• Unity3D - Discussion
    5,004 replies, posted
So i just grabbed unity 5 a few days ago and ive been playing with it for most of the day, and I'm surprised at how simple things are. Not to mention since I'm proficient with java the switch to C# was painless. This project was originally a joke i made to a partner in my programming class, but its gotten much much worse :v: [video=youtube;bU_0m7uATWo]http://www.youtube.com/watch?v=bU_0m7uATWo[/video]
[QUOTE=PieClock;47289441]If you don't mind me asking, can we see?[/QUOTE] I'll post some screenshots once I integrate these trees. I just spent $259 to get the desktop ground packages and the tree packages and it's going to be glorious once it's all in. Here's before Unity 5 and after Unity 5, same assets, same lighting system, only changed the pillar in the center. Nothing else is different. [img]http://cloud-4.steamusercontent.com/ugc/535122589900827008/D4B5BDA2F128C9FD8619E222B6C4B21A6E34818C/637x358.resizedimage[/img] [img]http://cloud-4.steamusercontent.com/ugc/538516512384189042/CDF0FF396851D8773398D21D852FDF29CF46F1E5/637x358.resizedimage[/img] I'm not quite sure what changed, but it's one hell of a difference when it comes to lighting in general.
[QUOTE=Velocet;47292214]I'll post some screenshots once I integrate these trees. I just spent $259 to get the desktop ground packages and the tree packages and it's going to be glorious once it's all in. Here's before Unity 5 and after Unity 5, same assets, same lighting system, only changed the pillar in the center. Nothing else is different. [img]http://cloud-4.steamusercontent.com/ugc/535122589900827008/D4B5BDA2F128C9FD8619E222B6C4B21A6E34818C/637x358.resizedimage[/img] [img]http://cloud-4.steamusercontent.com/ugc/538516512384189042/CDF0FF396851D8773398D21D852FDF29CF46F1E5/637x358.resizedimage[/img] I'm not quite sure what changed, but it's one hell of a difference when it comes to lighting in general.[/QUOTE] Jesus, that's a big leap. It's like the difference between Morrowind and Skyrim.
I think most of the difference is from the GI, and the shadows The water is reflecting the sky now too. Have you tried adding a reflection probe? That would make it even prettier probably
Progress on the low poly scene I posted yesterday. [media]http://www.youtube.com/watch?v=7P6xlgcixvM[/media]
[QUOTE=Jaxe42;47293370]Progress on the low poly scene I posted yesterday. [media]http://www.youtube.com/watch?v=7P6xlgcixvM[/media][/QUOTE] Oh man I'd love a game like Runescape using this art style.
[QUOTE=Jaxe42;47293370]Progress on the low poly scene I posted yesterday. [media]http://www.youtube.com/watch?v=7P6xlgcixvM[/media][/QUOTE] Looking good. Are you going to hand-make the world or build it procedurally?
[QUOTE=foszor;47296707]Are you going to hand-make the world or build it procedurally?[/QUOTE] by hand because procedural stuff would require some kind of plan
[QUOTE=Eric95;47292729]I think most of the difference is from the GI, and the shadows The water is reflecting the sky now too. Have you tried adding a reflection probe? That would make it even prettier probably[/QUOTE] I'll have to try that. Thank you for the suggestion! [editline]11th March 2015[/editline] [QUOTE=Jaxe42;47293370]Progress on the low poly scene I posted yesterday. [media]http://www.youtube.com/watch?v=7P6xlgcixvM[/media][/QUOTE] I'm really digging the low poly style that's been popping up here and there, but yours looks exceptionally better. Very impressed.
I just spent a stupid amount of time figuring out how to add rockets to my helicopter, and they work pretty well so far. Maybe ill make this into a small game eventually if i keep adding stuff onto it [video=youtube;IgMOMMggM9I]http://www.youtube.com/watch?v=IgMOMMggM9I[/video]
Had a quick overview on how the new standard shader works in Unity 5, and man it can look gorgeous. [video=youtube;z2mCtkJOlow]http://www.youtube.com/watch?v=z2mCtkJOlow[/video] Forgive the crappy video quality, YouTube is at it again.
I joined my friend in working on a game he was making and now he released an [I]alpha [/I]version for people to try out. [media]http://www.youtube.com/watch?v=32VnWmHIcpE[/media] [url]http://propslam.com/mast/[/url]
Looks amazing! Its an interesting concept to have your playerbase actually code to play the game Edit: How did you embed Lua into your project?
Means it's going to be rather niche though. Not that it's a bad thing.
Made a crypt thing with resident stupid bat. Still trying to find the right global+ambient lighting settings for a scene with both indoor and outdoor. [IMG]https://i.imgur.com/e3Q54rA.png[/IMG]
[QUOTE=Jaxe42;47310802]Made a crypt thing with resident stupid bat. Still trying to find the right global+ambient lighting settings for a scene with both indoor and outdoor. [IMG]https://i.imgur.com/e3Q54rA.png[/IMG][/QUOTE] That style is really good, other than the trees being lower poly than everything else.. I know you're meant to be low poly but it doesn't correlate with the rest of the objects.
[QUOTE=Exho;47310161]Looks amazing! Its an interesting concept to have your playerbase actually code to play the game Edit: How did you embed Lua into your project?[/QUOTE] We use [url]https://github.com/Mervill/Unity3D-NLua[/url] I believe.
I thought I'd post this here in case anyone else has this problem. In our game we are using the new GUI system and we have two buttons with a somewhat unusual shape. The problem we had was that, by default, the hitbox of a button is the same as the bounding box. [img]http://i.imgur.com/EHntRM0.png[/img] As you can see, their bounding boxes are overlapping and therefore very hard to hit. Unity does not have an obvious way of overriding the hitbox, but a way does exist. You can create a component that implements the ICanvasRaycastFilter interface. So my solution was to create one that uses a PolygonCollider2D to determine if the screen point lies within the button. [img]http://i.imgur.com/VjWjGau.png[/img] [csharp] [RequireComponent(typeof(Collider2D))] public class Collider2DFilter : MonoBehaviour, ICanvasRaycastFilter { Collider2D collider; void Awake() { collider = GetComponent<Collider2D>(); } public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) { return collider.OverlapPoint(sp); } } [/csharp] Works like a charm.
[t]http://i.imgur.com/vej2ZKX.jpg[/t] It's starting to come together. Anyone know of any decent Unity 5 ready models? This one isn't up to my standards.
[QUOTE=Velocet;47313139][t]http://i.imgur.com/vej2ZKX.jpg[/t] It's starting to come together. Anyone know of any decent Unity 5 ready models? This one isn't up to my standards.[/QUOTE] Is it because he's naked? It's because he's naked.
[QUOTE=foszor;47313199]Is it because he's naked? It's because he's naked.[/QUOTE] Nah, it's because my asset standard has raised. He'd have to be retextured and the polycount is extremely low. Earlier, I was using pretty mediocre assets to be honest but now that I've familiarized myself with the middleware solutions out there available to me with Unity 4 Pro/Unity 5, it's just going to conflict with all the work I've put into the rest of the game. There are some great assets like this, but it conflicts with my theme. I just can't find any decent "base human models" unfortunately. [video=youtube;7mA-2hfnlLU]http://www.youtube.com/watch?v=7mA-2hfnlLU[/video] I tried getting something off the Unreal asset store that was really appealing, but it came in .uasset format and exporting isn't doing me any good, not to mention I'm getting delivery failure messages when I try to reach out to the creator.
Finally got my first project started in Unity after a tutorial or two and a lot of frustration! I added planets (up to jupiter) and they all orbit the sun and have gravity that pulls you in. The force of gravity and distance is sorta screwy because I dont have an easy way to visualize it by drawing a circle around the area of gravity, at least I couldn't figure out how to draw one. This should be a fun project to work on for a while [video=youtube;eHyyS8HyVKM]http://www.youtube.com/watch?v=eHyyS8HyVKM&feature=youtu.be[/video] I'm not an artist, sprites are from here: [url]http://millionthvector.blogspot.com/p/free-sprites.html[/url]
added explosion force to the rockets and im working on a simple damage system [video=youtube;EEbVPQ7kFEQ]http://www.youtube.com/watch?v=EEbVPQ7kFEQ[/video]
[QUOTE=LuaChobo;47317486]just got a call from nintendo america they accepted my application to their dev program that i sent nearly 12 months ago dev kit on my wayyyyyyyyyyyyyyyyyy[/QUOTE] Heh. I remember trying to send in for one just because it came with a free license of Unity Pro. Guess I won't be needing that anymore. May consider it again though if the game I'm working on ever takes off and sells well enough. The Wii U is a great console, and probably one of the only consoles worth developing for at this point.
made an FPS controller, i know one is included with unity but it sucks, also has lerped headbob and roll when strafing [video=youtube;2eTebd5tIOc]http://www.youtube.com/watch?v=2eTebd5tIOc[/video] i'm also not an artist
[QUOTE=LuaChobo;47319690]man i cant say a lot because nda but if you know your way around early 4.x.x unity its worth still giving it a shot, if you are remotely interested send it in, itl still probably take you a year to get a reply if you havent already but their bar of entry is extremely low from what I can tell.[/QUOTE] Don't think this is breaking NDA but they've announced that Wii U will support Unity 5 and they will be providing licenses sometime in the near future. Make sure you use their forums, they're always in constant communication with devs. [editline]15th March 2015[/editline] [QUOTE=AJ10017;47323555]made an FPS controller, i know one is included with unity but it sucks, also has lerped headbob and roll when strafing [video=youtube;2eTebd5tIOc]http://www.youtube.com/watch?v=2eTebd5tIOc[/video] i'm also not an artist[/QUOTE] Reminds me of Tribes' movement.
So i added a gun to my FPS camera, as well as lerped weapon recoil and ballistic bullets [video=youtube;vpIezcsbBy0]http://www.youtube.com/watch?v=vpIezcsbBy0[/video] EDIT: Added iron sights :v: [video=youtube;Pq-VPjWlVDc]http://www.youtube.com/watch?v=Pq-VPjWlVDc[/video]
[QUOTE=AJ10017;47323555]made an FPS controller, i know one is included with unity but it sucks, also has lerped headbob and roll when strafing [video=youtube;2eTebd5tIOc]http://www.youtube.com/watch?v=2eTebd5tIOc[/video] i'm also not an artist[/QUOTE] Looks very natural actually. Reminds me of mirrors edge. The strafe roll is maybe a tad too strong though.
feels a bit floaty
Am I the only one that doesn't understand Animation Transition Settings? It's like whatever I set it to, it doesn't do what I want.
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