• Unity3D - Discussion
    5,004 replies, posted
Turns out that the standard FPS counter is a filthy liar. According to the profiler, the framerate is still around 1000 - 1200 FPS.
[QUOTE=TFlippy;47277410]Turns out that the standard FPS counter is a filthy liar. According to the profiler, the framerate is still around 1000 - 1200 FPS.[/QUOTE] Yes it is. The FPS counter skews the numbers to emulate what the framerate would be in a proper build of the game.
Is this weird? While working on my project, after I tabbed out of VS back into Unity this pops up. [img]https://dl.dropboxusercontent.com/u/16648713/ShareX/2015-03/2015-03-07_22-30-30.png[/img] [editline]7th March 2015[/editline] I wish there would be a way to play games deployed to web without using Unity WebPlayer.
[QUOTE=BoowmanTech;47277682]Is this weird? While working on my project, after I tabbed out of VS back into Unity this pops up. -img- [editline]7th March 2015[/editline] I wish there would be a way to play games deployed to web without using Unity WebPlayer.[/QUOTE] WebGL - [URL]http://blogs.unity3d.com/2014/04/29/on-the-future-of-web-publishing-in-unity/[/URL] also, I got that API update thing too and I don't know why.
I fucking suck at 2D art. Anyone recommend anything from the assets store? I'm already familiar with Ferr2D, but I'd like to make use of other stuff as well.
[QUOTE=ilmon3y;47278155]I fucking suck at 2D art. Anyone recommend anything from the assets store? I'm already familiar with Ferr2D, but I'd like to make use of other stuff as well.[/QUOTE] Are you any good at 3d art? You could try 2.5d or orthographic 3d.
I recently found [url]https://voxel.codeplex.com/[/url] programmer art just became voxelated
Not sure where to ask this question so I though I could try here. Basically I am working on a mobile game and right now I pretty much finished the programming bit except adding effect to the game. I am working with 2 people, 1 is doing the art and the other person the UI. I am not paying them so I can't expect them to work 24/7 but they are a bit slow and I just don't know what to do. Right now I just play CSGO and watch movies cause Idk what to do. If you've ever been in this situation what did you do? Right now I just feel like working less and less and I don't want to stop or something over this (I have problem with motivating myself into doing stuff that's why).
[QUOTE=BoowmanTech;47278713]Not sure where to ask this question so I though I could try here. Basically I am working on a mobile game and right now I pretty much finished the programming bit except adding effect to the game. I am working with 2 people, 1 is doing the art and the other person the UI. I am not paying them so I can't expect them to work 24/7 but they are a bit slow and I just don't know what to do. Right now I just play CSGO and watch movies cause Idk what to do. If you've ever been in this situation what did you do? Right now I just feel like working less and less and I don't want to stop or something over this (I have problem with motivating myself into doing stuff that's why).[/QUOTE] Work on a new project
[QUOTE=Pelf;47278729]Work on a new project[/QUOTE] I though about that, but I am just worried that I might start loosing interest in the other one because I find this one more fun. I am not sure about what I am saying cause I haven't done it but if I am wrong correct me.
2D Physics...please. Game i'm working on with friends needs a better way to do physics. [media]http://www.youtube.com/watch?v=l6qtycq1i1k[/media]
snip
[QUOTE=Kidd;47278908]2D Physics...please. Game i'm working on with friends needs a better way to do physics. [media]http://www.youtube.com/watch?v=l6qtycq1i1k[/media][/QUOTE] For moments like this, I've saved this from GDC Unity livestream comments: СЛАВА ЮНИТИ!!!
Can anyone recommend a free character model with some basic animations, something like the mannequin from UE4? I've been dicking about trying to make a character controller but not having any model is kinda annoying
My noob attempt at emulating the low-poly look. [IMG]https://i.imgur.com/LPwFRcc.png[/IMG]
[QUOTE=Jaxe42;47282355]My noob attempt at emulating the low-poly look.[/QUOTE] Looks great to me.
it looks great that perfectly spherical rock directly south of the pond looks really out of place though
I think thats the classic strategy of "My stuff looks bad, compliment me". I'll bite though cause it does look good
i look ugly in this pic guys
-snip- bad joke
I spent a while getting myself more acquainted with this new shading system. Smooth metal: [t]http://i.imgur.com/nPeOqr8.png[/t] Rough metal: [t]http://i.imgur.com/HpzTfCI.png[/t] Smooth plastic: [t]http://i.imgur.com/uhS6Ylm.png[/t] Rough plastic: [t]http://i.imgur.com/V0uL2tb.png[/t] Bonus radioactive glowing material: [t]http://i.imgur.com/IKv1F0R.png[/t]
Is it just me or did Unity 5 remove almost all useful shortcut properties on game objects ? Things like gameObject.light, .renderer, .rigidbody are gone, except for transform. By the way how do you guys get reflection probes to look this epic ? To me I can only manage to do what your average CameraToCubemap script can do.
[QUOTE=Fleskhjerta;47283805]Is it just me or did Unity 5 remove almost all useful shortcut properties on game objects ? Things like gameObject.light, .renderer, .rigidbody are gone, except for transform. By the way how do you guys get reflection probes to look this epic ? To me I can only manage to do what your average CameraToCubemap script can do.[/QUOTE] They removed all the shortcuts to components, if you want that functionality back just have your own Behaviour implementation that has those variables
[QUOTE=Fleskhjerta;47283805]Is it just me or did Unity 5 remove almost all useful shortcut properties on game objects ? Things like gameObject.light, .renderer, .rigidbody are gone, except for transform.[/QUOTE] They're not useful in that it's not obvious that they hide a GetComponent().
Here is there reason for removing them: [url]http://blogs.unity3d.com/2014/06/23/unity5-api-changes-automatic-script-updating/[/url]
I just moved over to Unity 5. Imported some nice PBR assets and downloaded SpeedTree and fucking hell, this really does push my game over the edge to the point where it looks and feels almost AAA. I was a bit afraid competing with games coming out on CryEngine and Unreal 4 but I'm definitely not anymore. When Bolt completes and allows multiple prefabs and gets native Steamworks integration, I'm going to be very, very happy.
[QUOTE=Kidd;47286585]Here is there reason for removing them: [URL="http://blogs.unity3d.com/2015/01/21/addcomponentstring-api-removal-in-unity-5-0/"]http://blogs.unity3d.com/2014/06/23/unity5-api-changes-automatic-script-updating/[/URL][/QUOTE] wtf that page maxes out chrome cpu usage for me
Am I the only one for whom webplayer always messes with Chrome hardcore?
[QUOTE=DarKSunrise;47286710]wtf that page maxes out chrome cpu usage for me[/QUOTE] Try the new link. I accidentally posted the wrong link and FP was acting up when I edited my post.
[QUOTE=Velocet;47286607]I just moved over to Unity 5. Imported some nice PBR assets and downloaded SpeedTree and fucking hell, this really does push my game over the edge to the point where it looks and feels almost AAA. I was a bit afraid competing with games coming out on CryEngine and Unreal 4 but I'm definitely not anymore. When Bolt completes and allows multiple prefabs and gets native Steamworks integration, I'm going to be very, very happy.[/QUOTE] If you don't mind me asking, can we see?
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