• Unity3D - Discussion
    5,004 replies, posted
How? It's literally two commands.
PlasticSCM intigrates into unity, is easy (although they switch 2 common terms around) and free (for non commercial use) It is a combination of distributed and centralized (sort of). Centralized because you can/have to commit to a server. But you can host your own server, and merge your server with the centralized. (at least, that is how they explain it :p) Pretty good imo, downside is that you have to run a background service. Link: [url]http://www.plasticscm.com/home.html[/url] Git needs a bit of extra setup for usage with Unity (i think svn as well), but you can find that with a simple google search. For git it's basically some .gitignore stuff + 1 unity setting (which i believe is defaulting to the correct setting these days)
I had a few issues with Windows barking at me because of some files like the '.gitignore' file (I could open and modify it, but couldn't save it because of the "empty filename"), then I had issues with Git inexplicably failing on some commands (but maybe that was Bitbucket's fault), and I eventually got it working but it took a lot of time away from developing. At the moment I've got a self-setup SVN server running an a VPS, and that's been plenty so far.
We use plastic on Rust. Works pretty good, really fast with larger files compared to SVN/GIT.
What would be better for someone who's never used any kind of version control before? What would integrate well with VS2013? Edit: How easy is it to change between VCs? Will they clean up nicely when I remove one or do they leave behind junk files and/or break things?
[QUOTE=Pelf;44998398]What's a good version control to use with my unity projects? Preferably one with less of a learning curve?[/QUOTE] DO YOU SEE WHAT YOU HAVE DONE
[QUOTE=Pelf;44998837]What would be better for someone who's never used any kind of version control before? What would integrate well with VS2013?[/QUOTE] I believe git support is built into VS2013 (and if it isn't it is just a single extension away).
[QUOTE=redx475;44999167]I believe git support is built into VS2013 (and if it isn't it is just a single extension away).[/QUOTE] It is, since 2013 it's built in. It's very well integrated too i have to say.
[QUOTE=MilkBiscuit;44997953]Does the object have animations? If you're describing what I think, it's the animation putting the transform at 0, 0, 0.[/QUOTE] Yes, that will be it.. thanks.
Git support in visual studio 2013 is super minimal tho, Its well integrated, but its pretty limited compared to what various plugins for <2013 had to offer.
[QUOTE=Cold;45001353]Git support in visual studio 2013 is super minimal tho, Its well integrated, but its pretty limited compared to what various plugins for <2013 had to offer.[/QUOTE] It gets the basic job done :P commiting/reverting/pushing/etc.. all works well. What features do you mean specifically? (To give some perspective, i only need the minimal of git commands)
I tried to make something pretty now my exams are done [img_thumb]https://dl.dropboxusercontent.com/u/107588088/purdymountain8.png[/img_thumb] Considering about 4 hours earlier it was like this; [img_thumb]https://dl.dropboxusercontent.com/u/107588088/purdymountain.png[/img_thumb] I'd say today was a good day. I will admit that it looking any better whatsoever was due to my sister (who works on real actually-earns-money video games) telling me how to make things look not shit :v:
[QUOTE=Jcorp;45001791]I will admit that it looking any better whatsoever was due to my sister (who works on real actually-earns-money video games) telling me how to make things look not shit :v:[/QUOTE] Do share.
[QUOTE=BackwardSpy;45003459]Do share.[/QUOTE] What, which company she works for? If you're interested, it's actually Facepunch :v: She's the one that does this kind of stuff for them [img_thumb]http://www.facepunchstudios.com/wp-content/uploads/2013/09/chicken-kil-colouringl.jpg[/img_thumb]
[QUOTE=Jcorp;45005115]What, which company she works for? If you're interested, it's actually Facepunch :v: She's the one that does this kind of stuff for them [img_thumb]http://www.facepunchstudios.com/wp-content/uploads/2013/09/chicken-kil-colouringl.jpg[/img_thumb][/QUOTE] I think he meant how to make things not look like shit :v:
[QUOTE=Perl;45005712]I think he meant how to make things not look like shit :v:[/QUOTE] Ah! Yes, that makes much more sense. Mainly it's arranging the props and environment. It's a lot of "framing" things, having lots of detail surrounding an area with not much in it. Making things complimentary colours as well, which is where unity comes in handy because a directional light can make everything slightly tinted, making everything closer to a certain colour you're trying to achieve (though occasionally you can put in colours that don't quite match to make things 'pop' a bit more). Additionally, coloured fog is good to add because it makes everything a little hazy. For the models themselves, I just messed about in Blender with a low-poly subdivided plane for the environment (I hated the way Unity's terrain looked), using the sculpt tool to push it around. Same with the trees, but I combined a few metaballs together then collapsed some of the topology to get the polygon-y look. So basically it's fancy lighting, positioning things to 'frame' the environment, complimentary colours and using a tool to lower the polygon count on models.
random fact time, if you ever need to read audio.time to use it for something, like moving an object to the music, be aware that the audio.time readings varies in delta for example 0.1 0.2 0.4 0.6 1.0 creating a weird stuttering effect, especially on lower framerates I solved this by using a smoothstep variable that "follows" the audio.time, giving you smooth deltas [code] if(audio.isPlaying) { smoothTime += (Time.smoothDeltaTime * audio.pitch); //Difference correction float diff = smoothTime - audio.time; smoothTime -= diff * Time.deltaTime; }[/code]
Hey guys. Wondering how would I go about making a raycast type thing visible in game? I want a beam to appear form a wand tip and follow around a object the player has picked up. Basically I want it like the blue gravity gun, so you have a little particle system going from the tip of the wand to the object. Just as is, its sort of hard to guess where you are aiming the wand and I want the player to be able to see what they are shooting at
Use line renderer and animate the material via script?
Anyone else getting this bug in 4.5? When renaming something in the Hierarchy, the old name is rendering under the new one. [img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-06/2014-06-06_12-14-59.jpg[/img]
[QUOTE=LuaChobo;45017089]Going to SanFran in a couple of days to pitch something to people, what a turn of events this has been.[/QUOTE] What are you pitching? Do tell :)
i meant to hit winner, chill out hombre
I want to make the lasers in my Android game light the area around them. It should be fine if I placed point lights every so often along the line renderer's path, shouldn't it? Or would it have a detrimental performance cost? The not a whole lot of geometry displayed in-game. I just want to make sure before I actually start to do the work on it.
Well, unfortunately that sounds like a tall order for an Android game. That could be detrimental to performance, depending on how much geometry any particular light intersects (based on the bounding box of the geometry, mind you). The upcoming Enlighten stuff would allow you to essentially place an invisible emissive surface stretched along the length of your laser and that would automatically factor in to the GI solution as an area light of sorts. But that's potentially a ways off...
I thought Line Renderer only appeared in the level view or something?
[QUOTE=Over-Run;45018837]I thought Line Renderer only appeared in the level view or something?[/QUOTE] Nope.
[QUOTE=Over-Run;45018837]I thought Line Renderer only appeared in the level view or something?[/QUOTE] Those are debug lines with gizmos enabled
Ah cool. Know a good tutorial or anything of how to alter what the line looks like?
[QUOTE=KillaMaaki;45018336]Well, unfortunately that sounds like a tall order for an Android game. That could be detrimental to performance, depending on how much geometry any particular light intersects (based on the bounding box of the geometry, mind you). The upcoming Enlighten stuff would allow you to essentially place an invisible emissive surface stretched along the length of your laser and that would automatically factor in to the GI solution as an area light of sorts. But that's potentially a ways off...[/QUOTE] Ah, I can live without it then. Thanks. Although I may come back to the idea later when it's closer to release, if only out of curiosity in how much of a cost it would have with the final assets. Edit: [QUOTE=Over-Run;45018894]Ah cool. Know a good tutorial or anything of how to alter what the line looks like?[/QUOTE] Just change the material, colors, and start/end widths to whatever you want. If you want to do it in a script, the you can use [code]LineRenderer.material LineRenderer.SetColors() LineRenderer.SetWidth()[/code] In order to change material, colors, and width respectively. Both SetColors() and SetWidth() take two arguments, one for the start of the line, and one for the end of the line. Here's the [url=http://docs.unity3d.com/ScriptReference/LineRenderer.html]scripting reference page[/url] if you want to take a look.
Yeah I started messing about with the line renderer but it seems to not rotate correctly or start at the right position for some reason :S
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