Oh my, I downloaded Unity for a bit of fun in my spare time and I've fallen in love with it. Really want pro, now.
EDIT: My only problem is designing levels/texturing them. So far I've just made untextured models in blender which is fine for the surreal kind of thing I had going on, but now I want to make a nice scene with some buildings. I can't seem to find any good texturing tutorials anywhere, and any I do find are ridiculously complicated. I feel like I'm missing something - is there a program out there where you can just click a face, choose a texture for that face, and it then builds the map and texture for you?
[QUOTE=chaz13;41262875]Oh my, I downloaded Unity for a bit of fun in my spare time and I've fallen in love with it. Really want pro, now.[/QUOTE]
After working for a month now with the unity pro license with android and iOS pro we got from the [URL="http://www.daretobedigital.com/"]daretobedigital[/URL] contest in scotland I really can't see myself going back to free. Too bad we can't keep the license since they expire when the contest ends.
[QUOTE=Hiruty;41260164]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?
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][/QUOTE]
Try exporting your blend file to fbx and load that as the Mesh instead, I'm pretty sure while inside Unity it keeps the files hidden as fbx files (since whenever you import a blend file it runs it through the fbx converter) and it just keeps the blend files for editing (as soon as you save it and open unity again it converts it once more to fbx and replaces the old file).
Quick question here, anyone know of a way I can tell my game to wait for something to finish before moving to the next frame?
[QUOTE=DeanWinchester;41305255]Quick question here, anyone know of a way I can tell my game to wait for something to finish before moving to the next frame?[/QUOTE]
You really shouldn't ever be stalling the graphics thread, but if it's on the same thread, you could just call whatever method you need to wait for and it won't continue until that method is done.
If it's on another thread, you could place a while loop with a Thread.Sleep(1) at the end and check if the task is completed. There are a few other, better, ways to wait for something completing (Task.Wait, Monitor.Wait) which you can look into yourself.
The issue with stalling the main thread of a game (or any application) is that the OS is still sending the window messages, and when the message queue for the game's window gets large enough, the OS assumes you've entered an infinite loop and considers it "not responding". You're better off putting in placeholder graphics or nothing in place of whatever you're waiting for.
[media]http://www.youtube.com/watch?v=FiQBmdu6ZyQ[/media]
please buy my new game
cat simulator 2027
its coming out in 2077
Alright, so I fixed the loading of the meshes, I now combined them into chunks so I can reduce draw calls massively (1 draw call per shared material). Now I have another problem, I can't seem to set any of the shared materials. All my code does at the moment is return a null materials even though it loads correctly and I can set it through renderer.material.
Heres the code causing the problems, if anyone can help me that would be great!
[code]
// Get the test material, will be replaced with propper mat data later
Material testMat = Resources.Load("Materials/Grass Hill") as Material;
// Create the holder for the mesh Renderer
MeshRenderer meshRend = GetComponent<MeshRenderer>();
// Magic number woo ( Chunksize ^2 )
meshRend.sharedMaterials = new Material[256];
int sharedMeshLength = GetComponent<MeshRenderer>().sharedMaterials.Length;
// Loop through and use set the materials
for (int i = 0; i < sharedMeshLength; i++) {
meshRend.sharedMaterials[i] = new Material(testMat);
}
[/code]
[IMG]http://i.imgur.com/dMQnvT6.png[/IMG]
[QUOTE=DeanWinchester;41305255]Quick question here, anyone know of a way I can tell my game to wait for something to finish before moving to the next frame?[/QUOTE]
You could also try something like this maybe?
[code]Time.timeScale = 0;
// Do your stuff
Time.timeScale = 1;[/code]
Some information from the script reference on Time.timeScale:
[QUOTE][B]Description[/B]
The scale at which the time is passing. This can be used for slow motion effects.
When timeScale is 1.0 the time is passing as fast as realtime. When timeScale is 0.5 the time is passing 2x slower than realtime.
When timeScale is set to zero the game is basically paused if all your functions are frame rate independent.
Except for [URL="http://docs.unity3d.com/Documentation/ScriptReference/Time-realtimeSinceStartup.html"]realtimeSinceStartup[/URL], timeScale affects all the time and delta time measuring variables of the [URL="http://docs.unity3d.com/Documentation/ScriptReference/Time.html"]Time[/URL] class.
If you lower timeScale it is recommended to also lower [URL="http://docs.unity3d.com/Documentation/ScriptReference/Time-fixedDeltaTime.html"]Time.fixedDeltaTime[/URL] by the same amount.
[URL="http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.FixedUpdate.html?from=Time"]FixedUpdate[/URL] functions will not be called when timeScale is set to zero.[/QUOTE]
So your game should be able to freeze while it does whatever it needs to wait for.
[editline]edit[/editline]
I'm having a tough time finding a good font for the main menu in my game. How's something like this?
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-04_18-35-54.jpg[/t]
Note that Time.time changes with Time.timeScale but Time.realtimeSinceStartup does not.
[QUOTE=Hentie;41310234][media]http://www.youtube.com/watch?v=FiQBmdu6ZyQ[/media]
please buy my new game
cat simulator 2027
its coming out in 2077[/QUOTE]
Too Long :v:
the song is called Face to Face
i thought it was appropriate
[img]http://puu.sh/3yim6.png[/img]
progress on this piece of shit game is so slow because i have to keep switching between windows and mac due to weird shit compatibility
Redid the way you pick the screen resolution. I used the steam hardware survey to get the four most common resolutions for each aspect ratio.
[IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-09_ScreenRes.gif[/IMG]
Why is making an options menu so much fun? :v:
[editline]9th July 2013[/editline]
Right now their are no advanced options so the Advanced button is useless. Are there any settings I should throw into there or should I just get rid of it?
You could probably chuck AA (and AF?) in Advanced if you wanted to
Been lurking here as I used to play around with Unity a while ago. Saw someone asking for cool, free assets. I found this one pretty interesting. NASA released free space assets. [url]https://www.assetstore.unity3d.com/#/content/756[/url] - Aren't we all longing for a sweet space game?
~Two months late but incase anyone else missed it, Unity free will be getting realtime shadows for directional lights in the next version (4.2): [URL]http://www.youtube.com/watch?v=QY-e2vdPdqE[/URL] @ 40:03
[QUOTE=Pelf;41382890]~Two months late but incase anyone else missed it, Unity free will be getting realtime shadows for directional lights in the next version (4.2): [URL]http://www.youtube.com/watch?v=QY-e2vdPdqE[/URL] @ 40:03[/QUOTE] This makes me happy.
[B]Space Game: Name Pending ([URL="https://docs.google.com/forms/d/10dbI1mlJiPZboNALCy4ioJSEczKNsos_G6wKWtOPftU/viewform"]Help me decide here![/URL])[/B]
Basically, you'll be able to build your ship, hire crew, and voyage across the stars... only there's no fancy warp drives, wormholes, or faster than light travel. You're tasked with managing your ship on the [I]generations[/I] long trip between each star system, keeping them happy, healthy, and under control! There'll be various hazards, missions, and resources to mine in these proceduraly generated galaxies.
I'm going for a retro art style, here are some example parts:
[I]Chemical Rocket[/I]
[IMG]http://i.imgur.com/yTEjar7.png[/IMG]
[I]Habitat Module[/I]
[IMG]http://i.imgur.com/b7OEIRs.png[/IMG]
[HR][/HR]
[B]Click the images below for unity web player![/B]
[I]Current star asset[/I]
[URL="https://dl.dropboxusercontent.com/u/53684/Unity/Builds/2013-07-02/StarTest/StarTest.html"][IMG]http://i.imgur.com/q0nsmPF.png[/IMG][/URL]
[I]The galaxy colors are just for debugging, each color represents a different arm.[/I]
[URL="https://dl.dropboxusercontent.com/u/53684/Unity/Builds/2013-07-09/GalaxyExample/GalaxyExample.html"][IMG]http://i.imgur.com/KdALujl.png[/IMG][/URL]
[I]Ship builder, still very much a work in progress![/I]
[URL="https://dl.dropboxusercontent.com/u/53684/Unity/Builds/2013-07-10/Builder example/Builder example.html"][IMG]http://i.imgur.com/2RSkp59.png[/IMG][/URL]
[URL="http://imgur.com/a/2gLvr"][B]An album to images of all these Unity demos, for mobile and linux users![/B][/URL]
Hey guys,
I learned C# and I wonder if Unity is good for easily making 2D games (Don't want to bother with modeling now). Also, how good is Unity for making "strategy like" games, for example something like a tower defense?
[QUOTE=UnrealDiego;41409899]Hey guys,
I learned C# and I wonder if Unity is good for easily making 2D games (Don't want to bother with modeling now). Also, how good is Unity for making "strategy like" games, for example something like a tower defense?[/QUOTE]
There's no real problem with making 2D games in Unity, but I recommend using a orthographic camera and setting it's width and height to half your screen's width and height in pixels. This causes 1 unit to represent 1 pixel, for me atleast. The 2D Toolkit is also great for extra stuff like camera anchors, texture atlases, and animations.
[QUOTE=Asgard;41410351]There's no real problem with making 2D games in Unity, but I recommend using a orthographic camera and setting it's width and height to half your screen's width and height in pixels. This causes 1 unit to represent 1 pixel, for me atleast. The 2D Toolkit is also great for extra stuff like camera anchors, texture atlases, and animations.[/QUOTE]
Just an fyi, the 2D Toolkit is $65 on the asset store: [url]http://u3d.as/content/unikron-software-ltd/2d-toolkit/1Wi[/url]
but it might be worth the investment. I've only ever heard good things about it
I lurk here a lot and just have a quick question. I'm working on a voxel based game in Unity. I'm currently implementing the Marching Cubes algorithm into my mesh generation. Just wondering if there are any good voxel terrain engines available on the asset store and if this would be a good route to take?
[QUOTE=Nerr;41413666]I lurk here a lot and just have a quick question. I'm working on a voxel based game in Unity. I'm currently implementing the Marching Cubes algorithm into my mesh generation. Just wondering if there are any good voxel terrain engines available on the asset store and if this would be a good route to take?[/QUOTE]
This is a voxel terrain system I was looking at the other day. Seems pretty good: [url]https://www.assetstore.unity3d.com/#/content/9180[/url]
[QUOTE=Pelf;41410494]Just an fyi, the 2D Toolkit is $65 on the asset store: [url]http://u3d.as/content/unikron-software-ltd/2d-toolkit/1Wi[/url]
but it might be worth the investment. I've only ever heard good things about it[/QUOTE]
If you don't want to buy stuff just use iTween and Orthello :)
[QUOTE=JustExtreme;41414386]If you don't want to buy stuff just use iTween and Orthello :)[/QUOTE]
Orthello looks really good. Seems to have some features that the 2D Toolkit is missing.
Yeah it's been very easy to use so far too even for me and I'm a Unity and C# noob
If you guys could try out my game and give me some feedback on it (including helping me decide on a name) that would be awesome: [url]http://facepunch.com/showthread.php?t=1260790&p=41441693&viewfull=1#post41441693[/url]
[QUOTE=LuaChobo;41480110]Getting pissed off by default unity networking, god dammit.
I'm looking at just paying for TNet and getting it over with, are there any cheaper-yet-still-good alternatives that people here have tried?
If not TNet it is.[/QUOTE]
[URL="http://smartfoxserver.com/download/sfs2x"]SmartFox?[/URL]
What's a good alternative to the standard UnityGUI?
[QUOTE=LuaChobo;41480374]Not exactly what I'm looking for, after a quick look it seems like that is more based around a single server running shit.[/QUOTE]
[url]http://u3d.as/content/exit-games/photon-unity-networking-free/2ey[/url] ?
[QUOTE=JustExtreme;41480284]What's a good alternative to the standard UnityGUI?[/QUOTE]
I've heard nGui is great.
Found that you can put the unity compiler into unsafe mode. Scroll to the bottom of this page.
[url]http://unity.ogf.su/Documentation/Manual/Platform%20Dependent%20Compilation.html[/url]
Basically make a file called gmcs.rsp with the contents
[code]-unsafe[/code]
There's probably no reason you want to do this. I'm making a dll with callbacks, and wanted a way to pass a void* and an int and then use them without marshalling or copying. This made it possible.
[img]http://i.imgur.com/KNWDYN7.png[/img]
That function gets called from c++, with data allocated in c++. Feels clean :)
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