrementing the rotation.
[code]transform.parent.Rotate( 0, Input.GetAxis( "Mouse X" ) * lookSpeed * Time.deltaTime, 0 );[/code][/QUOTE]
Also, ternary that shit to simply inversion handling...
[code]transform.parent.Rotate( 0, Input.GetAxis( "Mouse X" ) * lookSpeed * Time.deltaTime * ( ( invertX ) ? -1 : 1 ), 0 );[/code]
I wish I posted in this thread more but I just don't play with Unity like I used to.
My friend let me borrow his Oculus Rift again, but this time I have it for a few weeks. Unity also now allows Oculus support for the Free version so I added rudimentary OR support. I had to tweak some things and a few others are still broken because my code assumes only one camera, but it's good enough to show off.
This is just my pet project space sim that I work on for fun. The models and most sounds are from the Freespace 2 Source Code Project so I have something cool to look at while I work.
[media]http://www.youtube.com/watch?v=F9iRjA6fatw[/media]
But theres no sound in space!
I want to use the rest of my winter break to start learning and teaching myself Unity. I could easily just search for Unity tutorials and the like, but does anyone here have a recommended or exceptionally good tutorial or guided learning series for Unity? I already have some C++/Java/Javascript classes at a community college under my belt, so I'm not starting from complete scratch.
[QUOTE=biodude94566;46813599]I want to use the rest of my winter break to start learning and teaching myself Unity. I could easily just search for Unity tutorials and the like, but does anyone here have a recommended or exceptionally good tutorial or guided learning series for Unity? I already have some C++/Java/Javascript classes at a community college under my belt, so I'm not starting from complete scratch.[/QUOTE]
I started with the [url=http://unity3d.com/learn/tutorials/modules]official tutorials[/url] to learn the basics of how Unity works. Then I searched online for tutorials more specific to my needs.
Hello, I was wondering if there is anyone who has some more experience with the new UI system.
I've been using it for quite a while but the only thing that I still can't get working is re-size properly on all resolutions. At first I was doing through scripts cause anchors are just weird to use, but I decided to give it a try again and I failed.
If you have any good videos or references that can help me re-size childs of a gameObject that would be perfect. I have some InputField for example which I am trying to re-size and I can't.
[QUOTE=BoowmanTech;46840201]Hello, I was wondering if there is anyone who has some more experience with the new UI system.
I've been using it for quite a while but the only thing that I still can't get working is re-size properly on all resolutions. At first I was doing through scripts cause anchors are just weird to use, but I decided to give it a try again and I failed.
If you have any good videos or references that can help me re-size childs of a gameObject that would be perfect. I have some InputField for example which I am trying to re-size and I can't.[/QUOTE]
Attach the [I]CanvasScaler[/I] component to the base UI Canvas, and then test the various settings to get what you want.
[url]http://docs.unity3d.com/Manual/script-CanvasScaler.html[/url]
[QUOTE=LuckyLuke;46840630]Attach the [I]CanvasScaler[/I] component to the base UI Canvas, and then test the various settings to get what you want.
[url]http://docs.unity3d.com/Manual/script-CanvasScaler.html[/url][/QUOTE]
Thanks, you saved me. I used it before but I never read the docs so wasn't sure what each one does.
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