[QUOTE=Oxu365;43424396]Whipped up this:
[code]var football : Rigidbody; //Football prefab
var strictDelta : float = 0.008;
var fixedDelta : float = 0.02;
function OnTriggerEnter(football)
{
Time.fixedDeltaTime = strictDelta;
Debug.Log ("Time.fixedDeltaTime = 0.008");
}
function OnTriggerExit(football)
{
Time.fixedDeltaTime = fixedDelta;
Debug.Log ("Time.fixedDeltaTime = 0.02");
}[/code]
Seems to make it a little better, but still the occasional ball will go through.
[editline]5th January 2014[/editline]
Hmm, the problem actually seems to be in the cloth itself. The balls seem to slip through the gaps between vertices. If there was a way to increase the "resolution" of the cloth it could fix the problem.[/QUOTE]
Would be better if you modeled it yourself.
And try messing around with the thickness and the collision response parameters.
Don't forget about the next Programming Comp, thread is below.
[url]http://facepunch.com/showthread.php?t=1341405[/url]
This is what I'm currently working on using Unity for it, just getting the basics mechanics in still. Hover the beam over people to heal them, if they don't get healed they die. You will lose as this because I just have massive spawns coming.
[unity]https://dl.dropboxusercontent.com/u/10044881/FPComp11/Huacati%20FPComp%2011%20Test%201/Huacati%20FPComp%2011%20Test%201.unity3d[/unity]
First thing I made in unity:
[video=youtube;EXtp9dZB4CM]http://www.youtube.com/watch?v=EXtp9dZB4CM[/video]
[QUOTE=devinpro;43446680]First thing I made in unity:
[video=youtube;EXtp9dZB4CM]http://www.youtube.com/watch?v=EXtp9dZB4CM[/video][/QUOTE]
That is so spooky for some reason.
*shivers*
[QUOTE=Huacati;43433894]
This is what I'm currently working on using Unity for it, just getting the basics mechanics in still. Hover the beam over people to heal them, if they don't get healed they die. You will lose as this because I just have massive spawns coming.
[/QUOTE]
That's actually really cool and original gameplay, nice work.
I hate the asset store plugin so much. I keep submitting my starter kit but every time it bugs out in some way and I have to wait for it to get approved/rejected all over again. It would be great if they ignored the stupid bugged out uploader, gave feedback on what did upload. As it stands they reject for the first thing they notice then stop looking at it. This means instead of submitting something 3 times you might need to submit it 30 times. Taking up vastly more of your time as well as theirs.
Is it possible to make a navmesh agent move at a constant speed and never slow down even if it needs to turn around?
Prototype is 50% off ($7.50) until tomorrow. Prototype is Probuilder 2.0 stripped to the core. It doesn't have the texturing capability, but enough features to create a greybox map (like orange maps in hammer). Comparison chart [url=http://www.protoolsforunity3d.com/probuilder-vs-prototype-comparison-chart/]here[/url].Currently you can't port stuff you made in Prototype to Probuilder 2.0, the devs said its under development.
[QUOTE=Huacati;43433894]Don't forget about the next Programming Comp, thread is below.
[url]http://facepunch.com/showthread.php?t=1341405[/url]
This is what I'm currently working on using Unity for it, just getting the basics mechanics in still. Hover the beam over people to heal them, if they don't get healed they die. You will lose as this because I just have massive spawns coming.
[/QUOTE]
I seen die too much people ;-;
Decided to use Unity's newish 2D stuff to make a game, which is coming along.
Not much gameplay wise, but here's a couple of images of my next thing where I'm figuring out how everything looks.
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/devHomeSmaller.png[/img_thumb]
[img_thumb]https://dl.dropboxusercontent.com/u/107588088/DevIsland.png[/img_thumb]
It's going to be a sort of story based dungeon crawler with a hub world. At least, that's what I've got right now.
Using some tiles from previous projects because waste not want not etc.
Torpedoes: unguided, fast, have their own independent targeting system
[vid]https://dl.dropboxusercontent.com/u/13781308/Videos/torpedo.mp4[/vid]
[QUOTE=Saccn;43496386]Progress![/QUOTE]
Oh you sexy thing!
I am currently working on a procedural world generation. But, currently I can't get around this problem, my noise function seems to be continuous on the x axis (as in each mesh is perfectly fitting the next one on the x axis).
On the other hand, changing the y coordinate doesn't affect the result.
Look at the example below:
(0,0) -> (64,0) -> (128,0) -> ....
is exactly the same as:
(0,64) -> (64,64) -> (128,64) -> ....
Does anybody have a clue about what is happening there ?
[IMG]http://imgur.com/U88BdAt.png[/IMG]
This the code I'm using to generate my heightmap texture.
[CODE] double noise(int oct, double randomseed , double x, double y) {
//properties of one octave (changing each loop)
double t = 0.0f;
double amp = amplitude;
double freq = frequency;
double pers = persistence;
for(int i = 0; i < oct; i++)
{
t += SimplexNoise.noise(x * freq + randomseed, y * freq + randomseed) * amp;
//t += Mathf.PerlinNoise(x * freq + randomseed, y * freq + randomseed) * amp;
amp *= pers;
freq *= 2;
}
return t;
}[/CODE]
Both the default Perlin noise from unity, and my own Simplex noise do this.
You should probably include the lines of code you are calling noise(...) from
[QUOTE=secundus;43508919][url=https://www.assetstore.unity3d.com/#/content/14147]This[/url] looks awesome.[/QUOTE]
Made by a fellow FPer, I summon Acegikmo!
Oh, hi, yes :)
It was quite a long time ago I was hanging around here! I've been working on Shader Forge for the last 5 months (And sort of need to take a shower and shave)
I've put up a website with lots of neat images and a node documentation etc.! -> [url]http://acegikmo.com/shaderforge/[/url]
Also, .gifs:
[img]http://www.acegikmo.com/shaderforge/images/Misc/Animated/shaderforge_tessellation.gif[/img][img]http://www.acegikmo.com/shaderforge/images/Misc/Animated/shaderforge_vertexanim.gif[/img]
[img]http://www.acegikmo.com/shaderforge/images/Misc/Animated/shaderforge_multiinput.gif[/img][img]http://www.acegikmo.com/shaderforge/images/Misc/Animated/shaderforge_uvrespect.gif[/img]
Holy shit.
You made something that Unity truly needs.
Maybe I'll buy it when I get my next paycheck, even though I'm not an artist.
Bought/10
[QUOTE=secundus;43509261]Holy shit.
You made something that Unity truly needs.
Maybe I'll buy it when I get my next paycheck, even though I'm not an artist.[/QUOTE]
Thanks secundus!
I thought Unity was missing this too when I switched from UDK to Unity. I was waiting for an editor like this to come for months, but it never happened, so I made one
[QUOTE=a203xi;43508499]You should probably include the lines of code you are calling noise(...) from[/QUOTE]
Thanks man, I realised what was wrong, when I looked at those lines.
Old code:
[CODE] for (int y=0;y<size+1;y++)
{
for (int x=0;x<size+1;x++)
{
float val = (float)(noise(octaves, randomseed,x+ position.x, y + position.y)); // Here was the problem, using position.y which is the height in the 3D world
val = (val + 1.0f)/2.0f;
val = Mathf.Max (0.1f, val);
float h = val;
Vector3 vertex = new Vector3(x, h, y);
vertices[y*(size+1) + x] = Vector3.Scale(sizeScale, vertex);
uv[y*(size+1) + x] = Vector2.Scale(new Vector2 (x, y), uvScale);
}
}[/CODE]
New code:
[CODE] for (int y=0;y<size+1;y++)
{
for (int x=0;x<size+1;x++)
{
float val = (float)(noise(octaves, randomseed,x+ position.x, y + position.z)); // Now using position.z;.
val = (val + 1.0f)/2.0f;
val = Mathf.Max (0.1f, val);
float h = val;
Vector3 vertex = new Vector3(x, h, y);
vertices[y*(size+1) + x] = Vector3.Scale(sizeScale, vertex);
uv[y*(size+1) + x] = Vector2.Scale(new Vector2 (x, y), uvScale);
}
}[/CODE]
Result:
[IMG]http://imgur.com/83Cg1S3.png[/IMG]
Anyone knows any good website where to learn how to use Unity, mostly for scripting.
[QUOTE=BoowmanTech;43514039]Anyone knows any good website where to learn how to use Unity, mostly for scripting.[/QUOTE]
I found the official tutorials to be more than sufficient for my needs. I imagine they will do nicely for you, but I did have a lot of prior programming experience when I was learning Unity so that helped me along a lot.
[QUOTE=BoowmanTech;43514039]Anyone knows any good website where to learn how to use Unity, mostly for scripting.[/QUOTE]
Assuming you mean learning scripting in general and not just syntax/Unity functions:
[url]http://www.unity3dstudent.com/[/url]
That and several tutorial channels on Youtube. Word of advice, the documentation and scripting reference >>>> any tutorial or answer. I don't know why, but even as a novice I found that solutions I came up with myself were a lot better than 99% of the answers or tutorials I found (most probably due to being tailored to my exact issue).
Also anyone knows a decent way to "tag" objects? For example say I just want something to return all the magazine type of items in my inventory (which is a list), what would I have it search? Tagging them would work but you are only allowed 1 tag, having it search in all attached scripts for a var specifying the tag seems awfully inefficient.
Unity's built-in tag only supports per GameObject tagging, so you can't really use tag unless you make the items in your inventory as separate GameObjects. However with this approach, you're wasting resources (e.g. GameObjects have Transform component, you're not using it).
Make your own tag var in your base Item class and search for them? Its only inefficient if you're going to call them every update. Heck, SendMessage() is inefficient compared to calling the function directly, but then again Update() itself is a Message.
Is your inventory going to be a full-fledged RPG/STALKER inventory or ammo container?
Is the free version of Unity any good? I just realized that buying the pro one is $1,500.
Like, is it even worth downloading the free version?
[QUOTE=Exigent;43517588]Is the free version of Unity any good? I just realized that buying the pro one is $1,500.
Like, is it even worth downloading the free version?[/QUOTE]
Definitely, you just miss a lot of the image processing and real-time features like shadowing.
I'm personally waiting for the next major release to purchase Pro.
Most pro features are extras that helps you optimize your game or features that can make your game look pretty. It does not mean that Unity Free is not capable on making shit look pretty, its whether you put effort on it or not.
You could also do a quick google on it and [url=http://unity3d.com/unity/licenses]this[/url] comes up.
Unity Free has all core features and juice that you need to make a game. Pro is useful if you want to add more juice and make it look professional.
[QUOTE=secundus;43517078]Unity's built-in tag only supports per GameObject tagging, so you can't really use tag unless you make the items in your inventory as separate GameObjects. However with this approach, you're wasting resources (e.g. GameObjects have Transform component, you're not using it).
Make your own tag var in your base Item class and search for them? Its only inefficient if you're going to call them every update. Heck, SendMessage() is inefficient compared to calling the function directly, but then again Update() itself is a Message.
Is your inventory going to be a full-fledged RPG/STALKER inventory or ammo container?[/QUOTE]
Yeah ideally it would be a full-fledged inventory. Also I am currently storing items in the inventory as GameObjects, but that was mostly a temporary thing, so now I'm thinking of how to do it. I assume a Item class with the needed variables is the way to go.
How would I store what the item should become once I drop it and/or re-introduce it to the gameworld/scene though? If I store the GameObject in a variable, it feels like I might as well store the whole thing as a GameObject then.
Anyone know why my skybox texture is being stretched in game but not in editor?
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-13_12-36-24.jpg[/t]
[editline]e[/editline]
with a grid skybox to better show stretching
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-01/2014-01-13_12-40-37.png[/t]
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