• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Persious;41093364]Well, I understand what you mean, but isn't there like a way multiple people can work on the same project at the same time?[/QUOTE] You could create a svn, currently I have one set up at the place I work at and we use hamachi to get access to the project from home (didn't feel like paying for a host when the internet connection there can upload at 4MB/s, didn't feel like setting it up further either, hamachi does the job). Although, regarding Unity projects you have to ignore a few folders (Library folder and something else I can recall, I think it's the visual studio project files) otherwise it gets all messed up when someone else edits it and commits the changes. There's also Unity's Asset Server but that requires a Pro Team license.
Hi I was making a game in processing but recently decided to switch it over to unity. So far it's all been great apart from the player seems to vibrate when moving, and it gets worse the faster you make the player move. Does anyone know what might be up? (Click and hold to make the squid swim towards the cursor) [unity]https://dl.dropboxusercontent.com/u/29835649/SquidPunk.unity3d[/unity]
It looks like you're using rigidbody/physics based movement for your squid. Is your camera code in Update()? If so, change your camera follow/lookat code to be in FixedUpdate() to synchronize it properly.
[QUOTE=secundus;41175472]It looks like you're using rigidbody/physics based movement for your squid. Is your camera code in Update()? If so, change your camera follow/lookat code to be in FixedUpdate() to synchronize it properly.[/QUOTE] (I live with LonelyTimeLord) Damn, I spent ages trying to figure that out, can't believe I forgot about FixedUpdate. Thanks for your help, man! <3
[QUOTE=secundus;41175472]It looks like you're using rigidbody/physics based movement for your squid. Is your camera code in Update()? If so, change your camera follow/lookat code to be in FixedUpdate() to synchronize it properly.[/QUOTE] Yey that worked thanks :D [unity]https://dl.dropboxusercontent.com/u/29835649/SquidPunk.unity3d[/unity]
So since unity android is free now, would it worth making games for Ouya? It's sold out on amazon and gamestop. Do you think it'll be able to retain its user base and be worth developing for?
[QUOTE=Pelf;41179666]So since unity android is free now, would it worth making games for Ouya? It's sold out on amazon and gamestop. Do you think it'll be able to retain its user base and be worth developing for?[/QUOTE] It seems like a lot of people are disappointed with it, so I'd be cautious before sinking any resources into developing with Ouya in mind as my main platform.
[QUOTE=Pelf;41179666]So since unity android is free now, would it worth making games for Ouya? It's sold out on amazon and gamestop. Do you think it'll be able to retain its user base and be worth developing for?[/QUOTE] If its not going to take a long time or loads of resources, go for it. I wouldn't use it as my main platform, but it could be a potential revenue stream for you, and more money is always welcome.
[QUOTE=Pelf;41179666]So since unity android is free now, would it worth making games for Ouya? It's sold out on amazon and gamestop. Do you think it'll be able to retain its user base and be worth developing for?[/QUOTE] Oh, it's free now? How great is that!
So I prototyped a game and I would like some input on whether you guys think it would be fun or not. Basically, it's a multiplayer top-down shooter but you can't see the the other players. You can only see where they are by shooting out radar pings. These pings bounce off walls and when they hit a player, the player gets marked. You can use fast firing pings that use up your ping charge faster, slower pings, or a ping burst. It's easier to try it than explain it so here: [video=youtube;r8mI3cCwulY]http://www.youtube.com/watch?v=r8mI3cCwulY[/video] If you think I should continue with it, rate [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] If not, rate [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] [editline]25th June 2013[/editline] Since this thread isn't very active, should I post this in the WAYWO thread to get more opinions? [editline]25th June 2013[/editline] Just realized the lines don't show up. Dammit. Of course I don't realize until over 2 hours after I post.
That's a great idea man, I'd play it. Probably a good idea to post it in WAYWO too
Wow, sounds like a great idea.
How can I prevent my line from folding over on itself? (I'm using a line renderer) [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-06/2013-06-26_12-04-35.png[/t]
[QUOTE=Pelf;41196623]How can I prevent my line from folding over on itself? (I'm using a line renderer) [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-06/2013-06-26_12-04-35.png[/t][/QUOTE] I think that looks rather awesome..
Unity's line renderer limitation, I think. I got the same thing when I tried using it earlier. Seems like you have to write your own custom line renderer. Found this while searching for solution, read the description for an idea on how to implement it. [media]http://www.youtube.com/watch?v=ne6yUQ_x6k4[/media] Or you could create a new line renderer for each bounce instead of increasing the amount of elements, though it might affect performance.
I have a question that involves the use of shaders and rendertextures. I want to create a similar effect to this, at 9 seconds, where I believe they create an outline of everything and then they render it to a texture with a shader that moves the pixels inwards. [URL]http://www.youtube.com/watch?feature=player_detailpage&v=crmFCCQl0HE#t=8s[/URL] Our game is also a music game, so I want to shift the pixels using the spectrum data. The effect I want is a trail behind the player just like that, but I have no idea how.
Anyone know of any good networking tutorials? Preferably not video tutorials?
There used to be an official Networking project called Multiplayer Star Trooper but it's not hosted on the main Unity download page anymore for whatever reason. However, it's still findable. Here's the PDF for it: [url]http://trinit.es/unity/tutoriales/51%20-%20Network%20Tutorial/Unity%20MultiplayerTutorial.pdf[/url] And here's a download for it: [url]http://www.megafileupload.com/en/file/430298/Multiplayer-Tutorial--mpStarTrooper--zip.html[/url] A lot of Unity networking tutorials deal with third-party networking add-ons (UnityPark Suite [uLink], Photon, Lidgren...), since Unity's built-in networking isn't really that great. But it's good enough to get started with. [URL="http://cgcookie.com/unity/2011/12/20/introduction-to-networking-in-unity"]This is a decent tutorial but it's a video[/URL]. :( I hate video tutorials too. [URL="http://www.palladiumgames.net/tutorials/unity-networking-tutorial"]This is a reasonable text tutorial[/URL]. One thing that could be helpful is that the game Mars Explorer is open source and uses Unity Networking. [URL="http://wiki.unity3d.com/index.php?title=NetworkView_Position_Sync"]Here's some code from it[/URL], [URL="http://aubreyfalconer.com/view-12754"]and here's the whole thing[/URL]. For general networking info, Valve's pages on the Source engine are exemplary. [URL="https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization"]General info[/URL], [URL="https://developer.valvesoftware.com/wiki/Working_With_Prediction"]Prediction[/URL], [URL="https://developer.valvesoftware.com/wiki/Lag_Compensation"]Lag compensation[/URL]. Having said that, unfortunately you can't actually do that sort of standard FPS networking with prediction with Unity physics [URL="http://www.joebest.org/2012/02/client-side-prediction-in-unity.html"]unless you're really clever about it and only use simple colliders[/URL], since the physics have to run in real time. i.e. You can't say "simulate ten frames of physics" for instance. [URL="http://forum.muchdifferent.com/unitypark/index.php?p=/discussion/1316/rigidbodies-with-client-side-prediction#Item_6"]There's a good discussion about it here[/URL] (I made the original post there). As a side note, I'm currently working on a solution for my game [URL="http://www.scrapsgame.com"]Scraps[/URL] where the physics can always run in real time and the server can still be authoritative and do some checks for cheating, but I still need to see if it's really, actually going to work. If it does I'll do a writeup on it.
GUI work can be a bitch but it's so satisfying when it turns out the way you want. [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-06/2013-06-30_15-00-41.jpg[/t] [editline]edit[/editline] Just noticed the clipped text on the bottom buttons. Also, when I change the texture resolution it doesn't seem to do anything. What's up with that?
[QUOTE=Pelf;41253722] When I change the texture resolution it doesn't seem to do anything. What's up with that?[/QUOTE] You're setting QualitySettings.masterTextureLimit right? Are you setting 0 for full size, 1 for half, 2 for quarter etc?
[QUOTE=Nition;41254715]You're setting QualitySettings.masterTextureLimit right? Are you setting 0 for full size, 1 for half, 2 for quarter etc?[/QUOTE] While getting information to post about how I did it, I realized I forgot to write the code to get the texture resolution from what the player set in the GUI. :v: [editline]30th June 2013[/editline] [img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-06/TextureRes.gif[/img]
Is the top padding for the first box intentional? Also are you using built-in GUI with custom GUISkin?
[QUOTE=secundus;41255750]Is the top padding for the first box intentional? Also are you using built-in GUI with custom GUISkin?[/QUOTE] Yes. I thought it looked pretty neat so I kept it. I'm using the built-in GUI system with custom GUI textures that I made.
How can I make a player controller rotate around a planet like this: [URL]http://www.youtube.com/watch?v=s-FmZgo9pEg[/URL] I know how to do the gravity by I can't get the rotation to work. Any help? [editline]edit[/editline] Automerge?
Don't know if this is the right place to ask but anyways, does anyone know of a way to load meshes into a struct in runtime? This is what I'm trying to do at the moment. Its using c# and it always returns a null whenever I try to access the mesh. [code] public struct d_Tile { // Basic vars public Mesh mesh; public bool pathable; public d_Tile(Mesh meshData, bool path) { mesh = meshData; pathable = path; } } public class d_TileTypes { public d_Tile[] Tiles; public d_TileTypes() { // declare the Tile type array Tiles = new d_Tile[255]; // Define the default tile to be used if there is an error Tiles[0] = new d_Tile(Resources.Load("defaultPlane.blend") as Mesh, true); } } [/code]
d_Tile being a struct shouldn't change anything. Your issue is that Resources.Load("Plane.blend") is either: 1) returning null. 2) not a Mesh, so the "as" operator will evaluate to null. [editline]30th June 2013[/editline] Also, the general code style for C# is to not use underscores and to have class names start with an uppercase letter. "public struct Tile" "public class TileTypes", etc. And publicly accessible members should also start with an uppercase letter.
Is Plane.blend located in Resources folder in the first place?
[QUOTE=robmaister12;41259998]d_Tile being a struct shouldn't change anything. Your issue is that Resources.Load("Plane.blend") is either: 1) returning null. 2) not a Mesh, so the "as" operator will evaluate to null. [editline]30th June 2013[/editline] Also, the general code style for C# is to not use underscores and to have class names start with an uppercase letter. "public struct Tile" "public class TileTypes", etc. And publicly accessible members should also start with an uppercase letter.[/QUOTE] I'm using the d_ to distinguish between the data and rendering (r_) classes for my tilemap, I usually use the normal c# style for most monobehaviour classes. It seems the imported file turns into a prefab, is there any way to just access the mesh? [QUOTE=secundus;41260127]Is Plane.blend located in Resources folder in the first place?[/QUOTE] Yeah, first thing I checked for, it seems this problem only arises for my meshs, cause I can access textures. [IMG]http://i.imgur.com/23YOHbx.png[/IMG]
Does anyone knows any other good beginner Unity tutorials?
This series is good [video=youtube;BzFEmL2Pr2w]http://www.youtube.com/watch?v=BzFEmL2Pr2w[/video]
Sorry, you need to Log In to post a reply to this thread.