I thought the new GUI was released half a year ago, I mean there is a documentation page for it and everything ( may have been removed ). Guess not.
Unity free can make nice looking stuff with the light mapping and proper texture work.
1. I never tried making stuff that requires advanced saving system.
2. Don't know, blog post about it is 10 months old though.
3. What have you made?
I [url=https://dl.dropboxusercontent.com/u/7422512/Unity3D/fyp.png]made[/url] [url=https://dl.dropboxusercontent.com/u/7422512/Unity3D/fyp2.png]this[/url] few months ago as uni project. I also [url=https://dl.dropboxusercontent.com/u/7422512/Unity3D/test1.png]made this[/url] recently, mainly to test how Mecanim works. I don't have any art talent nor artist/modeller available so both projects ended up using free assets available in asset store or free projects.
4. C#, not really fond of Javascript.
5. Notepad++
6. None so far
[QUOTE=pinecleandog;40262018]Oh hello!
I posted this in the other thread, but I'll post it here too: Is there anyone here who wants to team up and mess around with unity with me? Never used it, want to learn it; I'm sure I'm not the only one.[/QUOTE]
I followed [url=http://forum.unity3d.com/threads/26785-Unity-Jump-Start-Video-Tutorials]this[/url] tutorial when I first started. IMO its good enough as it shows how stuff is being done in Unity.
1. Never got that far (lol), but I would use protobuf-net, and propably use mapping types to define what to save from what components.
3. Some third person and first person movement mechanics, and also been working on a networking system with Lidgren.Network
4. C#, because it's what I've used for the longest and I feel comfortable with it.
5. VS 2012
[QUOTE=Map in a box;40260615]Eventually it will turn into a massive if/else thats hard to organize, what I had in mind was something like
[code]
saverestore.addVersionHandler(1,new SaveVersion1())
[/code]
or something[/QUOTE]
Oh I see what you mean. I don't think it will be a problem unless the game lasts 10 years like GMod (and I still want to support stuff from 8 years ago)
1. Why is there no built in Save Scene option? How do you handle it?
I use [url=http://forum.unity3d.com/threads/138678-Unity-Save-Game-Level-Serialization]this[/url] whenever I need stuff to save.
2. When is the new GUI system coming out?
Supposed to be coming out in Unity 4.something
3. What have you made?
In no particular order:
My unfinished FTJ entry because it was on the same time as my final exams.
[t]http://jameswilko.com/portfolio/ftj02.png[/t]
[t]http://jameswilko.com/portfolio/ftj04.png[/t]
A thieving minigame which used a 3D TV and 2 pairs of modified glasses to have fullscreen splitscreen, with one screen showing for the thief, and another for the guards. I based it off of [url=http://www.squidi.net/three/entry.php?id=123]this idea[/url] by Squidi.
[t]http://jameswilko.com/portfolio/ss04.png[/t]
[t]http://jameswilko.com/portfolio/ss05.png[/t]
My lorenz attractor visualizer thing.
[media]http://www.youtube.com/watch?v=7a27_zC1kKk[/media]
Midi laser show.
[media]http://www.youtube.com/watch?v=YrGhIadZJGE[/media]
A couple mods I made when Receiver came out.
[t]http://jameswilko.com/portfolio/receiver01.png[/t]
[t]http://jameswilko.com/portfolio/receiver02.png[/t]
[t]http://jameswilko.com/portfolio/receiver03.png[/t]
[media]http://www.youtube.com/watch?v=bqOjokvEgOw[/media]
Some FPS game scripts.
[media]http://www.youtube.com/watch?v=CeHUElqUqDs[/media]
[media]http://www.youtube.com/watch?v=2c2AdOcGQrM[/media]
And I'm using it for my competition entry again.
4. C# or javascript - and why?
C# for somethings, JavaScript for others, depends on what I need to do
5. MonoDevelop or MSVC?
Sublime Text with Unity syntax and highlighting
6. Any plugins you wouldn't be able to live without?
I use Bass and Bass.net so that I can load and playback music without unity bitching about the format.
[QUOTE=NinjaWilko;40264492]1. Why is there no built in Save Scene option? How do you handle it?
I use [url=http://forum.unity3d.com/threads/138678-Unity-Save-Game-Level-Serialization]this[/url] whenever I need stuff to save.[/QUOTE]
How does that perform? In his video it seems to take about 2 seconds to save?
[QUOTE=NinjaWilko;40264492]Some FPS game scripts.[/QUOTE]
Where did you get the models for these?
[QUOTE=garry;40264782]How does that perform? In his video it seems to take about 2 seconds to save?[/QUOTE]
Only takes a split second for me, except I've not really tried it with massive scenes, as I only save the stuff I really need to save like the player, enemies, and some dynamic objects. Obviously though, the more you're saving, the longer it'll take.
[editline]13th April 2013[/editline]
[QUOTE=Richy19;40264835]Where did you get the models for these?[/QUOTE]
They're from CS:GO
[QUOTE=Richy19;40259586]Care to show us any screenshots?[/QUOTE]
It's not much impressive at the moment, literally just messing around with Unity standard assets, but here you go.
[t]http://i.imgur.com/Y26oMYw.jpg[/t][t]http://i.imgur.com/yoKK2PL.jpg[/t][t]http://i.imgur.com/5pMgvWT.jpg[/t]
Car physics are really hard to get right... Trackmania's car physics are like black magic to me :v:
[QUOTE=NinjaWilko;40264847]They're from CS:GO[/QUOTE]
Is there a guide to porting source models to unity?
[QUOTE=Richy19;40264933]Is there a guide to porting source models to unity?[/QUOTE]
If you install [url=http://nemesis.thewavelength.net/index.php?p=45]crafty[/url] you can select a model and have it export an .obj file and its materials, but no animations. To get the CS:GO stuff I had to extract the models I wanted from the .vpk and then open it in crafty and export it.
I've managed to port a large number of models from HL2 to unity. The results are a mixed bag. Static props work fine, but animations for some reason are offset by strange rotations, have hidden animations in them, weird stuff like that. Pretty much you just can't use the animations with the models but otherwise importing is not very difficult.
[QUOTE=NinjaWilko;40264964]If you install [url=http://nemesis.thewavelength.net/index.php?p=45]crafty[/url] you can select a model and have it export an .obj file and its materials, but no animations. To get the CS:GO stuff I had to extract the models I wanted from the .vpk and then open it in crafty and export it.[/QUOTE]
[QUOTE=Duskling;40265163]I've managed to port a large number of models from HL2 to unity. The results are a mixed bag. Static props work fine, but animations for some reason are offset by strange rotations, have hidden animations in them, weird stuff like that. Pretty much you just can't use the animations with the models but otherwise importing is not very difficult.[/QUOTE]
Is it possible to use crafty from the command line or to do a batch conversion to convert all models from a game? I want to get everything from Alien Swarm
I remember the Unity hype spawned from its Windows release, people were on it like mad.
I messed around with Untiy quite a lot, made simple scripts, done a few things, got the hang of it but I never really went far into it. Maybe I should pick it up again (I have a free iPhone basic license from a timed offer :v:)
Main thing I like about unity is terrain. I have a fetish for terrain.
[editline]13th April 2013[/editline]
Still don't understand why unity is so expensive.
[QUOTE=Duskling;40265163]I've managed to port a large number of models from HL2 to unity. The results are a mixed bag. Static props work fine, but animations for some reason are offset by strange rotations, have hidden animations in them, weird stuff like that. Pretty much you just can't use the animations with the models but otherwise importing is not very difficult.[/QUOTE]
Not sure what format unity uses, but for my own stuff I use MDLDecompiler and then IQM to compile the smds into IQM files, which gives perfectly fine animations.
This will do nicely as a hello world.
[IMG]http://i.imgur.com/vSDJhxc.gif[/IMG]
What should I do first..
The current free version was originally "Unity Indie" which costed $200... Can't they reboot the indie idea at the same price tag but with more features and no watermark?
[editline]13th April 2013[/editline]
It'll be nice if it was $100 though.
[QUOTE=Cowabanga;40266175]The current free version was originally "Unity Indie" which costed $200... Can't they reboot the indie idea at the same price tag but with more features and no watermark?
[editline]13th April 2013[/editline]
It'll be nice if it was $100 though.[/QUOTE]
It's the fact that the Pro version has almost essential features that makes people get it though... Things like HDR shouldn't be a Pro feature, pretty much any modern engine has it.
1. Why is there no built in Save Scene option? How do you handle it?
I wrote my own system that outputs object position data to XMLised strings and then reads from that to recreate the scene. It also saved game state.
2. When is the new GUI system coming out?
"When it's ready"
3. What have you made?
This: [url]https://play.google.com/store/apps/details?id=com.grimpunch.games.ggj13[/url]
and this: [url]https://play.google.com/store/apps/details?id=com.grimpunch.games.HyperSpaceCroquet[/url]
and these:
Nostalgia Attack Machine:
Download: [url]https://dl.dropbox.com/u/44836631/NostalgiaAttackMachine.zip[/url]
Blog post: [url]http://grimpunch.breezinstein.com/2012/06/13/7dayfps/[/url] ,
Artillery! :
Downloadable - [url]http://grimpunch.breezinstein.com/2012/06/26/artillery/[/url]
Web Build - [url]https://dl.dropboxusercontent.com/u/44836631/ARTILLERY/WebPlayer/WebPlayer.html[/url]
4. C# or javascript - and why?
C# , because it is easier.
5. MonoDevelop or MSVC?
MonoDevelop
6. Any plugins you wouldn't be able to live without?
iTween!
I'm currently working for a company that uses Unity3D, we have 2 teams one of which I'm part of, we make games for iOS.
Past projects for uni that I made with a couple of guys who were also hired by this company (and are on my team as well :v:):
[video=youtube;JNs9_97SFNo]http://www.youtube.com/watch?v=JNs9_97SFNo[/video]
[video=youtube;19kIUeNgGdc]http://www.youtube.com/watch?v=19kIUeNgGdc[/video]
Unity definetly has some serious publishing problems... The launcher on standalone that you can't turn off as far as I can see, the really shitty splash screen ( Which looks like a game from 2003 ), no native steamworks support or an easy way to implement it.
They need to start working on that, instead of spending over a year working on the new GUI system.
[QUOTE=Duskling;40266524]Unity definetly has some serious publishing problems... The launcher on standalone that you can't turn off as far as I can see, the really shitty splash screen ( Which looks like a game from 2003 ), no native steamworks support or an easy way to implement it.
They need to start working on that, instead of spending over a year working on the new GUI system.[/QUOTE]
You can turn off the launcher by changing "Show Resolution Dialog" to Disabled.
[t]http://puu.sh/2zhTN[/t]
And Steamworks isn't an integral part of Unity, so why would they implement it? You can find a way to make the dlls work yourself or just shell out for [url=https://www.assetstore.unity3d.com/#/content/2211]this[/url].
Steamworks is easy to implement on your own without that implementation
[QUOTE=NinjaWilko;40266570]You can turn off the launcher by changing "Show Resolution Dialog" to Disabled.
[t]http://puu.sh/2zhTN[/t]
And Steamworks isn't an integral part of Unity, so why would they implement it? You can find a way to make the dlls work yourself or just shell out for [url=https://www.assetstore.unity3d.com/#/content/2211]this[/url].[/QUOTE]
Sweet, didn't know that.
And yes, steamworks isn't an integral part of Unity but I wish it was easier to implement. Don't you need a source code license to use dlls with unity? But I do know there is plugins you can purchase for this.
Also, I guess I will post some Unity content:
[T]http://i.imgur.com/aGeN30F.jpg[/T]
I've been working on a large terrain, finally got a big terrain heightmap to import correctly. Does anybody know where I could get some assets for a snowy scene, like pine trees with snow on them etc.
[QUOTE=ben1066;40266241]It's the fact that the Pro version has almost essential features that makes people get it though... Things like HDR shouldn't be a Pro feature, pretty much any modern engine has it.[/QUOTE]
Agreed, it has other stuff too like render targets and dynamic lighting that shouldn't be pro features. I had to buy this a year and a half ago for Uni and that was £80 for a 1 year license and it was watermarked. Surely if they wanted to encourage people to use and learn their engine then they'd have the student edition available for free (akin to what Autodesk do with their modelling products).
[QUOTE=SteveUK;40266752]Agreed, it has other stuff too like render targets and dynamic lighting that shouldn't be pro features. I had to buy this a year and a half ago for Uni and that was £80 for a 1 year license and it was watermarked. Surely if they wanted to encourage people to use and learn their engine then they'd have the student edition available for free (akin to what Autodesk do with their modelling products).[/QUOTE]
Do you have a link to the £80 student version?
[QUOTE=Richy19;40266816]Do you have a link to the £80 student version?[/QUOTE]
[url]http://www.studica.com/uk/en/unity/unity-pro-4-student.html[/url]
You're in luck, it's £67 now.
[QUOTE=SteveUK;40266825][url]http://www.studica.com/uk/en/unity/unity-pro-4-student.html[/url]
You're in luck, it's £67 now.[/QUOTE]
If only.
[code]Subtotal £67.00
VAT£13.40
Subtotal w/ VAT £80.40
All Prices are in GBP[/code]
Still, beats the £1500 for the full edition, how bad is the watermark?
Ironic considering a unity quit unity and started an indie project.
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