[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]
I don't remember if you can share "share", but (I think) you can make a copy from the main Mesh Renderer and paste to the children objects.
[QUOTE=layla;43965517]
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]
Layla please...I need BSP on unity...PLEASE!
Layla is such a tease.
[QUOTE=gonzalolog;43991047]Layla please...I need BSP on unity...PLEASE![/QUOTE]
I'm working on it. Keep in mind that this isn't something you'd use in a game so I'm not sure why people want it. I've split meshes up when the vertex count gets too high, is that good enough for your needs? I'm planning on just drawing the meshes visible from the node the camera is in, that would make it usable for games.
[QUOTE=BoowmanTech;43977037]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]
You could build LOD for "distant" map.
So when a chunk is unloaded you take away detailed geometry, entities inside it and remove collision and replace it with a low res mesh approximating to that area.
[img]http://puu.sh/73A8Z.jpg[/img]
A* or I don't know, probably not A* because I hate tutorials and I like figuring things out by myself.
Acts like A* thought.
[video=youtube;Qe10ExwzCqk]http://www.youtube.com/watch?v=Qe10ExwzCqk&feature=youtu.be[/video] Am I spotting some Unity content in this new Google phone prototype?
[thumb]http://files.1337upload.net/hyi_1.png[/thumb] [thumb]http://files.1337upload.net/progress_5.png[/thumb]
Fixed complex faces in the VMF importer. The image on the left is how it looked earlier.
There are still some issues with missing faces, but it mostly works fine now.
[QUOTE=miceiken;43994434][video=youtube;Qe10ExwzCqk]http://www.youtube.com/watch?v=Qe10ExwzCqk&feature=youtu.be[/video] Am I spotting some Unity content in this new Google phone prototype?[/QUOTE]
The page for project tango explicitly mentions Unity support, so I'd say that's a safe bet :P
Not much of a programming post, at least not yet. Since the Dear Esther phenomen on porting Source to Unity and the VMF importers I've been seeing lately, I couldn't keep myself out of it, so I started experimenting with it, trying to port Postal 3 to Unity just for fun.
Everything you see are fully ported, brush work and prop models alike, along with the proper texturing. Even the light entities are being kept for Unity so you can easily strap on the light component onto them for an even better accuracy.
Lighting is still WIP since I haven't given much thought on setting them up just yet but already love the directional light it comes with.
[IMG]http://atrblizzard.info/dump/sharex/ss_(2014-02-21_at_05_59_20).jpg[/IMG][IMG]http://atrblizzard.info/dump/sharex/ss_(2014-02-21_at_05_58_10).jpg[/IMG]
[IMG]http://atrblizzard.info/dump/sharex/2014-02-22_00-15-51.jpg[/IMG]
Here's also a bonus model being decompiled by Crowbar and imported into Unity:
[IMG]http://atrblizzard.info/dump/sharex/ss_(2014-02-20_at_03_03_07).jpg[/IMG]
He looks like he's been manufactured by a weird plastic doll company with the current shaders Unity has but with proper shaders that emulate Source's feel and look and proper lighting can do wonders.
I've always been skeptical of what Unity can do graphic wise but seeing what has been done with Dear Esther on Unity, it would be wrong not to work with it.
I see a lot of people using pro versions :v
Already they are using the "Free" one?
[QUOTE=gonzalolog;44000754]I see a lot of people using pro versions :v
Already they are using the "Free" one?[/QUOTE]
Erm what?
[QUOTE=gonzalolog;44000754]I see a lot of people using pro versions :v
Already they are using the "Free" one?[/QUOTE]
You get a free trial of pro. You can also pay $70 a month for it if you don't want to shell out the $1500 so it is not that surprising.
I'm probably gonna sound a little weaselish saying this but.
I think I'll get Pro when Unity 5 comes out.
I just don't wanna pay $1,500 and then a couple months later the next version comes out :v:
[thumb]http://files.1337upload.net/progress_6.png[/thumb]
Fixed the missing triangles. Turns out the vertices of a side were intersecting with their own side. :c
Trial version of Unity Pro gives you the chance to see what features you would miss out with the free one, but you would want features like LOD support, video playback and real-time shadow support if you're planning to do a high quality game, especially for PC.
Also a quick update, wrote a few tools to help the process go faster, with a few help from a friend on the texture assignment part. It will check for every mesh which has the clip or trigger face and sets their appropriate properties. Can custom select them or let the script handle it automatically. Still trying to implement a lot of what the importer/exporter cannot handle, such as brush details (sprite grass), soundscapes, set up the lightmap texture, rotate imported lighting entities and set their values and much more.
[IMG]http://atrblizzard.info/dump/sharex/2014-02-22_16-05-07.png[/IMG]
There's still a lot of process to do for getting the lighting done properly, but for now I'm still trying to get the assets organized more properly.
I'd love to see more talk about how you guys are structuring more complex game logic in Unity.
Curious what you all think of this and if you can see any issues I might run in to:
I'm working on a simulation/god game sort of thing where you've got lots of little people to do your bidding (similar to prison architect or dwarf fortress). Right now, each settler has a "behaviors" game object parented to it, and that behaviors object contains a bunch of components that inherit from a base Behavior component. The Behavior components all have a priority assigned to them and all have a method to determine if they need to be performed or not.
When an object that has behaviors updates it runs through the list of behaviors and performs the one with the highest priority that is performable. The idea is that I can create, for example, an object with...
- a DoJobsBehavior with a priority of 0 that will run around and do jobs like building/harvest things
- an AttackEnemyBehavior with a priority of 10 that will find and attack the closest enemy and is only performable when there are enemies in range
- a RunFromEnemiesWhenHealthLowBehavior with a priority of 20 that is only performable when the object's health is below 10%.
The object with those behaviors would run around and do jobs until an enemy is within range, in which case it would attack enemies until it's health is below 10%, in which case it would run from enemies.
It feels really nice and flexible to me. Might run in to issues with rapidly bouncing back and forth between behaviors, but I'll deal with that when I get there.
Had a play with an idea I had a while ago..
[vid]https://dl.dropboxusercontent.com/u/3590255/OBS/garry_homepc_%20%2805%29.mp4[/vid]
[QUOTE=garry;44009008]Had a play with an idea I had a while ago..
[vid]https://dl.dropboxusercontent.com/u/3590255/OBS/garry_homepc_%20%2805%29.mp4[/vid][/QUOTE]
That looks awesome. Will it ever come to anything?
[QUOTE=garry;44009008]Had a play with an idea I had a while ago..
[vid]https://dl.dropboxusercontent.com/u/3590255/OBS/garry_homepc_%20%2805%29.mp4[/vid][/QUOTE]
That looks fun :D
I wanted to see if it was possible to stream shoutcast streams through an audio source. I use tcp sockets to get the mp3 stream and decode it with mpg123 and then stream that through an audio clip. It's a shame plugins are pro only, I need it to decode the mp3 stream.
Not really that amazing but I'm planning on making voice chat using opus as the encoder so this is good practice for that.
[HD]http://www.youtube.com/watch?v=GPMYxCn0_Hs[/HD]
[QUOTE=garry;44009008]Had a play with an idea I had a while ago..
[vid]https://dl.dropboxusercontent.com/u/3590255/OBS/garry_homepc_%20%2805%29.mp4[/vid][/QUOTE]
I sat there looking at that trying to find out what was so cool, and then I realized that it was a video and not a picture.
:L
[QUOTE=garry;44009008]Had a play with an idea I had a while ago..
[vid]https://dl.dropboxusercontent.com/u/3590255/OBS/garry_homepc_%20%2805%29.mp4[/vid][/QUOTE]
I would actually buy that with improvments because its one of those games that can be used to pass time because my coding level in unity is complete sh*t. ;)
Implemented ballistic prediction for torpedoes so they lead the player when they shoot. Now instead of always missing, they almost always hit the player. :/
[vid]https://dl.dropboxusercontent.com/u/13781308/Videos/Ballistic%20Prediction.mp4[/vid]
So I made a path finding system for my flying AI that's pretty much exactly the same as Valve's node system in that nodes are manually placed and a nodegraph is generated on startup. As far as searching goes it just uses A*, which I know is mostly used for grid based stuff but it seems to be working well here. And then there's a bunch of fluff that makes flying between the nodes look decent.
[video=youtube;RkrC0PopskM]http://www.youtube.com/watch?v=RkrC0PopskM[/video]
Now I just need to figure out how to keep them from bunching up and sometimes hitting walls.
That's pretty awesome
[QUOTE=garry;44009008]Had a play with an idea I had a while ago..
[vid]https://dl.dropboxusercontent.com/u/3590255/OBS/garry_homepc_%20%2805%29.mp4[/vid][/QUOTE]
For mechanics like this where you have multiple units, how do you manage giving them tasks and such?
Do you just have a "Player" gameObject that assigns the units a task or something?
[QUOTE=Richy19;44017754]For mechanics like this where you have multiple units, how do you manage giving them tasks and such?
Do you just have a "Player" gameObject that assigns the units a task or something?[/QUOTE]
I tried to make it as generic as possible..
[img]https://dl.dropbox.com/u/3590255/Shares/2014-02/2014-02-23_16-49-51.png[/img]
So here I have a script that keeps a list of selected objects
A script that selects objects by dragging rectangles or single clicking
And a script that launches commands on click (it sends a ray trace hitinfo to each selected object using SendMessage).
I originally started with all that functionality in one component. Then I realised that a lot of the button handling code I had multiple times.. so I broke it up and made it more generic.
[QUOTE=garry;44018415]I tried to make it as generic as possible..
[img]https://dl.dropbox.com/u/3590255/Shares/2014-02/2014-02-23_16-49-51.png[/img]
So here I have a script that keeps a list of selected objects
A script that selects objects by dragging rectangles or single clicking
And a script that launches commands on click (it sends a ray trace hitinfo to each selected object using SendMessage).
I originally started with all that functionality in one component. Then I realised that a lot of the button handling code I had multiple times.. so I broke it up and made it more generic.[/QUOTE]
Would you mind sharing the Point and Click scripts?
I seem to have been late to the party, it says the video Garry posted is corrupt?
Mind telling me what it was?
Sorry, you need to Log In to post a reply to this thread.