• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=NightmareX91;42672822]I managed to clip through the ground, but I can't seem to replicate.[/QUOTE] Yeah, that's when the terrain underneath you gets raised enough. I know how to fix it, just haven't gotten to it yet.
I made a game in unity for a small game jam. You can check it out, get the source, and play the webplayer version, here: [url]http://lookwhatimadeweekend.com/contest/1/submission/32/[/url]
What would be the best book for learning the ins and outs of Unity? I have some very basic coding knowledge (mostly in C and Arduino for Robotics... some introductory python stuff) and am rather horrible at texturing and 3D modeling
I'd buy Pro, but something tells me they'll release 5 as soon as I do...
[QUOTE=Brandy92;42683083]I'd buy Pro, but something tells me they'll release 5 as soon as I do...[/QUOTE] They don't even have a release date for 4.3 yet other than "this Fall" and they've said that the new GUI stuff will be in a later 4.x release. I think you've got plenty of time still.
[QUOTE=Brandy92;42683083]I'd buy Pro, but something tells me they'll release 5 as soon as I do...[/QUOTE] What would that even change?
[QUOTE=LuaChobo;42686115]If you buy pro for 4, when they change to 5, you still only have a license for 4 and not 5. You have to pay a shitload to upgrade your license.[/QUOTE] oh so you have to pay for a pro license for every major version of unity? sorry that I'm dumb I'm just unaware of how their licensing works.
[QUOTE=LuaChobo;42686404]well from 3 to 4 its 750, but its still a decent load of dosh[/QUOTE] it's probably not a hassle to people who make money with unity pro to be honest
[QUOTE=Duskling;42677154]I made a game in unity for a small game jam. You can check it out, get the source, and play the webplayer version, here: [url]http://lookwhatimadeweekend.com/contest/1/submission/32/[/url][/QUOTE] [img]http://i.imgur.com/UZxizkA.png[/img] why must we play god
[QUOTE=Zero Vector;42692311][img]http://i.imgur.com/UZxizkA.png[/img] why must we play god[/QUOTE] Hehehehe.
Added wind swinging to trees, ambient nature sounds, improved campfire lighting and made my own fire particle effect. :v: [t]http://i.imgur.com/0WvUo31.jpg[/t] [unity]http://home.skipcast.net:8080/bin_web.unity3d[/unity] (C to toggle fire) [editline].[/editline] If anyone knows how to make the outline shader go on alpha instead of vertices please do tell. I'm using the example shader from here: [URL]http://wiki.unity3d.com/index.php?title=Silhouette-Outlined_Diffuse[/URL] ("Silhouette Only" part)
Can any of you gents figure out what i'm doing wrong? I'm trying to raycast 4 different spheres which act as ingame buttons. I get a debug.log response within the actual raycast but the CompareTag methods dont respond. I have double checked the tags and they are correct. I have a feeling its something simple but i just cant find the bugger. code below thanks :-) [code] void Update () { RaycastHit hit; if (Input.GetKey(KeyCode.E)) { if (Physics.Raycast(transform.position, transform.forward, out hit, 20.0F)) { Debug.Log ("casted"); if(hit.collider.gameObject.CompareTag("but1")) { Debug.Log("First button pushed"); } else if(hit.collider.gameObject.CompareTag("but2")) { Debug.Log("Second button pushed"); } else if(hit.collider.gameObject.CompareTag("but3")) { Debug.Log("Third button pushed"); } else if(hit.collider.gameObject.CompareTag("but4")) { Debug.Log("Forth button pushed"); } } } } [/code]
Try using Debug.DrawRay to see where your raycasts are going.
Hey! Quick question about the Resources.Load method. Since I'm learning Unity in University, I decided to make a model-based floating-island-generator (if you played my Gmod maps, you know I love those things...). I'm trying to load them directly from my Blender-file (because it's about 500 seperate models and Blender refuses to batch-export them for some reason). Resources.Load always returns "null" though, which is probably a problem with the path. Since Unity doesn't want to show me the proper filetype of my mesh "Island_01" within my .blend archive, I'm not sure how to solve this. Do you guys have any experiences with that problem? [code] GameObject Island_01 = (GameObject)Instantiate(Resources.Load("Resources/Islandconstruct.blend/Island_01") as Mesh); Island_01.renderer.material.mainTexture = Resources.Load("Resources/Islandconstruct.blend/SVGmat") as Texture; [/code]
[QUOTE=promo86;42713962]Can any of you gents figure out what i'm doing wrong? I'm trying to raycast 4 different spheres which act as ingame buttons. I get a debug.log response within the actual raycast but the CompareTag methods dont respond. I have double checked the tags and they are correct. I have a feeling its something simple but i just cant find the bugger. code below thanks :-) [code] void Update () { RaycastHit hit; if (Input.GetKey(KeyCode.E)) { if (Physics.Raycast(transform.position, transform.forward, out hit, 20.0F)) { Debug.Log ("casted"); if(hit.collider.gameObject.CompareTag("but1")) { Debug.Log("First button pushed"); } else if(hit.collider.gameObject.CompareTag("but2")) { Debug.Log("Second button pushed"); } else if(hit.collider.gameObject.CompareTag("but3")) { Debug.Log("Third button pushed"); } else if(hit.collider.gameObject.CompareTag("but4")) { Debug.Log("Forth button pushed"); } } } } [/code][/QUOTE] You're raycasting from transform.position to transform.forward, shouldn't you be raycasting to camera.ScreenPointToRay(Input.mousePosition)?
I think he's trying to implement FPS Use mechanic rather than UI Button. From the code, the raycast starts from GameObject's pivot and is casting a ray pointing forward relative to the GameObject's orientation. If this is a FPS Use mechanic, the script should be on the camera. [img]https://dl.dropboxusercontent.com/u/7422512/Unity3D/castingobject.PNG[/img] Red is the raycast originating from camera and pointing to its forward (in this case, the camera is tilting upwards), while green is a raycast originating from the player (in this case, character controller) pointing to its forward. Use [url=http://docs.unity3d.com/Documentation/ScriptReference/Debug.DrawRay.html]Debug.DrawRay[/url] with Physics.Raycast to help you visualize where the ray is casting.
[url=https://www.assetstore.unity3d.com/#/content/10438]Daikon Forge GUI is 60% off ($28).[/url] Get it I guess, garry rated it 5 stars. Just bought a license. Yay.
Thanks guys, i played around with Debug.DrawRay and i did need to use camera.ScreenPointToRay. Here is my code incase anybody else has any issues : [code] void Update () { int x = Screen.width / 2; int y = Screen.height / 2; Ray ray = camera.ScreenPointToRay(new Vector3(x, y)); RaycastHit hit; Debug.DrawRay(ray.origin, ray.direction, Color.red); if(Input.GetKey(KeyCode.E)) { if(Physics.Raycast(ray,out hit,1f) == true) { Debug.Log ("BANG"); if(hit.transform.gameObject.CompareTag("Player")) { Debug.Log("And the dirt is gone!"); } } } } [/code]
[QUOTE=secundus;42721935][url=https://www.assetstore.unity3d.com/#/content/10438]Daikon Forge GUI is 60% off ($28).[/url] Get it I guess, garry rated it 5 stars. Just bought a license. Yay.[/QUOTE] god that is sexy.
I might just pick that up. Making GUIs is currently infuriating.
[QUOTE=Brandy92;42722932]I might just pick that up. Making GUIs is currently infuriating.[/QUOTE] i agree, it's like stabbing icepicks in your eyes, I really didn't think it was that bad.. then I tried it myself
Just saw this. One of the more impressive Unity projects I've seen. [video=youtube;WMkPgXzeMS0]http://www.youtube.com/watch?v=WMkPgXzeMS0[/video] How hard would it be to get a galaxy running? Planets, terrain etc? I've played a little with Unity but never anything serious.
So I've worked on this project a couple of days, its gonna be a moonbase builder/survival game in the long run. I also started modeling for it today in blender for the first time they're just placeholders atm. Here is a short description: Project Moon is a first person shooter game based on the moon. You have limited oxygen so to survive you'll have to find materials all around the moon so you can build machines (harvesting ice and converting it to oxygen etc.) and a base with defensive systems. You'll have to defend yourself against the harsh conditions and aliens that will try to kill you. [video=youtube;AAyINfLQquY]http://www.youtube.com/watch?v=AAyINfLQquY[/video]
[IMG]https://www.dropbox.com/s/3g0u1c0s13z0j87/Screenshot%202013-11-02%2021.35.15.png[/IMG] I'm using daikon forge to mess around since it was on sale and I'm trying to get it so when I hit F1, it hides this panel I made. Anyone know anything regarding this because nothing happens when I hit F1 and I can't seem to find any resources anywhere in regards to this besides asking on their forums.
Made a tiny little prototype with some spare time yesterday afternoon. Simple constant speed game where the faster you go the more points you earn. Planning to add obstacles and some other stuff soon. Ignore the shitty graphics, artistry is not my strong point :P [video=youtube;II8bko__w5M]http://www.youtube.com/watch?v=II8bko__w5M[/video]
That's pretty neat, webplayer?
[QUOTE=Brandy92;42740168]That's pretty neat, webplayer?[/QUOTE] I'll add a bit more to it today then upload something
Decided to try and make an RTS. God-awful art aside, the mechanics are mostly there. Dozer builds structures, structures build units, all done in a data driven way with XML files at the moment. Next up, add harvesters - its gonna be a Tiberian Sun clone yet :v:. I ended up making a nice little power plant textured mesh but left the command centre as a cargo container. [img_thumb]http://i.imgur.com/ahbjamz.jpg[/img_thumb]
[QUOTE=jjjohan;42741277]all done in a data driven way with XML files at the moment.[/QUOTE] Nice, is it mainly just units and buildings with xml or just about everything. [QUOTE=Johnny Guitar]I'm using daikon forge to mess around since it was on sale and I'm trying to get it so when I hit F1, it hides this panel I made. Anyone know anything regarding this because nothing happens when I hit F1 and I can't seem to find any resources anywhere in regards to this besides asking on their forums.[/QUOTE] Just brought it yesterday and still playing around with it, need to work out how most of those controls work.
[QUOTE=Huacati;42741397]Nice, is it mainly just units and buildings with xml or just about everything.[/QUOTE] Just units and buildings at the moment. I made the rather silly decision of just coding things as I go instead of planning it out properly so at this stage I'm thinking I'm going to leave it as it is, with levels being in a simple binary format. [img_thumb]http://www.renscreations.com/wp-content/uploads/2013/10/building.jpg[/img_thumb] The XML format is really simple at the moment, planning on having any unit tech upgrades done with an additional node since the game does a reverse look-up - units choose their own factories instead of factories and tech requiements instead of having a specified list of units, helps with customization.
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