• Unity3D - Discussion
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[QUOTE=Brandy92;42740168]That's pretty neat, webplayer?[/QUOTE] As requested, didn't really add much to it but gave it a finish (which bugs out towards the end and has a long sequence of nothing), no way to restart atm other than refresh. I plan to add obstacles, more stages etc so this is just for basic testing. [unity]https://dl.dropboxusercontent.com/u/10044881/Ludicrous%20Speed/Prototype/LSPrototype1.unity3d[/unity] Controls Left - A / Left Arrow Right - D / Right Arrow Everything Else - Instant win button Green Gates - Low Points / Low Speed Increase Blue Gates - Medium Points / Medium Speed Increase Red Gates - High Points / High Speed Increase
Lots of cool games suddenly. I'm having trouble with my system for preventing sliding when landed on a planet ([url=http://www.youtube.com/watch?v=aCanoi9yKn8]video[/url]). What's happening is when I lift off of the leading side of the planet, the lander teleports up and down a few times before lifting off. When I lift off the trailing side, the lander jumps away from the planet. Here is my code: [code]// Update planet positions prevPlanetPos = curPlanetPos; curPlanetPos = activePlanet.position; // Get Planet Move Distance Vector3 planetMotion = curPlanetPos - prevPlanetPos; if ( isOnPlanet == true ) { // Move player position transform.position += planetMotion; // Rotate Player transform.RotateAround(activePlanet.position, Vector3.forward, planetOrbitSpeed * Time.fixedDeltaTime); transform.RotateAround(activePlanet.position, Vector3.forward, planetSpinSpeed * Time.fixedDeltaTime); }[/code] This bit of code is called every fixed update that the lander is touching a planet. The problem is that the lander velocity is slower than the planets velocity but if I modify the velocity directly it either doesn't work or it makes the lander suddenly snap out of the planet synchronization. Any ideas how to fix this?
[QUOTE=Pelf;42742876]Lots of cool games suddenly. I'm having trouble with my system for preventing sliding when landed on a planet ([url=http://www.youtube.com/watch?v=aCanoi9yKn8]video[/url]). What's happening is when I lift off of the leading side of the planet, the lander teleports up and down a few times before lifting off. When I lift off the trailing side, the lander jumps away from the planet.[/QUOTE] Did you have a video of when it's taking off? Also, have you tried having it so when the lander connects and is on the planet it creates a fixed joint via code at the base of the lander? Would require the planet to be rigidbody though, but then you can force it to break for takeoff and the rotation should handle itself via unity's physics.
[QUOTE=Huacati;42742979]Did you have a video of when it's taking off? Also, have you tried having it so when the lander connects and is on the planet it creates a fixed joint via code at the base of the lander? Would require the planet to be rigidbody though, but then you can force it to break for takeoff and the rotation should handle itself via unity's physics.[/QUOTE] [video=youtube;lKOvLA37kU0]http://www.youtube.com/watch?v=lKOvLA37kU0[/video] [editline]3rd November 2013[/editline] I don't think a joint would work because the the player needs to be able to roll from side to side and bounce on the planet and such. I tried using a physics material with max friction but that didn't seem to work at all. [editline]3rd November 2013[/editline] I figured that the lander velocity was always a bit slower than the planet velocity so I debugged it and sure enough: [IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-11/2013-11-03_10-44-16.gif[/IMG] So adding that difference in velocity in OnCollisionExit() seemed to work mostly; there's just a slight skip when taking off.
I know this probably has been asked in the past, but with Unity 4 out, what would be the best Programming language for the engine and are there any good tutorials out there for extreme beginners? I've been trying to get into it, but recently got a new job that takes up a lot of my time and I lost interest for a while.
very artistic
So yet again I recorded a new WIP for my project. I've added ice mining, converting ice to oxygen, the need of oxygen, ingame ambient track and a less boring style for the menus. [video=youtube;Y5tDUmeAFE0]http://www.youtube.com/watch?v=Y5tDUmeAFE0[/video]
[QUOTE=Fixed;42746295]So yet again I recorded a new WIP for my project. I've added ice mining, converting ice to oxygen, the need of oxygen, ingame ambient track and a less boring style for the menus. [video=youtube;Y5tDUmeAFE0]http://www.youtube.com/watch?v=Y5tDUmeAFE0[/video][/QUOTE] That's looking really cool. The progress some people make in one day makes me feel really slow.
[QUOTE=Pelf;42746640]That's looking really cool. The progress some people make in one day makes me feel really slow.[/QUOTE] Thanks! It'd be much easier to keep the same tempo if it was weekend every day :v: Though I wouldn't say I was very speedy developing today.
[QUOTE=The-Spy;42744341]I know this probably has been asked in the past, but with Unity 4 out, what would be the best Programming language for the engine and are there any good tutorials out there for extreme beginners? I've been trying to get into it, but recently got a new job that takes up a lot of my time and I lost interest for a while.[/QUOTE] For me, JavaScript is easier for small quick projects or tests but C# is my preferred language. It doesn't matter so much which language you use as long as you are comfortable with it. [URL="http://unity3d.com/learn/tutorials/modules/beginner/scripting"]Unity's Beginner Scripting tutorial[/URL] is great in my opinion, and it shows you how to do everything in both JavaScript and C#. One thing that drove me absolutely [I]insane[/I] when I was trying to learn Unity was that so many tutorials didn't tell me how scripts worked or how to make them, they would just give me pre-made scripts to use, which made me learn pretty much nothing.
[QUOTE=Zero Vector;42747164]One thing that drove me absolutely [I]insane[/I] when I was trying to learn Unity was that so many tutorials didn't tell me [b]how scripts worked[/b] or how to make them, they would just give me pre-made scripts to use, which made me learn pretty much nothing.[/QUOTE] That is what you have the Unity documentation for, you can see how every function works in Unity. Of course if you don't understand how it's handled with the scripting language you'll have to find documentation on that.
Bought UniSky because it looked awesome. Been working on implementing weather [unity]http://home.skipcast.net:8080/bin_web.unity3d[/unity] Currently works like this: [IMG]http://i.imgur.com/4SU1UeS.png[/IMG]
That's looking really quite great.
We had unisky in Rust but Pat re-wrote it for some reason.
Thought I'd upload this prototype every now and then as I go along, just trying out a different visual style while working on gameplay elements so it doesn't have to be massively changed later. Still only placeholder graphics though. [unity]https://dl.dropboxusercontent.com/u/10044881/Ludicrous%20Speed/Prototype/LSPrototype2.unity3d[/unity]
[QUOTE=Huacati;42754912]Thought I'd upload this prototype every now and then as I go along, just trying out a different visual style while working on gameplay elements so it doesn't have to be massively changed later. Still only placeholder graphics though. [/QUOTE] This is pretty neat, have you considered trying to sync generating the gates with music like Audiosurf? I think it would be great if you could manage something like that.
that game reminds me of hotline Miami for some reason
I read somewhere that when programming stuff for unity, you should keep GUI code separate from functionality code. For example, my lander controller; I have LanderController.cs which handles input, syncing to moving planets, collisions, and so on. And then I have LanderGUI.cs which is only the GUI code for the HUD. Does it matter that I keep those separate? If my LanderGUI.cs needs to access a couple variables from my LanderController.cs would it be better to use references or just combine the two into one script?
Just do whatever works. There aren't any rules. Unless someone explains WHY and it makes sense you can pretty much ignore their advice.
Toying around with foliage and shit. Shit's pretty dope. [img]http://u.rtag.me/Zd1sr3tR.jpg[/img] [img]http://u.rtag.me/cG120jHY.jpg[/img] [img]http://u.rtag.me/JCHVehyx.jpg[/img] [img]http://u.rtag.me/time.gif[/img] [unity]http://home.skipcast.net:8080/bin_web.unity3d[/unity]
[img]http://upload.clusterbrain.net/2013-11-04_2352.png[/img] Got bitten by the Unity bug. Started yesterday with procedural planet generation. This is made of 6 planes projected onto a sphere. All done by my own script. Deformation by Perlin noise. Obviously a long way to go. Gonna do texture generation next. Really having a hard time understanding graphical mathemathics, but hey, at least I got started. :)
What are your guys opinions on this: [code][SerializeField] bool someBool;[/code] vs this: [code]public bool someBool;[/code] for getting variables to show in the inspector?
[QUOTE=Pelf;42759023]What are your guys opinions on this: [code][SerializeField] bool someBool;[/code] vs this: [code]public bool someBool;[/code] for getting variables to show in the inspector?[/QUOTE] I just use: [code]public bool someBool;[/code]
[QUOTE=Zazibar;42755399]This is pretty neat, have you considered trying to sync generating the gates with music like Audiosurf? I think it would be great if you could manage something like that.[/QUOTE] I've tried with music serialization before, but havent had much success in pre-generating information to create a level. I have VisualizerStudio for Unity which I'm using on another prototype but that generates everything on the fly. The problem I have with generating on the fly is I've tried that already and it fails. Because I want movement to be fast, I've tried having stuff instantiate ahead of time, but instantiate works out to be quite slow and eventually you get ahead of the stuff that's generating. If could work out how to create the level from audio data I'd consider it. Other problem is that if you wanted to read from file, PC will only read and convert .OGG (and maybe .wav can't remember), so to do .mp3 would require a custom plugin. [QUOTE=Pelf;42759023]What are your guys opinions on this: [code][SerializeField] bool someBool;[/code] vs this: [code]public bool someBool;[/code][/QUOTE] [SerializeField] allows you to see & edit private variables in the inspector, useful if you don't want to enter into debug mode to see the field being modified at run time.
I didn't know about the [SerializeField] stuff. I'll probably start using that a lot. I only like variables having the access they need.
Bought Daikon Forge GUI. Then the Asset Store logged me out and won't let me log back in to download it :(
Not much done today other than some backend stuff, getting the 2nd level in (which isn't tuned yet) and adding Seed support. Didn't realise how easy it was to implement Seed in Unity. [unity]https://dl.dropboxusercontent.com/u/10044881/Ludicrous%20Speed/Prototype/LSPrototye3.unity3d[/unity] Supports numbers or letters, for added fun try 'facepunch'.
[QUOTE=Clavus;42763583]Bought Daikon Forge GUI. Then the Asset Store logged me out and won't let me log back in to download it :([/QUOTE] it's really worth it once you get the hang of it, have fun.
[QUOTE=Huacati;42764165]Not much done today other than some backend stuff, getting the 2nd level in (which isn't tuned yet) and adding Seed support. Didn't realise how easy it was to implement Seed in Unity. Supports numbers or letters, for added fun try 'facepunch'.[/QUOTE] This is fun! But what is this? [img]http://i.imgur.com/I2PrpBA.png[/img] Nothing happens when I hit it.
[QUOTE=Zero Vector;42770030]This is fun! But what is this? [img]http://i.imgur.com/I2PrpBA.png[/img] Nothing happens when I hit it.[/QUOTE] I also noticed that.
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