• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Xylorast;42059300][url]http://answers.unity3d.com/questions/528569/guitextarea-t-fixed-width.html[/url] I've been stuck on this for quite a few hours, thought I'd post it here to see if anybody could answer this for me.[/QUOTE] I don't think it's supposed to have a constant width, \t is defined as "advance to the next tab stop" where tab stops are usually regularly spaced distances from the leading vertical edge. If you want exact, unaligned spaces use the various Unicode space characters instead.
[QUOTE=Tamschi;42061499]I don't think it's supposed to have a constant width, \t is defined as "advance to the next tab stop" where tab stops are usually regularly spaced distances from the leading vertical edge. If you want exact, unaligned spaces use the various Unicode space characters instead.[/QUOTE] Thank you I feel kind of silly for forgetting about Unicode characters. I simply noticed that some editors had a constant tab width and was looking for a way to disable tab stops to achieve this effect.
Playmaker is 60% off ($18) for 24 hours. [del]Should I buy it?[/del] Watched some of their videos, seems like I can use it to help me prototype ideas/check logic faster with visual debugging. Since its only $18 why not.
[QUOTE=secundus;42061991]Playmaker is 60% off ($18) for 24 hours. [del]Should I buy it?[/del] Watched some of their videos, seems like I can use it to help me prototype ideas/check logic faster with visual debugging. Since its only $18 why not.[/QUOTE] Playmaker is great for some visual debugging and prototyping. I would recommend it.
[QUOTE=Asgard;42051794]Yay, I'm now working on my biggest Unity project to date. :v: [URL="http://www.centration.co/"]Centration[/URL][/QUOTE] That looks and sounds freaking awesome :D
[QUOTE=thefreemann;42083018]That looks and sounds freaking awesome :D[/QUOTE] It is! :v:
Aron Granberg's A* Pathfinding [url=https://www.assetstore.unity3d.com/#/content/1876](Unity Asset Store)[/url] [url=http://arongranberg.com/astar/buy](Dev Store)[/url] is 60% off ($40) today. IMO its the best alternative pathfinding solution for Unity. Supports Grid (+Layered Grid), Point, Navmesh and uses RVO local avoidance (video example below, or [url=http://arongranberg.com/astar/webplayer?p=rvolightweight]webplayer example)[/url]. Also includes source code. [media]http://www.youtube.com/watch?v=wxzrHRIiVyk[/media] Test out the [url=http://arongranberg.com/astar/download]free version[/url] if you're curious. (No RVO or layered grid in free version)
does anyone know what the terms of the asset store free license are?
[QUOTE=secundus;42129644]Aron Granberg's A* Pathfinding [URL="https://www.assetstore.unity3d.com/#/content/1876"](Unity Asset Store)[/URL] [URL="http://arongranberg.com/astar/buy"](Dev Store)[/URL] is 60% off ($40) today. IMO its the best alternative pathfinding solution for Unity. Supports Grid (+Layered Grid), Point, Navmesh and uses RVO local avoidance (video example below, or [URL="http://arongranberg.com/astar/webplayer?p=rvolightweight"]webplayer example)[/URL]. Also includes source code. Test out the [URL="http://arongranberg.com/astar/download"]free version[/URL] if you're curious. (No RVO or layered grid in free version)[/QUOTE] I just bought it, all I can say so far is that I'm really satisfied!
[QUOTE=Pelf;42143210]does anyone know what the terms of the asset store free license are?[/QUOTE] IIRC Asset Store uses a MIT-style license by default. I think there are assets that use different type of licensing, and if it does, its description page will show a warning symbol. [url=http://answers.unity3d.com/questions/187967/buying-asset-from-asset-store.html]First answer also provides some information regarding asset licenses[/url]
I've been developing my game on my laptop for a few days now while I'm at school and I noticed that my explosion particles sometimes don't spawn where the player crashes. This is a screenshot on my laptop. The explosion particles didn't spawn where the lander crashed: [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-09/2013-09-16_18-15-32.png[/t] Edit: it also looks like the shockwave particle does play. I don't have this problem on my desktop though. I know there are some issues with unity and Intel HD graphics which my laptop is running. How could this be fixed? It may also be worth mentioning that the shockwaves of the missiles ([URL="http://www.youtube.com/watch?v=6S7Zb4RmHgY"]which you can see here[/URL]) will sometimes not play until they enter the FOV of the camera. [editline]16th September 2013[/editline] also, here is the code that spawns the explosions: [code]GameObject explosion = ( GameObject )Instantiate(explodeParticles); explosion.transform.position = transform.position;[/code] It's really simple and straightforward so I don't know what could be the issue.
I'm getting an error Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js(102,20): BCE0005: Unknown identifier: 'supportDX11'. after I install the Tropical Nature Pack, does anyone know what to do?
[QUOTE=Pelf;42218212]I've been developing my game on my laptop for a few days now while I'm at school and I noticed that my explosion particles sometimes don't spawn where the player crashes. This is a screenshot on my laptop. The explosion particles didn't spawn where the lander crashed: [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-09/2013-09-16_18-15-32.png[/t] Edit: it also looks like the shockwave particle does play. I don't have this problem on my desktop though. I know there are some issues with unity and Intel HD graphics which my laptop is running. How could this be fixed? It may also be worth mentioning that the shockwaves of the missiles ([URL="http://www.youtube.com/watch?v=6S7Zb4RmHgY"]which you can see here[/URL]) will sometimes not play until they enter the FOV of the camera. [editline]16th September 2013[/editline] also, here is the code that spawns the explosions: [code]GameObject explosion = ( GameObject )Instantiate(explodeParticles); explosion.transform.position = transform.position;[/code] It's really simple and straightforward so I don't know what could be the issue.[/QUOTE] I'm pretty sure I fixed it. What Unity does with particles is, if the particle system is simulated in world space, it will interpolate the locations of the particles between where they spawned or were last played and where they are when then play (again). I had my explosion particle systems simulated in world space so when I crashed and blew up, the particles would spawn somewhere on a line between the crash position and the spawn position. By setting the explosion particle systems to simulate in local space, they no longer interpolate so they spawn where the lander crashes.
What's a good way to use first person view models in unity? I don't like having a bunch of models in the player and just hiding/showing them when needed, because I want to have alot of items/weapons. How does source engine do it? Is the model just instantiated when the weapon is selected and deleted when it is not?
[QUOTE=Duskling;42255231]What's a good way to use first person view models in unity? I don't like having a bunch of models in the player and just hiding/showing them when needed, because I want to have alot of items/weapons. How does source engine do it? Is the model just instantiated when the weapon is selected and deleted when it is not?[/QUOTE] I don't know for sure, but I would imagine instantiating a prefab of the weapon and destroying it would be the most efficient way of doing it.
[QUOTE=LonelyTimeLord;42256666]I don't know for sure, but I would imagine instantiating a prefab of the weapon and destroying it would be the most efficient way of doing it.[/QUOTE] Keep in mind though that every time you destroy an object in Unity, it runs the garbage collector and according to [URL="http://unitygems.com/memorymanagement/"]this article[/URL] on Unity Gems, garbage collection in Unity has oddities that make it a major overhead: [QUOTE]Garbage Collection is a big subject and Unity has a number of oddities when it comes to the implementation of the collection process - if you are used to traditional C# then you will basically expect that GC should be cheap for small short lived objects, but it is not in Unity. Every time a block of memory fills up the system needs to check for the reachability of all objects allocated on the heap - this means a check for whether they can be accessed from any code that is or could be running - if they can be then the object is retained otherwise it is released. Normal .NET Garbage Collections happen in a thing called generations which seek to minimise the amount of work associated with reachability testing by trying newly created objects first and only continuing to older objects if there still isn't enough memory available. It appears that Unity always tests all objects and so Garbage Collection is a major overhead, far greater than would normally be expected in a .NET language.[/QUOTE] I don't know how much of an overhead that would cause though.
I really like that character controller. Mind sharing?
[IMG]http://i.imgur.com/pVE24j3.jpg[/IMG] A project I'm working on with a small group of developers. I was suppose to be doing 3D assets stuff, but somehow I became the lead programmer of the group. (Responsible for Technical artist/Animator/Gameplay/Userinterface/interactions/etc...) Edit; Just realize I need to answer Garry's question; 1. Why is there no built in Save Scene option? How do you handle it? Not sure yet, I still have to research on this. 2. When is the new GUI system coming out? I heard the NGUI will be implanted in the latest Unity version. (Probably Pro feature), I just kinda stick with the basic generic GUI system for now. 3. What have you made? a third person adventure action role playing -ish game? I suppose that's what you call it when you mix Legend of Zelda and Sonic the hedgehog game together. 4. C# or javascript - and why? C#, seems better than javascript, oh and my game director strictly enforce me to use C#. 5. MonoDevelop or MSVC? Regular MonoDevelop. 6. Any plugins you wouldn't be able to live without? I do however have a autosnap tool.. but it's more of a script instead of a plugin, so the answer is none. For now. (Might invest into Probuilder since it's similar to Source stuff)
[QUOTE=Pelf;42257689]I don't know how much of an overhead that would cause though.[/QUOTE] On Xbox 360 (which uses a similar system) it's enough for a short freeze when the GC runs, apparently. It's not threaded there though, no idea how Unity handles that.
Next thing I'll buy will be UFPS, I regret not purchasing it when it was on offer few weeks ago. IIRC they're adding network support for UFPS, not to mention [url=https://www.assetstore.unity3d.com/#/content/6080]this[/url] as free addon (also the fact that it uses A* Pathfinding) I've recently purchased [url=https://www.assetstore.unity3d.com/#/content/10214]this animation set[/url]. Its $15 now and the creator said that the price will increase when he reaches 100 animation milestone. You can see it in action on their website [url=http://proportionalstudios.com/?page_id=47]here[/url]. The creator is also accepting request for animations to be added (New additions when I checked was bow draw/shoot, push/pull, cowboy weapon draw, run+diving animation). For $15 its great. I realized most of my post in this thread are advertisements for asset store. Regarding the FPS view models, I think instantiating and destroying prefabs would not be the best solution, as Pelf stated about Unity's GC. IIRC referenced prefabs are always preloaded into memory when you start a scene and when you instantiate a prefab you're creating(and using) a clone of that original prefab.
Okay then, so I will instantiate the weapon. My next burning concern is how I should do the modelling. Should I have a set of hands always on the camera with all the needed animations, and when I instantiate a weapon just set the hands to be on the weapon bones? Or should every weapon model have it's own set of hands? I'm not exactly sure how first person animations work D:
For rendering you need 2 cameras, Camera A that renders everything except for FPS view model, and Camera B that renders FPS view model and nothing else. Set Camera B's Clearing Flags to 'Don't Clear' and its Depth higher than Camera A. This is to ensure that FPS view models to not clip with the world (check UFPS interactive demo) For modelling and animation, check CS/HL2/TF2 view models with SourceSDK to find out how they do it. Decompile some of them and bring it into Unity (can be done with StudioCompiler+Blender) and see how they work. Ask layla (from WAYWO) nicely on how he implement FPS view model in his own game engine.
Yeah, I know the thing with the cameras, but I will check that stuff out with source. I have decompiled the models before, from what I could see, every weapon view model just had it's own set of hands. But I'm not sure.
won mobile game of the year in norway with our unity music game.
Am I the only one who feels like the default way of doing first person controllers in unity is just weird and unclean? I'm talking about having a hierarchy as so: [IMG]http://i.imgur.com/srtSMm8.png[/IMG] I've always felt like this is just weird. Is this how it is done in commercial first person shooters? I don't know why I don't like doing it, maybe because you have to manage separate rotations for the root and the world camera ( which isn't a big deal ) Is there a better way to do this?
I really want to finish and release a game and Unity seems to be the best way to go. Because of this I am really tempted to buy Unity Pro. Mainly for the extra stuff in mecanim. I can afford the $1500 but I probably won't have a job next year and if that is the case I will probably be attending Uni. Not sure if I should just play it safe and save the $1500 for Uni, that would buy me many cups of instant noodles for the duration of my $0 income education. Not quite sure what do do, I guess I could use free but some of the stuff I want to do will take forever without Inverse Kinematics and animation curves.
I think the extra $600 is worth it in case I want to use it in the future. If it was 6 months I might consider it.
I don't see anything about a $700 upgrade anywhere. If that were the case and I wanted a full license at the 12 months it would only end up costing $1600. Which would be ideal. But as far as I can tell you have to pay the full $1500 for a full license. I think I am better off buying it outright. I'll get a prototype working first to see if it is worth it.
When you go to Uni you can get Unity for 50% at studica: [url]http://www.studica.com/unity[/url] I think its definitely worth the huge savings. If you know someone going to school you can have them verify for you. The $750 commercial version is full pro and not watermarked. They have a student version for $150 that has a watermark.
[QUOTE=Crayon;42282420]When you go to Uni you can get Unity for 50% at studica: [url]http://www.studica.com/unity[/url] I think its definitely worth the huge savings. If you know someone going to school you can have them verify for you. The $750 commercial version is full pro and not watermarked. They have a student version for $150 that has a watermark.[/QUOTE] I can verify I am attending 3rd year in uni and have my licence ;)
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