• Unity3D - Discussion
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Nice. Custom editor script?
[QUOTE=KillaMaaki;44490077]Nice. Custom editor script?[/QUOTE] Yup, i just was looking make a basic tile editor
[vid]https://dl.dropboxusercontent.com/u/22104913/Bounced.mp4[/vid] Made a small game in 2 days. Probably could've used something else other than unity for this, but eh. [url]https://play.google.com/store/apps/details?id=com.Saccn.Bounced[/url] [img]https://dl.dropboxusercontent.com/u/22104913/bpromosmall.png[/img]
That's god damn awesome. Like, really. If you thought of that game. That's amazing.
This is gonna be the new flappy bird. Trust me.
Yeah man. Slap in some ads in that sucker (as unobtrusive as possible ofc - maybe on the game over screen?), let the revenue trickle in.
Thanks, guys! It has ads, but only in the menus. Also, HD video here: [url]http://youtu.be/EJqrLb9THXs[/url]
[QUOTE=Saccn;44499921]Thanks, guys! It has ads, but only in the menus. Also, HD video here: [url]http://youtu.be/EJqrLb9THXs[/url][/QUOTE] Seriously, port this to iPhone and you'll be in business.
Got my levitation spell working [IMG]http://uploadir.com/u/ksful2wq[/IMG]
You should throw some Lerp on there, so it doesn't instantly pop to the wand. Unless its a level 90 spell or something.. :v:
[QUOTE=sarge997;44507299]You should throw some Lerp on there, so it doesn't instantly pop to the wand. Unless its a level 90 spell or something.. :v:[/QUOTE] Yeah I was wondering how I could fix that pop issue, thanks! I want to add in like a beam or something, sort of like the blue gravity gun beam to let you know where you shoot.
I have this issue with a game of mine regarding alignment of two objects with unknown dimensions. I tried Unity Answers, but I'm afraid they couldn't help me. If someone here could help me it'd be greatly appreciated :) I can do this with two objects to which I know their dimensions, but I'm unsure how to do it when their dimensions can be anything. It's worth mentioning that right now I'm only using cubes. For instance, if you take the image below into consideration, I could do something like the following [code]Cube.transform.position = hit.transform.position + hit.normal * Cube.transform.localScale.x;[/code] [T]http://answers.unity3d.com/storage/temp/24999-picture02.png[/T] The problem is that you're able to rotate the blue object 90 degrees alongside the Y and Z axis (The game is in 3D, images are simply for visualization). This means that if I wanted to achieve what's in the image below, the blue cube would actually be floating quite a bit of space away from the red cube. How would I go about writing something that would work either way? [t]http://answers.unity3d.com/storage/temp/25000-picture03.png[/t] Code which rotates the cube [CODE]void Update () { if (Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), out hit)) //Fire raycast from mouseposition { //Rotate cube if (Input.GetButtonDown("Rotate Cube (Ship Editor)")) { if (Input.GetKey(KeyCode.LeftShift)) //If Shift + RotateCube { ShapeHandler.CurrentEulerAngle = new Vector3(0, ShapeHandler.CurrentEulerAngle.y, ShapeHandler.CurrentEulerAngle.z + 90); } else { ShapeHandler.CurrentEulerAngle = new Vector3(0, ShapeHandler.CurrentEulerAngle.y + 90, ShapeHandler.CurrentEulerAngle.z); } } } } }[/CODE] Shape handler [CODE]public class ShapeHandler : MonoBehaviour { public static Vector3 CurrentDimensions = new Vector3(1, 1, 1); public static Vector3 CurrentEulerAngle; public static Mesh CurrentMesh; //-Not implement/might not ever be needed public List<ModelClass> Models = new List<ModelClass>(); void Start () { //Add one button per shape foreach (ModelClass shape in Models) { //Instaniate the button GameObject ContentButton = (GameObject)Instantiate(Resources.Load("Content_Button")); //Assign to panel ContentButton.transform.parent = transform; //Get button script from Daikon Forge dfButton button = ContentButton.GetComponent<dfButton>(); //Get rotationscript UIModelRotation rotationScript = ContentButton.GetComponentInChildren<UIModelRotation>(); //Assign shape dimensions rotationScript.Dimensions = shape.modelDimensions; } } public static void ChangeCurrentDimensions(Vector3 Dimensions) { CurrentDimensions = Dimensions; } } [System.Serializable] public class ModelClass { public Mesh modelMesh; public Vector3 modelDimensions = new Vector3(1, 1, 1); }[/CODE] Any and all assistance would be greatly appreciated :)
Finally! Just finished a rope renderer [IMG]http://i.imgur.com/LGTazuE.jpg[/IMG] Sincerily im not 100% sure how this really works (Points placement), this started to messed up after i started playing with some math functions So, just set 2 points between the origin of the gameobject, set the extra height,wide and quality, select a material and done, do you get a simple rope (Maybe this could be animated)
Is it possible to get motion blur on free without render texture?
[QUOTE=reevezy67;44517343]Is it possible to get motion blur on free without render texture?[/QUOTE] No.
Been watching Brackey's tutorials, is he any good or is he the 'thenewboston' of unity?
Hey dudes of Facepunch, I never really make posts but I thought since I lurk so much it was time to share something that me and my friend recently completed and uploaded to google play. [URL="https://play.google.com/store/apps/details?id=com.AvalancheGames.CastleCrushers"]https://play.google.com/store/apps/details?id=com.AvalancheGames.CastleCrushers[/URL] [video=youtube;vf7bkt0xPVE]http://www.youtube.com/watch?v=vf7bkt0xPVE[/video] What do you guys think? Any questions or Critic? Cheers for having a look(even if you dident)!
You should make the targets explode/pop instead of just fade out
[QUOTE=Pelf;44525852]You should make the targets explode/pop instead of just fade out[/QUOTE] Bloody hell's explosions! That would be really cool
[QUOTE=reevezy67;44517343]Is it possible to get motion blur on free without render texture?[/QUOTE] Motion Blur do require render to texture, as well as other post processing effects. Even so, slapping a refraction texture on a plane in front your camera won't do, since refraction is also part of Unity pro feature. To be honest, there has to be a good reason why you want motion blur for your game. It uses a lot of performance in terms of CPU processing. Also, just a quick post, I can show you something. [t]https://dl.dropboxusercontent.com/u/10242817/Screenshot%202014-04-12%2012.38.16.png[/t]
[QUOTE=Skibur;44528367]Motion Blur do require render to texture, as well as other post processing effects. Even so, slapping a refraction texture on a plane in front your camera won't do, since refraction is also part of Unity pro feature. To be honest, there has to be a good reason why you want motion blur for your game. It uses a lot of performance in terms of CPU processing. Also, just a quick post, I can show you something. [t]https://dl.dropboxusercontent.com/u/10242817/Screenshot%202014-04-12%2012.38.16.png[/t][/QUOTE] Theoretically you can motion-blur with a single two pass renderer that samples from surrounding pixels and renders a screen space speed in the first pass. This doesn't get rid of having to render to texture though.
What animation/modelling program do you guys recommed, for a person with no knowledge in animation/modelling.
[QUOTE=Icejjfish;44534024]What animation/modelling program do you guys recommed, for a person with no knowledge in animation/modelling.[/QUOTE] Blender/3ds Max If you didn't learned them, both will be hard until you learn it, then other one will be hard I can't get used to blender ;-;
[QUOTE=Icejjfish;44534024]What animation/modelling program do you guys recommed, for a person with no knowledge in animation/modelling.[/QUOTE] For modeling, Sketchup For Animation... Good luck lol. 3ds max/maya/blender.. You could also do animations in Unity 3d itself, just that you can't do fancy humanoid stuff. That's part of 3d external package. I use 3ds max for most of the stuff.
[QUOTE=Skibur;44536204]For modeling, Sketchup For Animation... Good luck lol. 3ds max/maya/blender.. You could also do animations in Unity 3d itself, just that you can't do fancy humanoid stuff. That's part of 3d external package. I use 3ds max for most of the stuff.[/QUOTE] I disagree, Sketchup is awful to create models where the polycount matters (any game) and while animation is possible in Unity 3D, it's quite the headache when compared to other solutions. As for my recommendation, there's the usual 3 big ones: Maya, 3Ds Max and Blender. They are all pretty nice solutions and each have their own little details, but you can't really go wrong with any of those, it mostly comes down to preference, and you will find dozens of posts comparing them all over the net. In any case they all have huge communities, with lots of tutorials and support. Try to do a couple of tutorials in one and see how you handle it.
I'm trying to do some simple animations for my player model, like holding a weapon in idle. Anyone got any idea how to set up my weapon in blender so I can use it during the animation process, but I want to export the weapon and the player as seperate objects? Basicly I will end up parenting the weapon to the player's hand in unity, and I want to get the position right in blender, but I have no idea how.
Anyone know of a way to draw an outline around a gameobject with a collection of meshes like this? [IMG]http://bildr.no/image/Si80N2dQ.jpeg[/IMG]
[QUOTE=TuLiq;44542369]Anyone know of a way to draw an outline around a gameobject with a collection of meshes like this? [IMG]http://bildr.no/image/Si80N2dQ.jpeg[/IMG][/QUOTE] It is called outline shader.
Yes that is correct, however adding an outline shader to every material in my gameobject gives me outllines around every model, and I want the outline only to display around the bounds of my gameobject.
[QUOTE=UchihaItachi;44525727]What do you guys think? Any questions or Critic? Cheers for having a look(even if you dident)![/QUOTE] pretty good start, but I think you should check up on some of the timing, ensure that the screen remains at the point of impact. Some of them instantly warped back to the launcher while others lingered too long during that fade. A simple crack-open animation would suffice over a fade I think, but you're the designer [QUOTE=Skibur;44536204]For modeling, Sketchup For Animation... Good luck lol. 3ds max/maya/blender.. You could also do animations in Unity 3d itself, just that you can't do fancy humanoid stuff. That's part of 3d external package. I use 3ds max for most of the stuff.[/QUOTE] sketchup is awful for any pipeline that doesn't start and end in sketchup
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