[QUOTE=garry;41554900]Yeah it's weird you'd think they'd put the platform with the lowest share of desktop users at the top of their list to add support for.[/QUOTE]
they have a Linux client so appearantly it's worth it
[editline]22nd July 2013[/editline]
And it's the 3rd most requested feature on feedback.unity3d.com
[QUOTE=garry;41554900]Yeah it's weird you'd think they'd put the platform with the lowest share of desktop users at the top of their list to add support for.[/QUOTE]
You really have it in for Linux, don't you? :v:
[QUOTE=garry;41554900]Yeah it's weird you'd think they'd put the platform with the lowest share of desktop users at the top of their list to add support for.[/QUOTE]
Considering it stoped working in Wine, yes.
Some questions on 4.2:
What is text based serialization and what could it be used for?
Now that navmesh baking is available for free, does that mean I can now have NPCs with proper pathfinding or are there still features required for that that are pro only?
Since pre-4.2 asset bundles aren't compatible, does that mean everything in the asset store can't be loaded into 4.2 yet?
4.2 is out along with all the promised free features
Is there any point in me having a unity 3.x license (not pro), wasn't it free anyway?
[QUOTE=Pelf;41557122]What is text based serialization and what could it be used for?[/QUOTE]
Previously all assets (models, materials, scenes) had to be stored in a binary format. Text based serialization uses a human readable format instead (think JSON or XML).
Binary formats are basically impossible to merge when using version control such as git. Text based serialization solves that.
Text based serialization is pretty much as awful as the binary format. Reading and merging it is possible - but it's not simple in any way.
damn yes real time shadows for a directional source in free version now. this is really nice.
I wish unity free could bake light from illuminated materials :L
[QUOTE=AtomiCasd;40487454]We are competing for [URL]http://daretobedigital.com/[/URL]
Here is our bare minimum prototype.
QWE/123 to resize
arrow keys to move up and down.
[URL]http://mattisdelerud.com/sizeDOSmatter/[/URL]
This thread made me moist for music visualizing.[/QUOTE]
[QUOTE=Perl;40487594]That's a very neat idea! Since you're already moist for it you should take the chance and add a visualizer to the back.[/QUOTE]
[B]AND WE DID[/B]
Quick update. There is one week left of the competition and we're just chilling, relaxing and polishing our game.
[IMG]http://filesmelt.com/dl/sdf18.png[/IMG]
[IMG]http://filesmelt.com/dl/2800.png[/IMG]
Might add a link to a testflight build for you guys with android devices if you want to test
Sorry iOS, but apple is down and we're only allowed to have 17 devices test(thanks to some stupid apple restriction thing)
What is the best way to create your own FPS controller ( Other than the premade one ). For a while now, whenever I have made a first person controller, I have a mouselook on the base character that rotates on the Y axis and a mouselook on the camera that rotates on the X axis. I feel like this isn't a very clean way of doing it but it gets the job done.
Anybody have another suggestion?
[QUOTE=Duskling;41591494]What is the best way to create your own FPS controller ( Other than the premade one ). For a while now, whenever I have made a first person controller, I have a mouselook on the base character that rotates on the Y axis and a mouselook on the camera that rotates on the X axis. I feel like this isn't a very clean way of doing it but it gets the job done.
Anybody have another suggestion?[/QUOTE]
[code]public Camera playerCamera;[/code]
and drag your camera onto the spot in the inspector. That way the base character (and camera) can be rotated around the Y and the camera can be rotated around its local X or Z all from the same script.
[editline]edit[/editline]
So I have a missile:
[img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-26_11-10-03.png[/img]
... and a planet:
[IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-26_11-01-20.gif[/IMG]
But the missile doesn't call OnTriggerEnter when it collides with the planet. It collides with a different planet that uses a sphere collider, it collides with my lander which uses a convex mesh collider, it collides with other missiles, but not the planet posted above. How can I fix that?
Shouldn't both colliders be marked convex for mesh colliders to collide with each other, not just one?
[QUOTE=Asgard;41602240]Shouldn't both colliders be marked convex for mesh colliders to collide with each other, not just one?[/QUOTE]
Yep, that's the problem. Thanks. Now to make a collider mesh for that planet that's less than 255 tris. :v:
Also, didn't see this in the Unity 4.2 release notes; you can add custom preview resolutions to the Game tab:
[IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-26_11-22-25.png[/IMG]
Useful for testing at small or specific resolutions.
I'm running 3.4, do you guys think that an update to 4.2 will fuck up my project?
[QUOTE=CrashLemon;41602874]I'm running 3.4, do you guys think that an update to 4.2 will fuck up my project?[/QUOTE]
Probably, yes. It's mostly API changes and deprecated functions
Im on 64bit windows, I have installed the latest 32bit java 7 sdk and the JAVA_HOME variable is set to its build folder.
I have Android SDK 22.0.4 installed and unity knows where that is, however I keep getting unity 4.2 saying it cant find the java sdk when i try to build for android
All the helps I have found seem to think its an issue with 64bit jdk but I am using 32bit
[editline]26th July 2013[/editline]
Anyone have any idea what it could be?
[QUOTE=Anthracite;41563783]damn yes real time shadows for a directional source in free version now. this is really nice.[/QUOTE]
Really really cool! I might even use this for my game instead of just C++ and OpenGL.
[QUOTE=CrashLemon;41602874]I'm running 3.4, do you guys think that an update to 4.2 will fuck up my project?[/QUOTE]
I was on 3.4 too and I decided to upgrade to 4.2 and everything went well. The only thing that I had to change is one small part in a editor script for asset importing settings. But just in case make an backup of your project before upgrading it.
How good is Unity for making 2d games? I hear there are toolkits that add 2d functionality?
[QUOTE=NateDude;41631461]How good is Unity for making 2d games? I hear there are toolkits that add 2d functionality?[/QUOTE]
It's very good if you ask me. Orthello is great if you're looking for something free, otherwise the 2D Toolkit does some extra things. It's the easiest way in my opinion to not have to write a framework on top of a library, and simply work on the game. Plus you can cross-compile to a lot of different platforms.
Why is making a good character controller so difficult? Anyone have any good fps controllers that work well?
Ok, so I've got a pretty good controller going but whenever I walk down a 30° ramp, I skip down like so:
[t]https://dl.dropboxusercontent.com/u/13781308/skip.png[/t]
How can I keep the player from skipping like that?
[editline]2nd August 2013[/editline]
What's up with automerge?
[QUOTE=Pelf;41692394]Ok, so I've got a pretty good controller going but whenever I walk down a 30° ramp, I skip down like so:
[t]https://dl.dropboxusercontent.com/u/13781308/skip.png[/t]
How can I keep the player from skipping like that?
[editline]2nd August 2013[/editline]
What's up with automerge?[/QUOTE]
I guess you should raycast downwards to find the normal of the surface your character is walking on, then when you set the character's velocity, use the normal to calculate the vector going down the hill.
Source does it with a "step" system. You set a max step size the player can go up and down. So when they're going down stairs and they've just left the floor and are gonna fall - it traces down a step size. It it reaches the floor it puts the player on it.
Here's a project I've been working on called "The Hills".
The Hills is a survival horror game similar to Amnesia. You can't see shit but you can sure hear it.
A couple screenshots:
[img]http://i2.minus.com/i2SllvLD7buRE.png[/img]
[img]http://i3.minus.com/ibyD711LzgAk3u.png[/img]
[img]http://i2.minus.com/iRLthgrHEbEM1.png[/img]
Download: (It's incomplete but whatever)
[url]https://docs.google.com/file/d/0B1JTUiFd0dYlbEdKZ0ZKcDZOVVU/edit?usp=sharing[/url]
Has anybody here had any experience with line renderers? I am trying to create a laser beam with a certain texture, and in the preview window the material is correct, but in game, it's just a pink line.
[IMG]http://i.imgur.com/Tzld95t.png[/IMG]
[IMG]http://i.imgur.com/ICrsQHV.png[/IMG]
[QUOTE=Duskling;41697559]Has anybody here had any experience with line renderers? I am trying to create a laser beam with a certain texture, and in the preview window the material is correct, but in game, it's just a pink line.
[IMG]http://i.imgur.com/Tzld95t.png[/IMG]
[IMG]http://i.imgur.com/ICrsQHV.png[/IMG][/QUOTE]
To me it looks like you're not assigning the material properly.
[QUOTE=nVidia;41697595]To me it looks like you're not assigning the material properly.[/QUOTE]
Nah, just figured it out. I was assigning it properly, the problem was there was 2 materials for some reason instead of one, and the other one was overriding the first one. Thanks for the help anyway :)
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