• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=thefreemann;42921151]Are there any restrictions on the 2D side of Unity Free? I know that for 3D games there is no rea ltime shadows[/QUOTE] Unity Free now supports real time Directional Shadows, just not Point or Spot, that was from the last major release. Not sure if the comparison page has been updated yet for 2D [url]http://unity3d.com/unity/licenses[/url]
I think the only difference is that the free version does not allow the use of automatic texture atlassing.
what's some good tools/info for networking a game with unity, because I just wanted to jump off a bridge with a pair of concrete boots on after I played with Photon cloud
[QUOTE=Johnny Guitar;42922247]what's some good tools/info for networking a game with unity, because I just wanted to jump off a bridge with a pair of concrete boots on after I played with Photon cloud[/QUOTE] This video was really helpful for me. [url]http://vimeo.com/33996023[/url] Anyway what I was going to ask was, what's the generally preferred way to do an RPG style inventory?
java ewwwwwwwwwwww also, I was looking more into Photon Cloud tutorials but honestly the whole cloud shit seems stupid
I just converted it to C# lol.
[QUOTE=Brandy92;42923186]I just converted it to C# lol.[/QUOTE] yeah, it honestly won't be a big deal to do that, the tutorial is straightforward enough.
[url]http://unity3d.com/unity/whats-new/unity-4.3[/url] [QUOTE] [B]Sprite Packing (Atlasing), PRO only feature[/B] -Atlas is defined by changing the PackingTag property in texture importer. -Packing is based on the generated mesh. -Packing will respect texture import settings and will only pack textures together if format, usage mode, color mode, compression quality, filter mode and mip-map settings match. -Window/Sprite Packer menu option opens a new window for inspecting the automatically generated sprite atlases. -Decision of which sprites to place into which atlases can be fully customized by implementing a custom sprite packer policy (UnityEditor.Sprites.IPackerPolicy). -Packing is completely transparent to the user, works in Play mode and is compatible with asset bundles. [/QUOTE]
Been working on my games HUD: [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-11/2013-11-20_21-09-57.png[/t] [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-11/2013-11-20_21-12-25.png[/t] Also, I was thinking I would call it Planetaria. Rate Agree ([img]http://www.facepunch.com/fp/ratings/tick.png[/img]) if you like it. Rate Disagree ([img]http://www.facepunch.com/fp/ratings/cross.png[/img]) if you don't like it. [t]https://dl.dropboxusercontent.com/u/13781308/Boxart%20Mockup.png[/t] [editline]20th November 2013[/editline] New protoplanet: [img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-11/2013-11-20_21-48-31.gif[/img]
Planetaria really doesn't fit the game in my opinion. The font could also be a lot better on the "box art".
I was looking into using Unity3D but I have no idea how to use it, nor code in C#. There are tutorials on this website that you can purchase tutorials (a 45 hour one is $55) but I'm not sure if that is worth it. I've never used it before. Does it seem like a decent thing to work off of and create games? And then if it does, is purchasing the $1500 pro version worth it?
[QUOTE=Nookyava;42936523]I was looking into using Unity3D but I have no idea how to use it, nor code in C#. There are tutorials on this website that you can purchase tutorials (a 45 hour one is $55) but I'm not sure if that is worth it. I've never used it before. Does it seem like a decent thing to work off of and create games? And then if it does, is purchasing the $1500 pro version worth it?[/QUOTE] Get the free version and use the huge collection of free tutorials on the internet to learn. You don't have to pay a penny to have fun and make good stuff with Unity.
[QUOTE=Chris220;42936573]Get the free version and use the huge collection of free tutorials on the internet to learn. You don't have to pay a penny to have fun and make good stuff with Unity.[/QUOTE] to be honest if you want something good looking you would need Unity Pro, however that comes later and if you are serious about game development
[QUOTE=Chris220;42936573]Get the free version and use the huge collection of free tutorials on the internet to learn. You don't have to pay a penny to have fun and make good stuff with Unity.[/QUOTE] Alright, I was just looking around and it popped up. The tutorials are from professional people but if you think that it's better to work off of free tutorials then I'll work on that. I'm just worried that I'll get lost and overwhelmed.
[QUOTE=Nookyava;42936634]Alright, I was just looking around and it popped up. The tutorials are from professional people but if you think that it's better to work off of free tutorials then I'll work on that. I'm just worried that I'll get lost and overwhelmed.[/QUOTE] You'll do just fine, don't worry about it. If you have problems, this thread is full of friendly and helpful people who will help you get your problem solved in no time.
[QUOTE=Chris220;42936673]You'll do just fine, don't worry about it. If you have problems, this thread is full of friendly and helpful people who will help you get your problem solved in no time.[/QUOTE] I will do so, thank you!
[QUOTE=Johnny Guitar;42936610]to be honest if you want something good looking you would need Unity Pro, however that comes later and if you are serious about game development[/QUOTE] I wouldn't say need, it really depends on your art style and all that. It does indeed help to have shaders and more dynamic lights though, for sure.
[QUOTE=Chris220;42936698]I wouldn't say need, it really depends on your art style and all that. It does indeed help to have shaders and more dynamic lights though, for sure.[/QUOTE] deferred rendering is a massive plus on top of soft shadows, shadows look like garbage in unity unless they are: Prebaked Dynamic using Pro I wasn't referring to most projects which would be 2d whatever or a simple 3d game, I was referring to the fact if you were to make a more complicated game you will need pro. Most importantly you can still learn and still have fun without pro.
[unity]https://dl.dropboxusercontent.com/s/psajk859be21jz5/2DTest.unity3d?dl=1&token_hash=AAH42H4z_CWBIXToD6fO6N4d3nt3aDY9FXV6Vy7zcpagrQ[/unity] Woo, normal mapping using the inbuilt sprite shader! The sudden snapping of some of the sprites is due to the web player rendering with lower settings then I was testing with, normally it doesn't snap like that and has smooth lighting between all of the sprites.
neato
Has anyone else does any experimenting or anything with extremely large (over 20km x 20km) worlds? I'm messing around with simple bots and player movement at -19,000m but I'm not really noticing any precision issues. [editline]23rd November 2013[/editline] The editor camera is jittery as hell though
In Rust we did. There's a few problems. The Object Count is going to be HUGE if you try to have the full world going at once. So you're probably going to want to make a system where only objects near the player are active/exist. Along the same theme you're going to probably hit the physics object limit if you get crazy. This is apparently 65535 objects. Which sounds a lot.. but if you consider that each tree has one.. it starts looking small. I believe we noticed some shadow jittering when you went a long way out. This can be solved by fucking about with the depth min/max though iirc.
[QUOTE=garry;42957373]In Rust we did. There's a few problems. The Object Count is going to be HUGE if you try to have the full world going at once. So you're probably going to want to make a system where only objects near the player are active/exist. Along the same theme you're going to probably hit the physics object limit if you get crazy. This is apparently 65535 objects. Which sounds a lot.. but if you consider that each tree has one.. it starts looking small. I believe we noticed some shadow jittering when you went a long way out. This can be solved by fucking about with the depth min/max though iirc.[/QUOTE] I heard that the Rust world is 16x16km. Are you going to open up the whole world or keep it limited like it is now? Last I played which was 2 months ago or so, the world had a radiation border keeping players in the one corner of the island. Have you/will you need to sacrifice level detail (like the towns for example) to stay within those limits? How did you work around the 65535 limit with all the trees?
With the trees, we have a script that merges all of the tree meshes together on startup. This works, but it kind of sucks because it means we can't chop trees down because rebuilding the mesh takes a few seconds. So it's only a temporary solution. The current map was limited because we didn't have enough people on a server to justify using the whole map. We're probably going to just do a smaller island instead of trying to stretch it. At least for now.
If I were doing a large world similar to rust, I would have tiled terrains that stitch together, in addition to the distant object hiding. But then you have to have fog in order to hide the transitions, I would think. I haven't tried such things yet in Unity.
[QUOTE=garry;42958868]With the trees, we have a script that merges all of the tree meshes together on startup. This works, but it kind of sucks because it means we can't chop trees down because rebuilding the mesh takes a few seconds. So it's only a temporary solution. The current map was limited because we didn't have enough people on a server to justify using the whole map. We're probably going to just do a smaller island instead of trying to stretch it. At least for now.[/QUOTE] Couldn't you get around the couple seconds by having the tree collapse animation take a couple seconds while it rebuilds and reassigns the mesh? Assigning colliders (especially mesh colliders) is also incredibly slow. In a voxel engine thing I made, it was taking 10ms to generate the mesh and another 100ms to assign it to the chunk. I managed to get it down to only a couple ms to assign it, but only after I made it optimize the mesh in the background threads first.
The mesh rebuilding actually freezes the game for a couple of seconds IIRC. You could disguise that on the client maybe.. but you don't want the server freezing every time a tree is removed or added. [editline]24th November 2013[/editline] [QUOTE=Duskling;42960738]If I were doing a large world similar to rust, I would have tiled terrains that stitch together, in addition to the distant object hiding. But then you have to have fog in order to hide the transitions, I would think. I haven't tried such things yet in Unity.[/QUOTE] This would be the ideal.
[QUOTE=garry;42966026]The mesh rebuilding actually freezes the game for a couple of seconds IIRC. You could disguise that on the client maybe.. but you don't want the server freezing every time a tree is removed or added. [editline]24th November 2013[/editline] This would be the ideal.[/QUOTE] Ah, I forgot about it happening on the server too. I don't know enough about servers and back-end stuff, I'm gonna read up on some stuff and get my boss at work to show me around the servers and build system we've got setup.
[QUOTE=garry;42958868]With the trees, we have a script that merges all of the tree meshes together on startup. This works, but it kind of sucks because it means we can't chop trees down because rebuilding the mesh takes a few seconds. So it's only a temporary solution. The current map was limited because we didn't have enough people on a server to justify using the whole map. We're probably going to just do a smaller island instead of trying to stretch it. At least for now.[/QUOTE] Why don't you divide the mesh in to chunks that take ~1ms to rebuild(and thread/Coroutine the mesh rebuilding operation, if that's possible) You'll end up with slightly more draw calls, but it 'll become a lot more flexible.
[QUOTE=garry;42966026][QUOTE=Duskling;42960738]If I were doing a large world similar to rust, I would have tiled terrains that stitch together, in addition to the distant object hiding. But then you have to have fog in order to hide the transitions, I would think. I haven't tried such things yet in Unity.[/QUOTE] This would be the ideal.[/QUOTE] Just came across this: [URL]http://docs.unity3d.com/Documentation/ScriptReference/Terrain.SetNeighbors.html[/URL] Have you tried using this at all? Does Rust already use this? [editline]24th November 2013[/editline] Missile Radars now display a detection range and beam the player with a targeting laser if the player is within line-of-sight: [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-11/2013-11-24_11-11-07.png[/t] [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-11/2013-11-24_11-11-29.png[/t]
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