• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Asgard;43971021]It definitely helps to use soft shadows, and not make the shadows pure black. Give them some opacity and colour them to the environment. Things like Fog, DoF, coloured environmental lights, etc. help too. Also the anti aliasing script in the pro standard image effects makes everything 10x better.[/QUOTE] Which script are you referring to?
[QUOTE=Asgard;43969677]Do you have Unity Free or Pro?[/QUOTE] Black window skin is only available to unity pro, quick indicator for that (although pro can also use the white skin)
I posted a picture of my editor?
How do you guys manage your base game "structure" in Unity? I usually just place an empty gameobject and fill it with a bunch of manager scripts to manage everything but I would be curious to see how other people do it. EDIT: [I]666th post[/I]
that's typically what I do
[QUOTE=Johnny Guitar;43971233]I posted a picture of my editor?[/QUOTE] Layla did :p
oh my bad
[QUOTE=Duskling;43971277]How do you guys manage your base game "structure" in Unity? I usually just place an empty gameobject and fill it with a bunch of manager scripts to manage everything but I would be curious to see how other people do it. EDIT: [I]666th post[/I][/QUOTE] I did it differently, by calling the script static and have it instantiated in the game by simply creating a empty gameobject with the required components added. Makes it easier to do rather than seeing multiple of empty game object painstakingly deleted with the required components.
[video=youtube;5v9u8oJeriE]http://www.youtube.com/watch?v=5v9u8oJeriE[/video] I wanted to replicate my favorite Mario game, *Super Mario World* using Unity's 2D tools and what not. He can run, crouch, jump, and pick up coins. Along with hitting coin blocks. And it only took a little while, for me atleast.
[QUOTE=Johnny Guitar;43971087]Which script are you referring to?[/QUOTE] [url]http://docs.unity3d.com/Documentation/Components/script-AntialiasingAsPostEffect.html[/url] It's a script you can import if you have Unity Pro. It's under Assets > Import Package > Image Effects (Pro Only). It'll import and place a "Standard Assets" folder in your project. In there is the AntialiasingAsPostEffect script. Just attach it to your camera and you're good to go.
Wouldn't mind getting my hands on that Layla :)
I'll make it more user friendly and I'll release something for ya. I'm still learning unity so I need to make sure I'm doing things correctly. Unity also has a limit of 65k verts per mesh, some very big maps are hitting that limit so that's something I'll fix first.
[QUOTE=layla;43974513]I'll make it more user friendly and I'll release something for ya. I'm still learning unity so I need to make sure I'm doing things correctly. Unity also has a limit of 65k verts per mesh, some very big maps are hitting that limit so that's something I'll fix first.[/QUOTE] Dunno how but this thread is getting 100-200 guests refering to your post ([URL]http://t.co/vr9ODx1OoW[/URL]) :v: Edit: [url]https://twitter.com/garrynewman/status/436227606149881856[/url] Damn it Garry.
What is the maximum size limit for terrain in Unity ? If you could compare it with other maps it would be cool. Compare it with GTA 4 since I played the game and I kinda have an idea or to a source map. [URL=http://imgur.com/OzSIEyE][IMG]http://i.imgur.com/OzSIEyEl.png[/IMG][/URL]
[QUOTE=BoowmanTech;43974904]What is the maximum size limit for terrain in Unity ? If you could compare it with other maps it would be cool. Compare it with GTA 4 since I played the game and I kinda have an idea or to a source map. [URL=http://imgur.com/OzSIEyE][IMG]http://i.imgur.com/OzSIEyEl.png[/IMG][/URL][/QUOTE] Technically as big as you want it to be without getting into floating point precision issues. The trick is only loading the parts that you want visible. If you do that, the limit hardly matters.
[QUOTE=Asgard;43975229]Technically as big as you want it to be without getting into floating point precision issues. The trick is only loading the parts that you want visible. If you do that, the limit hardly matters.[/QUOTE] There's also the possibility of using the 'futurama' method, where the world moved around you to avoid the precision issues. Not literally as simple as that.. but say you divide the world into a grid.. and when you reach the end of a tile you move everything over by a tile. In that way the world could be potentially limitless.
Sounds complicated as fuck. :0
[QUOTE=sarge997;43975815]Sounds complicated as fuck. :0[/QUOTE] In theory it sounds simple, in practise perhaps not so much :v:
2. When is the new GUI system coming out? You should check out NGUI, it's probably the best GUI for unity, it uses "atlas's" which puts all the GUI stuff on a single texture file, so your entire GUI is only using 1 draw call at any given time, which is pretty great. [url]http://www.tasharen.com/?page_id=140[/url] I fucked around with the unity GUI for hours and hours and it's goddam horrible.
[QUOTE=garry;43975308]There's also the possibility of using the 'futurama' method, where the world moved around you to avoid the precision issues. Not literally as simple as that.. but say you divide the world into a grid.. and when you reach the end of a tile you move everything over by a tile. In that way the world could be potentially limitless.[/QUOTE] Sounds similar to this (Start at 3:30; I don't know how to make it auto-start there with an embed): [video=youtube;lrfRJZ6mOAU]http://www.youtube.com/watch?v=lrfRJZ6mOAU&feature=youtu.be&t=3m30s[/video]
[QUOTE=Asgard;43975229]Technically as big as you want it to be without getting into floating point precision issues. The trick is only loading the parts that you want visible. If you do that, the limit hardly matters.[/QUOTE] I mean for a actual map, not a map that generates. For example like in the image, build a map which has that size without hiding some parts of the map. So you can see from a corner to the other.
[QUOTE=garry;43975308]There's also the possibility of using the 'futurama' method, where the world moved around you to avoid the precision issues. Not literally as simple as that.. but say you divide the world into a grid.. and when you reach the end of a tile you move everything over by a tile. In that way the world could be potentially limitless.[/QUOTE] What happens to the ai mesh?
Finally playing around with Unity a bit, following this tutorial right now: [url]http://pixelnest.io/tutorials/2d-game-unity/[/url] Really impressed so far! Unity seems super powerful (duh)
[QUOTE=layla;43965517]I made a vbsp loader in 2 days. I did want to texture it before showing it but I needed to write VPK & VTF loaders which would have took a while. Lightmaps and displacements work, I still need to do bump mapped lightmaps and self-shadowed bump maps. I need to write custom shaders for them. I'm so much more productive with unity because I can write what I need to write without getting side tracked with engine code. I also code much faster because I'm not as much of a perfectionist when working in unity, I just get shit done.[/QUOTE] I've been looking for something like this. It would be amazingly useful for what I'm doing. As of now I've been exporting the .vmf to a .dxf and it imports to unity really well. But it doesn't do textures and I can't find a better way to do. Unity's editor isn't all that great for making things the way you can in Hammer.
[QUOTE=Darkest_97;43978420]I've been looking for something like this. It would be amazingly useful for what I'm doing. As of now I've been exporting the .vmf to a .dxf and it imports to unity really well. But it doesn't do textures and I can't find a better way to do. Unity's editor isn't all that great for making things the way you can in Hammer.[/QUOTE] You should check out [url=http://www.sixbysevenstudio.com/wp-flexible/project/probuilder-for-unity-3d/]Probuilder[/url] and [url=http://www.sixbysevenstudio.com/wp-flexible/project/progrids-for-unity-3d/]Progrids[/url]
[QUOTE=Darkest_97;43978420]I've been looking for something like this. It would be amazingly useful for what I'm doing. As of now I've been exporting the .vmf to a .dxf and it imports to unity really well. But it doesn't do textures and I can't find a better way to do. Unity's editor isn't all that great for making things the way you can in Hammer.[/QUOTE] I got textures working via exporting a obj, loading in 3ds max, saving as a fbx. Pain in the ass but works.
Been messing around with lights. So far I had to code in making the light "Flickers" with other interesting stuff. So far, I've used something like "Randomness (Unity.Random)", "Flicker (Noise)", "Impulse (Sin)", and a basic "Switch" where it appears as if someone was flipping the light switch on and off annoyinglyish. Edited.. stupid dropbox and OBS... I'll have to redo the video in another time!
Is there any way to use folding in UnityScript Editor ?
I'm wondering if it's possible for an object to share its mesh renderer with child objects. What if I have an object with lots of child objects that all need to be rendered with the same settings, wouldn't it make sense to just use the parents mesh renderer?
[QUOTE=layla;43984717]I'm wondering if it's possible for an object to share its mesh renderer with child objects. What if I have an object with lots of child objects that all need to be rendered with the same settings, wouldn't it make sense to just use the parents mesh renderer?[/QUOTE] You can setup multi-pass materials with custom shaders in Pro. If that's not appropriate you can use [url=http://docs.unity3d.com/Documentation/ScriptReference/Graphics.DrawMesh.html]Graphics.DrawMesh[/url] to draw it yourself.
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