[QUOTE=Skibur;43745634]Something I've been working on for quite some time.
This built is kinda old. Most of the stuff here are just prototype to point out some core mechanics and ideas.
[/QUOTE]
I really want to see your final product. Are you using Unity Pro because the lighting and shaders looked great!
Can someone who knows how to make shaders help me out with this?
I found a shader on wiki answers or something. It achieves this effect:
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-02/2014-02-01_16-27-21.png[/t]
What I want it to do is not render the texture in the middle and just render whatever is behind it (skybox, planet, whatever else).
Here is the current shader code:
[code]Shader "Custom/Tets"
{
Properties
{
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (1,0.5,0,1)
_Outline ("Outline width", Range (0.0, 0.1)) = .05
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader
{
Tags { "RenderType"="Opaque" }
//Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
//Blend One OneMinusSrcColor
Cull Off
Lighting Off
ZWrite Off
ZTest Less
Pass
{
Name "OUTLINE"
Tags { "LightMode" = "Always" }
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct appdata members vertex,normal)
#pragma exclude_renderers d3d11 xbox360
#pragma exclude_renderers gles
#pragma exclude_renderers xbox360
#pragma vertex vert
struct appdata
{
float4 vertex;
float3 normal;
};
struct v2f
{
float4 pos : POSITION;
float4 color : COLOR;
float fog : FOGC;
};
float _Outline;
float4 _OutlineColor;
v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_MV, v.normal);
norm.x *= UNITY_MATRIX_P[0][0];
norm.y *= UNITY_MATRIX_P[1][1];
o.pos.xy += norm.xy * _Outline;
o.fog = o.pos.z;
o.color = _OutlineColor;
return o;
}
ENDCG
//Cull Front
//ZWrite On
//ColorMask RGB
//Blend SrcAlpha OneMinusSrcAlpha
//SetTexture [_MainTex] { combine primary }
}
Pass
{
Name "BASE"
Tags {"LightMode" = "Always"}
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 viewDir : TEXCOORD1;
float3 normal : TEXCOORD2;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.uv = TRANSFORM_UV(0);
o.viewDir = ObjSpaceViewDir( v.vertex );
return o;
}
uniform float4 _Color;
uniform sampler2D _MainTex;
float4 frag (v2f i) : COLOR
{
half4 texcol = tex2D( _MainTex, i.uv );
half3 ambient = texcol.rgb * (UNITY_LIGHTMODEL_AMBIENT.rgb);
return float4( ambient, texcol.a * _Color.a );
}
ENDCG
}
}
FallBack "Diffuse"
}[/code]
[editline]1st February 2014[/editline]
Woops, left some commented stuff in there and I can't edit my post.
[editline]1st February 2014[/editline]
Also, that shader is on a sphere.
I don't think it's possible to do what you want with that kind of shader unless you have stencil buffer access (in which case it's not too hard at all). Are you using unity free or pro?
free. Is there any way to do it without stencil buffers?
[QUOTE=ezraza;43752112]I really want to see your final product. Are you using Unity Pro because the lighting and shaders looked great![/QUOTE]
I'm using Unity Free version, but when I'm at work (Education version.. go figures) Unity Pro w/ Team License. (Fucking love the version control server)
Oh and yes, all of the post-processing effects are done using the Unity Pro. Other than that, effects such as the reflection sphere / nav mesh / light flickerings / etc. are all done through Unity free version.
Edit;
The new MonoScript version sucks. Some of the features that was in the old one are gone now. Is it better to use MSVB or just revert to a older version of Monoscripting?
Just used that new 2D tool and I loved it
The creator of Dialoguer is giving away the asset on his page for free before he starts selling it on the asset store. Dialoguer is a dialogue manager for Unity using a node system editor to easily see and edit the structure of your dialogues (think of Mass Effect style dialogue choices). I'm sharing this because of the obvious reason (it requires you to share it somewhere and send him an e-mail) and because it's pretty cool and I see myself using it in my projects soon.
Video and more details in the link: [URL]http://www.dialoguer.info/free.php[/URL]
For anyone interested in Daikon Forge GUI, it is 65% off atm ($26.25)
[url]https://www.assetstore.unity3d.com/#/content/10438[/url]
To avoid unity randomly crashing on scene play, I have to press pause, press play, unpause.
Monodevelop throws an error every time I open it due to C# firstpass something.
Monodevelop sometimes decides to force itself to stay in front of all windows.
Monodevelop sometimes fails to open due to a hidden monodevelop process running and it gives me no indicator that it already has one open.
Monodevelop sometimes locks solution file scrolling and you can't unselect
Monodevelop force intent resetting asdfkgk
gjfajgwuig
[QUOTE=AtomiCal;43783866]To avoid unity randomly crashing on scene play, I have to press pause, press play, unpause.
Monodevelop throws an error every time I open it due to C# firstpass something.
Monodevelop sometimes decides to force itself to stay in front of all windows.
Monodevelop sometimes fails to open due to a hidden monodevelop process running and it gives me no indicator that it already has one open.
Monodevelop sometimes locks solution file scrolling and you can't unselect
Monodevelop force intent resetting asdfkgk
gjfajgwuig[/QUOTE]
That's why i use visual studio :P (that, and because i know it better then monodevelop (this being the biggest reason actually))
Is there an easy way to collaborate with the free version of Unity?
I used Unity for the last Global Game Jam and it was an utter pain to share work among the team. Sharing code was somewhat easy, but for the assets, scene, prefabs, and such we had to rely on a whole lot of manual exporting/importing. Even when that worked, we often had problems with e.g. component properties not being set properly after import. So we still had to carefully comb through the scene after importing to make sure that everything was "hooked up" correctly.
By the end we ended up just doing everything on one computer with everyone leaning over the poor guy trying to get the final build together.
In the scene try to use as many prefabs as you can. That way you should hopefully be editing the prefabs and not the scene itself... which makes it marginally less likely that you're going to stomp all over someone elses commit.
[QUOTE=Larikang;43785120]Is there an easy way to collaborate with the free version of Unity?
I used Unity for the last Global Game Jam and it was an utter pain to share work among the team. Sharing code was somewhat easy, but for the assets, scene, prefabs, and such we had to rely on a whole lot of manual exporting/importing. Even when that worked, we often had problems with e.g. component properties not being set properly after import. So we still had to carefully comb through the scene after importing to make sure that everything was "hooked up" correctly.
By the end we ended up just doing everything on one computer with everyone leaning over the poor guy trying to get the final build together.[/QUOTE]
Use git for source control and use meta files. For small jams and if you don't want your code public, use bitbucket.
Rename/delete/move items in the editor, not in the explorer, you will lose references if you do that.
Any good C# guides to Unity 4? Except that official one.
[QUOTE=Krizzu;43786192]Any good C# guides to Unity 4? Except that official one.[/QUOTE]
[URL="http://facepunch.com/showthread.php?t=1358161"]http://facepunch.com/showthread.php?t=1358161[/URL]
So I've purchased an asset on Asset Store because of Madness sale and turns out the asset I purchased contains 3 paid assets by other author with no form of acknowledgement.
Damn it. I knew something was wrong when I feel reluctant to press checkout. I've emailed assetstore for advice, also notified them about this.
[QUOTE=secundus;43795211]So I've purchased an asset on Asset Store because of Madness sale and turns out the asset I purchased contains 3 paid assets by other author with no form of acknowledgement.
Damn it. I knew something was wrong when I feel reluctant to press checkout. I've emailed assetstore for advice, also notified them about this.[/QUOTE]
What asset was it? Not for name and shame, but for prevention :p
Anyone tried Plastic SCMfor version control in unity? (there is a free 15 user license available, just needs manual renewal every year btw)
Tried it AAAGES ago (for non-unity stuff). But i have a slight problem:
- I commit everything to the repository, double checking with the client that everything is present
- I fuck up my unity project (yay source control)
- Delete the project
And now the problem begins, the project also disappeared from the plastic scm server :|
That would not be very usefull, so chanses are that i'm doing something wrong :p Anyone has an idea what?
[QUOTE=LuaChobo;43797298]Bought Daikon on a whim since it's on sale, time to fuckin learn that shit.[/QUOTE]
that shit's fuckin' great.
Figured I'd toss this in here.
[QUOTE=sarge997;43811656]So I've been working on this for a couple days.
[video=youtube;ibDp0CuGdAs]http://www.youtube.com/watch?v=ibDp0CuGdAs&feature=c4-overview&list=UUDcoYs-u58o6ty_pyfGT9Qw[/video]
The pistol has two firing speeds, just like in the game.
The ragdolls are in no way final, and were just a little side project, they're fun to shoot though.
It may not look like much, but besides the models and textures *of course* I made it in C# by my self.[/QUOTE]
Quick question. Any reason to start with XNA then move to Unity ?
Basically I will use XNA anyway because I have to do a project at college. But I though to go trough XNA for a while then start using Unity. Right now I think it's just a waste of time and in that time I could learn new thing in Unity.
If anyone things I should go through XNA first then move to Unity rate [img]http://phantommunity.it/gmod/materials/icon16/rainbow.png[/img] and justify.
If you think I should start using Unity rate [img]http://phantommunity.it/gmod/materials/icon16/heart.png[/img]
I heard XNA was pretty outdated, but I'm not very sure.
[QUOTE=BoowmanTech;43812319]Quick question. Any reason to start with XNA then move to Unity ?
Basically I will use XNA anyway because I have to do a project at college. But I though to go trough XNA for a while then start using Unity. Right now I think it's just a waste of time and in that time I could learn new thing in Unity.
If anyone things I should go through XNA first then move to Unity rate [img]http://phantommunity.it/gmod/materials/icon16/rainbow.png[/img] and justify.
If you think I should start using Unity rate [img]http://phantommunity.it/gmod/materials/icon16/heart.png[/img][/QUOTE]
I used XNA for the longest time, in fact it was the first thing I used to make games. The thing is, with XNA I always used to make everything myself, from scratch. When I stopped using it and moved to Unity, not having a ground-level control of the environment and the tools was a bit jarring. If I were to give advice, I'd say that if you start with XNA, you'll [b]eventually[/b] be able to develop all the different parts that make up a game (or software or whatever it is you're doing) on your own. However, with Unity, most of that is done for you, and you can focus on actually making the thing itself, not having to start with all the low level stuff (audio, sprites, animation etc. have already been programmed, and can just be [i]used[/i]). It all depends on how much of an understanding you want to have about what you're using before you start using it, I suppose.
[QUOTE=Jcorp;43812765]I used XNA for the longest time, in fact it was the first thing I used to make games. The thing is, with XNA I always used to make everything myself, from scratch. When I stopped using it and moved to Unity, not having a ground-level control of the environment and the tools was a bit jarring. If I were to give advice, I'd say that if you start with XNA, you'll [b]eventually[/b] be able to develop all the different parts that make up a game (or software or whatever it is you're doing) on your own. However, with Unity, most of that is done for you, and you can focus on actually making the thing itself, not having to start with all the low level stuff (audio, sprites, animation etc. have already been programmed, and can just be [i]used[/i]). It all depends on how much of an understanding you want to have about what you're using before you start using it, I suppose.[/QUOTE]
That's why I am considering to start with XNA, that way I know how to make a game from scratch(almost) and when I move to Unity it will be much easier.
[QUOTE=BoowmanTech;43812973]That's why I am considering to start with XNA, that way I know how to make a game from scratch(almost) and when I move to Unity it will be much easier.[/QUOTE]
You could also use easier alternatives then move upwards if xna intimidates you.
[QUOTE=Johnny Guitar;43813014]You could also use easier alternatives then move upwards if xna intimidates you.[/QUOTE]
Well I kinda have to use XNA because we have a to make a game this year at College using XNA.
[QUOTE=BoowmanTech;43813063]Well I kinda have to use XNA because we have a to make a game this year at College using XNA.[/QUOTE]
oh
sorry, didn't actually realize you must use XNA, I thought you wanted to experiment with it.
Since its a requirement for your college, then start with XNA. Sure, you will have a lot of work to do compared to using Unity, like having to integrate physics engine and GUI library, but its useful to know about that kind of stuff. You'll also learn about game architecture and how they work. You'll learn why games use different update rates for physics and rendering when integrating physics in your games.
Its like learning where your food comes from instead of taking things for granted.
Here is our latest build.
[unity]https://dl.dropboxusercontent.com/u/38836617/webtest.unity3d[/unity]
Nice mouse smoothing, is it custom?
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