• Unity3D - Discussion
    5,004 replies, posted
so would you use something like [url=http://docs.unity3d.com/Documentation/ScriptReference/Physics.CapsuleCast.html]Physics.CapsuleCast[/url] to sweep ahead of the player? And how well does it interact with physics objects like a crate for example?
[QUOTE=garry;43007741]No the lines are just debug output that I left in showing step ups, step downs, velocity. Here without: [vid]https://dl.dropboxusercontent.com/u/3590255/OBS/obs_output_%20%2805%29.mp4[/vid][/QUOTE] I assume those are physics boxes, it seems to handle them very well indeed. None of that annoying jittering.
[video=youtube;b45aNj03Ml4]http://www.youtube.com/watch?v=b45aNj03Ml4[/video]
Character controller works in 3D! [vid]https://dl.dropboxusercontent.com/u/3590255/OBS/obs_output_%20%2806%29.mp4[/vid] Nice and modular! [img]http://i.imgur.com/QcmMclx.png[/img]
Make a custom editor for it and sell it on UAS :v:
And first person works as you'd expect :0 [vid]https://dl.dropboxusercontent.com/u/3590255/OBS/obs_output_%20%2808%29.mp4[/vid]
[QUOTE=garry;43016548]And first person works as you'd expect :0 *vids*[/QUOTE] You probably want to interpolate the height of the camera over a few frames when you step down/up. So it looks a bit less clunky.
Unity is pretty fun. Me and my friends are trying to learn it. [media]http://www.youtube.com/watch?v=xl_JtCOaYI8[/media]
Boosting. If you run the engine too long it will overheat and you wont be able to thrust for 2 seconds while it cools down. Boosting makes it overheat faster. [video=youtube;foWgl4JyCdI]http://www.youtube.com/watch?v=foWgl4JyCdI[/video] The overheat amount is at the left on the bottom. I'm going to add some sort of visual feedback as well.
[QUOTE=Kidd;43017800]Unity is pretty fun. Me and my friends are trying to learn it. [media]http://www.youtube.com/watch?v=xl_JtCOaYI8[/media][/QUOTE] Dragon Ball Z: On Ice
I am recreating the first game I ever made in Unity, I've spent about an hour on it now. Super simple, but it's a fun 2-3 hour project. I'll finish it tomorrow. Arrow keys. [unity]https://dl.dropboxusercontent.com/u/41313766/Remake/Remake.unity3d[/unity]
[QUOTE=reevezy67;43025444]I am recreating the first game I ever made in Unity, I've spent about an hour on it now. Super simple, but it's a fun 2-3 hour project. I'll finish it tomorrow. Arrow keys. [unity]https://dl.dropboxusercontent.com/u/41313766/Remake/Remake.unity3d[/unity][/QUOTE] I just noticed it started getting faster.
It would be kind of dull if it stayed the same, although I have to cap it because right now it increases forever. Edit: Updated it. [unity]https://dl.dropboxusercontent.com/u/41313766/Remake/Remake.unity3d[/unity] [editline]1st December 2013[/editline] The web player seems to mess with things a bit. The font is blurry and everything is off by a few pixels.
Crossposting: [unity]https://dl.dropboxusercontent.com/u/13781308/Unity/Lunar Lander/LunarLander.unity3d[/unity] W to thrust A and D to roll LShift to boost Backspace to restart Mousewheel or Up/Down Arrows to zoom Escape to open menu The levels are not in order of difficulty so you can skip them if they're too hard in the escape menu. Also, could you fill out this form to give feedback and help me choose a name? [URL]https://docs.google.com/forms/d/1exXf28DnjQULsKRiKgDaeUGSqucRbsEIRxJ_QdXaxPQ/viewform[/URL] I was going to wait to get some less-shit names but I can't really think of any others
Swept character controller [unity]https://dl.dropboxusercontent.com/u/3590255/Tests/Unity/1.CharacterController/001/001.unity3d[/unity] You might be able to get stuck.. but should be kind of impossible to fall out of the world. (mouse, wsad and shift)
[QUOTE=garry;43045064]Swept character controller [unity]https://dl.dropboxusercontent.com/u/3590255/Tests/Unity/1.CharacterController/001/001.unity3d[/unity] You might be able to get stuck.. but should be kind of impossible to fall out of the world. (mouse, wsad and shift)[/QUOTE] [img]https://dl.dropboxusercontent.com/u/5013896/forum/Facepunch/Programming/Zeugs/11.2013/Too%20many%20air%20jumps.png[/img] Are the unlimited jumps intentional? What happens if a kinematic or physics object hits the player? [editline]2nd December 2013[/editline] There also seems to be very little air drag when going upwards and velocity doesn't reset when hitting something so you can stick to the ceiling while gravity depletes the jump. Hitting space twice a second is enough to stay motionless.
Yeah the jump stuff is left in so you can get to places you wouldn't be able to usually. If a moving physics object runs into it - it should just freeze and become stuck. This is kind of by design right now. The reaction to physics bodies is something else that would be added in a component (as would making those bodies react to the character)
Has anyone here used Photon Unity Networking? [url]https://www.assetstore.unity3d.com/#/content/1786[/url] Or GameAnalyics? [url]https://www.assetstore.unity3d.com/#/content/6755[/url]
[QUOTE=Pelf;43079442]Has anyone here used Photon Unity Networking? [url]https://www.assetstore.unity3d.com/#/content/1786[/url] Or GameAnalyics? [url]https://www.assetstore.unity3d.com/#/content/6755[/url][/QUOTE] Photon is interesting to work with, it's pretty simple to get a simple lobby together but I just didn't like it because it had a few weird things going on with it.
Has anyone debate on whether to use Coroutine or regular loop update? I like coroutine better so that it can update when it's required, but it's hard to keep track on how many coroutine is running simultaneously.
[QUOTE=Skibur;43106350]Has anyone debate on whether to use Coroutine or regular loop update? I like coroutine better so that it can update when it's required, but it's hard to keep track on how many coroutine is running simultaneously.[/QUOTE] I honestly prefer coroutines but it's best to use whatever the situation calls for IMO.
I need some help here. I need to implement a design pattern into a Unity project. I'm not sure how I could do this. Anybody know of a good tutorial on design patterns in Unity?
What kind of pattern? If you mean code design patterns, they're just code design patterns. It's C# so it should be possible.
Any pattern I want. I just don't know really where to start with it as I don't have a game created yet or anything. Not sure what I could create to simply demonstrate a pattern
So do you mean a programming pattern?
Yeah I do sorry like Observer or something
You really don't need to worry about programming patterns if you haven't made a game yet. [editline]10th December 2013[/editline] Programming patterns are generally used to more efficiently structure your code and make it easier to write, but it does require some knowledge about patterns and game programming. I believe I remember a post of yours that you're just starting out programming, and if so, just forget about patterns altogether for now.
[QUOTE=Asgard;43137979]You really don't need to worry about programming patterns if you haven't made a game yet. [editline]10th December 2013[/editline] Programming patterns are generally used to more efficiently structure your code and make it easier to write, but it does require some knowledge about patterns and game programming. I believe I remember a post of yours that you're just starting out programming, and if so, just forget about patterns altogether for now.[/QUOTE] I'm in my 4th year of Computer Science, but programming isn't my strongest subject unfortunately. Basically for my final year project I'm creating a game in Unity, and in another module we have to apply a design pattern to our final year project. Since my final year project is in Unity I'm not sure how I could apply it because it's in a different environment to how I usually work. Just wondering if there is any good examples of applying them in Unity with a simple game or something
Object pool/s would work as a pattern. Fairly easy to implement.
Thanks for that, looked into it and it seems pretty useful! I was wondering, how would you build Canonical classes in Unity? Our project spec says we need to create 4 canonical classes, apply a pattern and link some classes using inheritance. I couldn't find much info on canonical classes in Unity though.
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