• Unity3D - Discussion
    5,004 replies, posted
Notches Unity game for 7DFPS is awesome. And LuaChobo, it has the effect you are searching for. He did it by using a render texture and a custom shader on top of that :) [url]http://shambles.notch.net/[/url], really fun and well done.
I've been trying to create my own character controller using rigidbody (because why not, I've been using a modified AngryBots player motor/controller since I started using Unity). My set objectives on creating custom controller: 1) The player is snapped to the ground at all times. Movement is constrained to XZ axis. 2) Movement has to be snappy (input takes raw axis input (-1,0 or 1) and velocity change is instant) 3) Speed across slope must be the same as speed on flat ground. Very basic stuff but I suck in maths, so it took me far too long to get results. Only 53 lines of code after I cleaned up the script. Upside is that I learnt (or re-learnt) more about vectors in general and how to utilize them. [unity]https://dl.dropboxusercontent.com/u/7422512/Unity3D/Orcus/Orcus.unity3d[/unity]
[QUOTE=secundus;41872573]I've been trying to create my own character controller using rigidbody (because why not, I've been using a modified AngryBots player motor/controller since I started using Unity). My set objectives on creating custom controller: 1) The player is snapped to the ground at all times. Movement is constrained to XZ axis. 2) Movement has to be snappy (input takes raw axis input (-1,0 or 1) and velocity change is instant) 3) Speed across slope must be the same as speed on flat ground. Very basic stuff but I suck in maths, so it took me far too long to get results. Only 53 lines of code after I cleaned up the script. Upside is that I learnt (or re-learnt) more about vectors in general and how to utilize them. [unity]https://dl.dropboxusercontent.com/u/7422512/Unity3D/Orcus/Orcus.unity3d[/unity][/QUOTE] Nice work mate. Movement feels good and I like the loose camera.
[QUOTE=Duskling;41876004]Nice work mate. Movement feels good and I like the loose camera.[/QUOTE] Ya the loose camera is definitely the way to go.
So I'm installing Unity (free version) to hopefully learn some fancy new things. Is it worth buying?
[QUOTE=NightmareX91;41896303]So I'm installing Unity (free version) to hopefully learn some fancy new things. Is it worth buying?[/QUOTE] Why not decide for yourself after you tried it?
[QUOTE=chaz13;41896634]Why not decide for yourself after you tried it?[/QUOTE] Because I like to gather opinions as I suck at deciding.
What would be the best way to go about making fps bots? Anyone have any guides on programming the AI for them? [editline]f[/editline] And behavior?
If you're going to create just one project (especially on mobile platform), then its a bit pricey and will take a bit of time to return your investment. Pro Android/iOS/Blackberry won't work without Pro. So if you want to create a game using Unity for Android device (and having your own custom splash screen instead of Unity) you need to fork at least 3k USD (4.5k if including iOS) Advantages of Pro over Basic is mostly on render department (image effects, point/spotlight shadow, advanced mecanim, LOD support, culling, streaming). Example of other advantages are profiler to help you optimize, native code plugin support, and built-in pathfinding instead of having to write your own. Advantages on render department are more or less additives, not required to create a game (spotlight shadows are not required to create a flashlight, but with shadows it looks awesome). You do not need Pro license to publish your game, its just that with Basic you have less options, especially in rendering department. Licenses are per developer, not per project, and you are not allowed to use both Basic and Pro at the same time for a project (either 1) go Basic or go Pro, or 2) go Basic->get funding->go Pro). For Unity 4.x, you are not allowed to distribute your games via Streaming/Cloud Gaming (e.g. OnLive, not download assets while playing like in Drakensang Online) and Embedded Software (e.g. arcade machines) without a separate license (not offered on site, contact Unity directly)
[QUOTE=secundus;41897855]Advantages of Pro over Basic is mostly on render department (image effects, point/spotlight shadow, advanced mecanim, LOD support, culling, streaming). Example of other advantages are profiler to help you optimize, native code plugin support, [B]and built-in pathfinding instead of having to write your own[/B]. Advantages on render department are more or less additives, not required to create a game (spotlight shadows are not required to create a flashlight, but with shadows it looks awesome).[/QUOTE] They actually made static navmesh baking free in the 4.2 update so you can now use the built-in pathfinding.
[QUOTE=Pelf;41897604]What would be the best way to go about making fps bots? Anyone have any guides on programming the AI for them? [editline]f[/editline] And behavior?[/QUOTE] Field of vision for eye-based detection, see [url=http://vimeo.com/channels/115146/20826780]here[/url] (also a lot of gems there) SphereCollider (OnTrigger) that changes in radius when you walk/run/shoot, and check if it collides with enemy for hearing-based detection. (Not sure about the performance here) AIManager that switches state from normal-hostile (See Angrybots' AI.js, SpiderAttackMoveController.js abd SpiderReturnMoveController.js for code-based fundamental) Add dumb AI movement (moves straight towards player when in hostile mode, won't steer if blocked) and you get yourself a basic AI architecture. Then you can improve it, like write a better AI pathfinding. Other option is to use tools like Playmaker (speaking of which, is Playmaker really good or is there better/alternative option?) [editline]20th August 2013[/editline] [QUOTE=Pelf;41897916]They actually made static navmesh baking free in the 4.2 update so you can now use the built-in pathfinding.[/QUOTE] WHAT What about Navmesh Agent, do they work (along with obstacle avoidance)?
[QUOTE=secundus;41898065]WHAT What about Navmesh Agent, do they work (along with obstacle avoidance)?[/QUOTE] Yeah, lemme whip up a quick web build to show. [editline]19th August 2013[/editline] [IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-08/2013-08-19_22-44-14.png[/IMG] [unity]https://dl.dropboxusercontent.com/u/13781308/Unity/Shooter/Build/Build.unity3d[/unity] Click where you want the sphere to go.
I just tried using Unity's NavMesh. Generating them is easy and straightforward, but NavMeshAgent is just plain horrible. Its just bad compared to [url=http://www.arongranberg.com/]Aron Granberg's[/url] pathfinder. (100USD for pro version (free lacks local avoidance), can be used in both Unity Basic and Pro) At least Basic users have a means to do AI pathfinding without writing complex steering scripts. Also today I found out that I can use Mecanim for non-Humanoid animations instead of using pre-Unity 4 method of animation scripting. I'm a dumbass for not researching first. -snip- Forgot that I used Dota2 assets as temp asset.
Hmm didn't know the free version had the inbuilt pathfinding, I've been using the A* Pathfinding Project as mentioned above. is it any better/worse then the inbuilt one?
My [url=https://www.assetstore.unity3d.com/#/content/10637]Gwen Unity port[/url] has been accepted to the asset store and is now on sale for $30! I plan to make a "lite" version of sorts for free once I've fixed the bugs and ironed out the issues that people will no doubt find over the coming months.
Javascript or C#? Mostly I just want to know which one has more community support, I know this question gets asked ALOT but I just want to clarify.
[QUOTE=thomasfn;41910215]My [url=https://www.assetstore.unity3d.com/#/content/10637]Gwen Unity port[/url] has been accepted to the asset store and is now on sale for $30! I plan to make a "lite" version of sorts for free once I've fixed the bugs and ironed out the issues that people will no doubt find over the coming months.[/QUOTE] Any webplayer demo?
Documentation has examples in both C# and Javascript. Most asset plugins have support for both languages. Most pre-packaged examples (e.g. AngryBots, Character Controller package) are written in Javascript. Converting codes from C# to Javascript or vice versa takes only a bit of time (not really that much difference). Example of code in Javascript: Example.js [code]#pragma strict public var number : int; public var floatingNumber : float = Mathf.PI; public var character : Transform; private var isSpacePressed : boolean = false; function Awake() { number = 5; if(!character) character = transform; } function OnGUI() { if(isSpacePressed) GUI.Label(Rect(Screen.width/2-150, 5, 300,35), "SPACEBAR IS BEING HELD HOSTAGE, ALSO PI: "+Mathf.PI); } function Update() { character.position += new Vector3(1*Time.deltaTime, 0,0); //Move to the right at the rate of 1 unit per second if(Input.GetKey("space")) { isSpacePressed = true; } else isSpacePressed = false; } [/code] Example in C#: Example.cs [code]using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public int number; public float floatingNumber = Mathf.PI; public Transform character; private bool isSpacePressed = false; void Awake() { number = 5; if(!character) character = transform; } void OnGUI() { if(isSpacePressed) GUI.Label(new Rect(Screen.width/2-150, 5, 300,35), "SPACEBAR IS BEING HELD HOSTAGE, ALSO PI: "+Mathf.PI); } void Update() { character.position += new Vector3(1*Time.deltaTime, 0,0); //Move to the right at the rate of 1 unit per second if(Input.GetKey("space")) { isSpacePressed = true; } else isSpacePressed = false; } } [/code] IIRC garry made an experiment on real-time, web-based script updates that only works when scripted using Javascript (or was it Boo?), so I guess that's one of major difference between the two. I prefer C#.
Is Boo used much at all? most tutorials I find seem to ether be C# or JavaScript. I prefer C# myself, and it looks like most of this thread likes it too.
[QUOTE=Whomobile;41915685]Is Boo used much at all? most tutorials I find seem to ether be C# or JavaScript. I prefer C# myself, and it looks like most of this thread likes it too.[/QUOTE] Boo for unity kind of has a cult following. There are a few tutorials here and there; Check the teaching section on the unity forum.
[QUOTE=secundus;41913678]Documentation has examples in both C# and Javascript. Most asset plugins have support for both languages. Most pre-packaged examples (e.g. AngryBots, Character Controller package) are written in Javascript. Converting codes from C# to Javascript or vice versa takes only a bit of time (not really that much difference). Example of code in Javascript: Example.js [code]#pragma strict public var number : int; public var floatingNumber : float = Mathf.PI; public var character : Transform; private var isSpacePressed : boolean = false; function Awake() { number = 5; if(!character) character = transform; } function OnGUI() { if(isSpacePressed) GUI.Label(Rect(Screen.width/2-150, 5, 300,35), "SPACEBAR IS BEING HELD HOSTAGE, ALSO PI: "+Mathf.PI); } function Update() { character.position += new Vector3(1*Time.deltaTime, 0,0); //Move to the right at the rate of 1 unit per second if(Input.GetKey("space")) { isSpacePressed = true; } else isSpacePressed = false; } [/code] Example in C#: Example.cs [code]using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public int number; public float floatingNumber = Mathf.PI; public Transform character; private bool isSpacePressed = false; void Awake() { number = 5; if(!character) character = transform; } void OnGUI() { if(isSpacePressed) GUI.Label(new Rect(Screen.width/2-150, 5, 300,35), "SPACEBAR IS BEING HELD HOSTAGE, ALSO PI: "+Mathf.PI); } void Update() { character.position += new Vector3(1*Time.deltaTime, 0,0); //Move to the right at the rate of 1 unit per second if(Input.GetKey("space")) { isSpacePressed = true; } else isSpacePressed = false; } } [/code] IIRC garry made an experiment on real-time, web-based script updates that only works when scripted using Javascript (or was it Boo?), so I guess that's one of major difference between the two. I prefer C#.[/QUOTE] So is there more js or c# community support? (Not just fp, the unity community in general)
I've seen a lot more of the examples in JavaScript than I have in C# when I've been looking for answers to stuff, so if that's any indication of things then the community seems to prefer JS.
Curve editor in 4.2 is bugged. If you use it and go to play mode, it'll freeze Unity completely once you stop playback. Shuriken is broken until next update.
Are there any torrents for the free version of Unity? I'm not able to download files over 1gb for some reason. Torrents work fine though.
[QUOTE=Chris220;41919493]I've seen a lot more of the examples in JavaScript than I have in C# when I've been looking for answers to stuff, so if that's any indication of things then the community seems to prefer JS.[/QUOTE] The new comers tend to use JS because it isn't statically typed. I know a lot of experienced unity developers and they all tend to prefer c# they just arent asking questions like the newbies so it is harder to find help for c# outside of irc.
[QUOTE=Agent766;41923612]Are there any torrents for the free version of Unity? I'm not able to download files over 1gb for some reason. Torrents work fine though.[/QUOTE] Use a download manager that properly support resume/adding mirror urls.
Just spotted this on Reddit: [media]http://www.youtube.com/watch?v=Z1o_CCHhBTQ[/media] Voxel Cone Tracing lighting plugin for Unity. VCT is pretty much the cutting-edge for approximating global illumination in real-time. UE4 had this technique in their demo last year, but they ditched it in favour of Lightmass because the next-gen consoles won't be able to handle it.
Unity is having a [URL="http://unity3d.com/contest/windows"]contest for Win8 games[/URL]. Should I enter my lander game or would I not really stand a chance at winning? [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-04_18-35-54.jpg[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-13_12-17-27.png[/t] [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-13_12-11-55.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-07/2013-07-13_12-12-52.png[/t] [editline]s[/editline] [QUOTE][B]7. Winner Determination[/B] After the conclusion of the Contest Period, a panel of qualified judges including representatives of Sponsor and Unity as determined by Sponsor in its sole discretion will select the potential First, Second and Third Prize winners from among all eligible Submissions received, based on an application of the following criteria ("Judging Criteria"): [QUOTE]Creativity/Originality (40%):How creative and original is your idea? How does your Game or Content make creative usage of the Windows and Unity platform to create a fun experience? Quality of Submission (30%): How polished and visually appealing is your Game or Content? Is the Game or Content stable and does it follow best practices for app development? Technical Excellence (15%): Did you create something that pushes the boundaries of the technology? Is your Game or Content so fast and fluid that others will appreciate your craftsmanship skills? Relevant Adoption of Windows Platform features (live tiles, push notifications, contracts (for Windows Store Submissions) and hub integration (for Windows Phone Submissions) (15%): How useful are the features you are leveraging?[/QUOTE] In the event of a tie at any prize level, the entrant whose Submission received the higher score in the Creativity/Originality, as determined by the judges in their sole discretion, will be deemed the potential applicable winner. In addition, the panel of judges will award the following honorable mention prizes, based on the judging criteria set forth above, with a special focus on certain criteria, as described below: [QUOTE]Best Port of Existing Game: For Game Submissions only, honorable mentions will be selected for Best Port of an Existing Game to the Windows Store or Windows Phone Store based on their score in the Quality of the Submission category. Best New Game Content: For Game Submissions only, honorable mentions will be selected for Best New Game Content based on their score in the Creativity/Originality category. Best Gameplay: For Game Submissions only, honorable mentions will be selected for Best Gameplay, meaning the Games that have the most engaging game interaction. Judges will be considering Quality of Submission, Technical Excellence, and Creativity/Originality of Game Submission. Best Use of Live Tiles: For Game or Content Submissions, honorable mentions will be selected for Best Use of Live Tiles functionality. Best Use of Native Features (contracts, hubs, live tiles, sensors, and PlayTo): For Game or Content Submissions, honorable mentions will be selected that have the most relevant and innovative uses of the Windows Platform features.[/QUOTE][/QUOTE]
Its like a lottery, without buying one you won't even have a chance to win. Even if you didn't win, you'll learn invaluable stuff. People'll start to critique your design choices (which will make you think), they'll start giving suggestions (some will be toxic, while others can improve your game, e.g. controls, UI feedback) and you learn more about Unity in general (how to achieve stuff). From the competition page it looks like they want a casual game for Win8/Win8Phone store. One of the best features a casual game can have is progression tracking/reward. Players like to do menial stuff and be rewarded (usually unlocked using currency), and they also love to have a menu that shows their total progression/unlocks. However balancing this (e.g. not taking too short/long to unlock next upgrade) is a nightmare. Your game looks fun, although I do hope the player has more stuff to do aside from planet hopping. Space games is always interesting (but I think in few years its going to be the new zombie genre)
Does unity have the ability to change the workspace layout depending on wether you are playing the game?
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