• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Johnny Guitar;43861221]sounds odd, are you sure you read all the readmes correctly because I imported UFPS Daikon Forge and it worked pretty much flawlessly[/QUOTE] Started my project anew (not like i had much anyway :p). And now it gives me propper results. Still wonder why though; but oh well :p
[video=youtube;fdu6DKUXNAo]http://www.youtube.com/watch?v=fdu6DKUXNAo[/video]
looks really fucking cool man, keep it up.
And the UFPS/Daikon combo breaks again :f All i see is that they are compatible, but i do not experience it that way unfortunatly :p EDIT: Looks like it's the weapon camera :f
Guess I should post my newest project here too since it's in Unity: [video=youtube;gUpWUa8bwW4]http://www.youtube.com/watch?v=gUpWUa8bwW4[/video] [video=youtube;Ho-Uo06nZb8]http://www.youtube.com/watch?v=Ho-Uo06nZb8[/video] I'll make a build and embed once I have dying and a more polished enemy spawning system done.
Does unity support 64-bit builds?
The option is there in the build settings (the Architecture dropdown)
Do you put most of the logic in the standard Update() function? Do you actually need to use FixedUpdate()?
[QUOTE=Richy19;43889249]Do you put most of the logic in the standard Update() function? Do you actually need to use FixedUpdate()?[/QUOTE] FixedUpdate is used to handle Rigidbody physics update.
[QUOTE=secundus;43889530]FixedUpdate is used to handle Rigidbody physics update.[/QUOTE] So if your letting unity manage the physics would you only use Update? I dont really understand this whole FixedUpdate thing
Update() is called every frame, while FixedUpdate() is called every fixed framerate frame. What it means is that Update() is dependent on frame rate, while FixedUpdate() is not. By default, Unity's FixedUpdate() is called every 20ms. This can be changed in Edit>Project Properties>Time and changing Fixed Timestep, or by using Time.fixedDeltaTime = ? in script if you want to change them in runtime. Example: Game runs at 30 frames per second (33.33 ms per frame): Update(): 30 times per second FixedUpdate(): 50 times per second. Game runs at 60 frames per second (16.67 ms per frame): Update(): 60 times per second FixedUpdate(): 50 times per second. Physics updates (such as box falling down due to gravity) in Unity are made during FixedUpdate() calls. This is automatic. Also IIRC only GameObjects with Rigidbodies attached have their physics updated. If you are doing something that involves physics (such as firing a cannonball), you should add the force in FixedUpdate() rather than Update(). You don't want frame rate to affect your game mechanic. Unity video tutorial: [media]http://www.youtube.com/watch?v=ZukcUv3pyXQ[/media]
Me trying to convince my co-workers to do multiplayer first [img]http://i.imgur.com/AmLcOiv.jpgp[/img]
I'm a SharePoint/.Net Developer, so I'm pretty comfortable with C#. I messed around with XNA a bit and had been looking into Unity for a while. After playing and loving Rust, I figured I really should get into Unity. I've been working through a couple tutorials and have more than I'll probably ever go through. So far, I'm really enjoying Unity. However, I have a few questions about really getting started: 1) For the people using Visual Studio, does Unity use it in the same way it uses MonoDevelop? ...like you're working in Unity, add a script and click to edit it but now it opens the script in Visual Studio instead of MonoDevelop? Any major drawbacks to this? Obviously, I'm more comfortable in VS and so far think MonoDevelop feels a bit clunky (especially intellisense). 2) I find the asset store intriguing for both art and plugins. Reading through this thread and other places, the general vibe with Unity seems to code as little as possible (not a bad thing, I'm use to this in SharePoint). Since Rust is the main game I've played that's built in Unity, I wanted to get an idea what all components are used in it. I've noticed uLink, UniSky, and NGUI mentioned. Did they use a prefab FPS controller like UFPS? I noticed a building/placing mechanic in someone's moon game in this thread which looked a lot like Rust's (item green/red when placing). Is that a known asset? 3) Anyone know how big the Rust dev team is and about how long it took them to launch the Steam early access? Just trying to get a realistic idea of effort to a game created. Seeing Garry's blog post in April about learning Unity, it sure seems like it went pretty quick. Thanks!
[QUOTE=Dramamine0001;43896238]I'm a SharePoint/.Net Developer, so I'm pretty comfortable with C#. I messed around with XNA a bit and had been looking into Unity for a while. After playing and loving Rust, I figured I really should get into Unity. I've been working through a couple tutorials and have more than I'll probably ever go through. So far, I'm really enjoying Unity. However, I have a few questions about really getting started: 1) For the people using Visual Studio, does Unity use it in the same way it uses MonoDevelop? ...like you're working in Unity, add a script and click to edit it but now it opens the script in Visual Studio instead of MonoDevelop? Any major drawbacks to this? Obviously, I'm more comfortable in VS and so far think MonoDevelop feels a bit clunky (especially intellisense). 2) I find the asset store intriguing for both art and plugins. Reading through this thread and other places, the general vibe with Unity seems to code as little as possible (not a bad thing, I'm use to this in SharePoint). Since Rust is the main game I've played that's built in Unity, I wanted to get an idea what all components are used in it. I've noticed uLink, UniSky, and NGUI mentioned. Did they use a prefab FPS controller like UFPS? I noticed a building/placing mechanic in someone's moon game in this thread which looked a lot like Rust's (item green/red when placing). Is that a known asset? 3) Anyone know how big the Rust dev team is and about how long it took them to launch the Steam early access? Just trying to get a realistic idea of effort to a game created. Seeing Garry's blog post in April about learning Unity, it sure seems like it went pretty quick. Thanks![/QUOTE] 1) Yes! This is what I do and it's so much nicer than using Monodevelop. Go to Edit > Preferences > External Tools > External Script Editor (it's a dropdown thing) > Browse... and find your VS executable. I haven't noticed any drawbacks personally but you might depending on how you use it. 2) Unity uses Daikon Forge ([URL="http://u3d.as/content/daikon-forge/daikon-forge-gui-library/5dQ"]Link[/URL]) instead of NGUI now, not sure about the fps controller. As for placing structures, both Rust and the moon game use custom systems that are not on the asset store. 3) Rust was first shown in the WAYWO thread in early January 2013 ([url=http://facepunch.com/showthread.php?t=1236566&p=39106028&viewfull=1#post39106028]Link[/url]). Within a few hours it was found and people in the thread started playing it. I'm not sure how many people were working on it then (probably only a couple) but I'm pretty sure the team has grown quite a bit since (10-15 people maybe?).
My first project on Unity so far... It's not meant to have realistic controls but the gimbal lock is a pain at about the 5th checkpoint, I'm working on fixing that. [unity]https://dl.dropboxusercontent.com/u/33714868/racer/racergame_web.unity3d[/unity]
What is your rotation code? It feels very weird to fly like it's rotating around an arbitrary point outside the plane.
[QUOTE=Pelf;43896696]What is your rotation code? It feels very weird to fly like it's rotating around an arbitrary point outside the plane.[/QUOTE] Yeah you're right, I centered the mesh to the parent's pivot. Won't be a problem next build
[QUOTE=Pelf;43896506]1) Yes! This is what I do and it's so much nicer than using Monodevelop. Go to Edit > Preferences > External Tools > External Script Editor (it's a dropdown thing) > Browse... and find your VS executable. I haven't noticed any drawbacks personally but you might depending on how you use it. 2) Unity uses Daikon Forge ([URL="http://u3d.as/content/daikon-forge/daikon-forge-gui-library/5dQ"]Link[/URL]) instead of NGUI now, not sure about the fps controller. As for placing structures, both Rust and the moon game use custom systems that are not on the asset store. 3) Rust was first shown in the WAYWO thread in early January 2013 ([url=http://facepunch.com/showthread.php?t=1236566&p=39106028&viewfull=1#post39106028]Link[/url]). Within a few hours it was found and people in the thread started playing it. I'm not sure how many people were working on it then (probably only a couple) but I'm pretty sure the team has grown quite a bit since (10-15 people maybe?).[/QUOTE] Thanks for all the info. I'm grabbing Daikon GUI before the sale ends today. Anyone used that Node based UI that's on sale and have any feedback on it? I saw the makers of UFPS have one as well...or should I just create my own AI?
Anyone knows a tutorial that teaches you how to make a 2D game using sprite and different layer ?
SO I just discovered how to use the mechanim animator and was so excited that I made a whole 30 second video over two short animations because I am not good at deciding what to do with my time [video=youtube;HUuPM2XIpaI]http://www.youtube.com/watch?v=HUuPM2XIpaI&feature=youtu.be[/video]
That's really quite neat, I actually didn't know Mecanim worked with 2D?
[QUOTE=sarge997;43902001]That's really quite neat, I actually didn't know Mecanim worked with 2D?[/QUOTE] Oh yea, but to do what I did required separating the different parts of my guy into different sprites (hands, torso, feet, eyes) so that I could animate the parts separately. After that I just parented those sprites to the torso sprite, and added an animation controller to the torso. In order to actually do the animation I had to have the animation window open, which it isn't by default (Window -> animation). After that you can add a new animation file through that window, change around the position/rotation/scale of things through keyframes and hey presto. Mechanim will tween between keyframes automatically, which I've heard is slightly frowned upon by animators, but I'm not an animator so WHATEVER.
Why is my skybox compressed vertically? -snip- A square aspect ratio gets rid of the stretching so I'm pretty sure using an orthographic camera is the problem. [editline]13th February 2014[/editline] And it only gets compressed like that in orthographic mode. Perhaps I shouldn't use a skybox and just plop a plane behind the scene with a texture on it? [editline]13th February 2014[/editline] On a completely unrelated note, how can I code something such that, when the player dies, a message is broadcast and the method OnPlayerDeath() will be called in any and all scripts with that method?
Just a heads up for those who don't know but #unity3d on freenode is a pretty good place to get help and advice for things that aren't immediately obvious through Google. Gotten a lot of help in there.
[QUOTE=Pelf;43903139]Why is my skybox compressed vertically? -snip- A square aspect ratio gets rid of the stretching so I'm pretty sure using an orthographic camera is the problem. [editline]13th February 2014[/editline] And it only gets compressed like that in orthographic mode. Perhaps I shouldn't use a skybox and just plop a plane behind the scene with a texture on it? [editline]13th February 2014[/editline] On a completely unrelated note, how can I code something such that, when the player dies, a message is broadcast and the method OnPlayerDeath() will be called in any and all scripts with that method?[/QUOTE] Something like this: [code] public class Player : MonoBehaviour { public static event System.Action OnPlayerDeath; void Die(){ if(OnPlayerDeath != null){ OnPlayerDeath(); } } } public class Example : MonoBehaviour { void OnEnable(){ Player.OnPlayerDeath += HandleOnPlayerDeath; } void OnDisable(){ Player.OnPlayerDeath -= HandleOnPlayerDeath; } void HandleOnPlayerDeath(){ Debug.Log("Player died!"); } } [/code]
This was my first day making something in unity, I've changed my opinion of it. All assets are from a game called Wrack ([url]http://store.steampowered.com/app/253610/[/url]) I reversed the file formats a while ago and rewrote the loader in C# today. I've never really touched C# before today. It's cool to see results in just a days work without even knowing much about unity. [img]https://dl.dropboxusercontent.com/u/99765/34523df.png[/img] [img]https://dl.dropboxusercontent.com/u/99765/346546f.png[/img]
Today, I made a powerful progress on getting the AI to work right. NavMeshAgent and Animator working together have never been so hard... Ha!
I made a movement script!
Is there a way anyone knows to create a texture from an array of png encoded bytes? I guess I could write them to a png file but it seems unnecessary to load it back from the file when I already have the bytes in memory. I'd rather not write a png reader.
[QUOTE=layla;43921660]Is there a way anyone knows to create a texture from an array of png encoded bytes? I guess I could write them to a png file but it seems unnecessary to load it back from the file when I already have the bytes in memory. I'd rather not write a png reader.[/QUOTE] This sounds like what you're looking for: [url]http://docs.unity3d.com/Documentation/ScriptReference/Texture2D.LoadImage.html[/url]
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