• Unity3D - Discussion
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Where'd yall get started with Unity/Unity2D? What'd be best for a dungeon crawler like dungeons of dredmor/BoI kind of thing? I know C# so I'm safe that I'd be alright, but I've never done it to develop games.
[QUOTE=MokTok;45034459]Short answer: Yes, it's feasible. Bits you need: -Import/Export of the levels --text/binary/whatever is completely up to you, but: you probably want some sort of checksum, if you're sending "text" through HTTP requests you probably want to base64 it -A public facing server with some storage and the ability to run your own code --Could be a normal webhost, could be a VPS, could be google app engine / amazon thingo / heroku. Your language preference and/or budget will probably be the biggest factors in choosing something here. GAE is free to a point. -Code on the server to handle requests for upload/download of the levels and the list of available levels --Need to handle various requests like - "I want this level." (download level), "What levels are there?" (get list of levels), "What levels are there that are actually good?" (sorted list of levels / ranking system), "Here have my level." (upload level), etc.[/QUOTE] Thanks, I'll look into it.
:O Coooool. [url]http://twobigears.com/[/url] Apparently binaural audio has been around for a while, but audio tech has regressed for a few years (there were some old sound cards that had them built in, but they were sued out of business by Creative). This, however, is a native plugin for Unity that does HRTF simulation in order to reproduce the audio cues used by the brain to determine where a sound is coming from. So basically, with just stereo headphones you can reproduce the general direction of a sound (front/back/left/right/up/down). It's not perfect (for instance, in their demo I have a difficult time distinguishing between front/back - sometimes it sounds like it's right behind me when actually it's in front) and that likely has to do with the HRTF measurements they used (they don't work for everybody because all of our ears are slightly different), but it still sounds pretty damn cool. It's a bit expensive, about the price of UE4. You can cancel after 12 months and keep it forever, though (minus any future updates). I think the price of Pro totals to about $240 for those 12 months.
[QUOTE=KillaMaaki;45037883]:O Coooool. [url]http://twobigears.com/[/url] Apparently binaural audio has been around for a while, but audio tech has regressed for a few years (there were some old sound cards that had them built in, but they were sued out of business by Creative). This, however, is a native plugin for Unity that does HRTF simulation in order to reproduce the audio cues used by the brain to determine where a sound is coming from. So basically, with just stereo headphones you can reproduce the general direction of a sound (front/back/left/right/up/down). It's not perfect (for instance, in their demo I have a difficult time distinguishing between front/back - sometimes it sounds like it's right behind me when actually it's in front) and that likely has to do with the HRTF measurements they used (they don't work for everybody because all of our ears are slightly different), but it still sounds pretty damn cool. It's a bit expensive, about the price of UE4. You can cancel after 12 months and keep it forever, though (minus any future updates). I think the price of Pro totals to about $240 for those 12 months.[/QUOTE] Thanks for sharing this! Been looking for something like this for awhile for virtual reality. I think there's a couple other solutions that integrate with Unity in the works/released. At least it's free for noncommercial use.
[QUOTE=Erasus;45036758]Where'd yall get started with Unity/Unity2D? What'd be best for a dungeon crawler like dungeons of dredmor/BoI kind of thing? I know C# so I'm safe that I'd be alright, but I've never done it to develop games.[/QUOTE] The unity manual is a bit slow if you already know C# but check them out, the scripting reference is also really really good. [url]http://unity3d.com/learn/documentation[/url]
[url]https://www.assetstore.unity3d.com/en/#!/content/17346[/url] Found this gem for boosting productivity :) [QUOTE]Smooth.Foundations provides basic classes for boosting programmer productivity and writing clean, maintainable, allocation-free code. Smooth.Foundations is free to use and free to redistrubute under the MIT license. Smooth.Foundations includes: - Smooth.Slinq, a faster, allocation-free replacement for LINQ with increased functionality and a more robust API. - Smooth.Compare, a replacement for the System.Collections.Generic comparers that helps eliminate comparison allocations, and prevent JIT exceptions on AOT platforms. - Algebraic structs like Option<T>, Either<L, R>, and Tuple<T1, ..., Tn>. - Generic pools with a delegate-based API. - Simple event wrappers for creating and maintaining robust, type safe events backed by multicast delegates. - A disposal API for performing cleanup operations in a background thread during the rendering phase. - Methods for determining basic information about the runtime platform. - Other miscellaneous utilities. [/QUOTE] About SLINQ: [QUOTE] Slinq is much faster than Linq for most operations that require non-constant storage. However, Linq has better average case sorting performance for OrderBy / OrderByDescending operations as it uses quicksort while Slinq uses a linked list merge sort. An in-depth discussion of sorting algorithms is beyond the scope of this document, but if there is user demand for an array-based quicksort it may be added in a later version of Slinq. [/QUOTE] Gonna try it today for shizzlez
Small request for anyone with Unity Pro: Can you try importing [url=https://dl.dropboxusercontent.com/u/11217331/testDLL.unitypackage]this Unity package[/url] in an empty project? It contains dlls for the Vicon SDK (motion capture system). They won't load on my computer (Windows 8.1, latest Unity 4.5), but apparently some other dude did get it working but I haven't been able to contact him since. If you instantly get the assembly reference error in Unity's console, then the dll didn't load. If there's no error and the testDLL scene runs (while printing the message from the script), PLEASE let me know what OS and Unity version you're using, and if you changed anything to Unity's compiler settings or something.
[QUOTE=Clavus;45042522]Small request for anyone with Unity Pro: Can you try importing [URL="https://dl.dropboxusercontent.com/u/11217331/testDLL.unitypackage"]this Unity package[/URL] in an empty project? It contains dlls for the Vicon SDK (motion capture system). They won't load on my computer (Windows 8, latest Unity 4.5), but apparently some other dude did get it working but I haven't been able to contact him since. If you instantly get the assembly reference error in Unity's console, then the dll didn't load. If there's no error and the testDLL scene runs (while printing the message from the script), PLEASE let me know what OS and Unity version you're using, and if you changed anything to Unity's compiler settings or something.[/QUOTE] Using Unity Pro 4.3.4 on Windows 7, with the compiler set to PC, Linux & Mac Standalone, it prints "i am using dll ForcePlate" every frame.
[QUOTE=Asgard;45042607]Using Unity Pro, with the compiler set to PC, Linux & Mac Standalone, it prints "i am using dll ForcePlate" every frame.[/QUOTE] ... on Windows 7? Well fuck. This dll doesn't load for me no matter what I try. [editline]9th June 2014[/editline] I would like more people to test it to confirm. Please let me know.
[QUOTE=Clavus;45042522]Small request for anyone with Unity Pro: Can you try importing [URL="https://dl.dropboxusercontent.com/u/11217331/testDLL.unitypackage"]this Unity package[/URL] in an empty project? It contains dlls for the Vicon SDK (motion capture system). They won't load on my computer (Windows 8.1, latest Unity 4.5), but apparently some other dude did get it working but I haven't been able to contact him since. If you instantly get the assembly reference error in Unity's console, then the dll didn't load. If there's no error and the testDLL scene runs (while printing the message from the script), PLEASE let me know what OS and Unity version you're using, and if you changed anything to Unity's compiler settings or something.[/QUOTE] Unity Free, Win8.1, Unity 4.5 - Didn't load Same specs as you but just for some extra data [editline]edit[/editline] Unity Free, Win7 Pro SP1, Unity 4.5 - Didn't load [editline]edit[/editline] Oh, you wanted someone with Pro
Hello guys, if you want to do this: (Run lambda on every gameObject recursively) [code] //Makes tree and its children static tree.ApplyRecursively(go => go.isStatic = true); [/code] Then you need this bit (it extends gameObject) [code] public delegate void gameObjectDelegate(GameObject go); static public void ApplyRecursively(this GameObject gObject, gameObjectDelegate GameObjectAction) { GameObjectAction(gObject); for (var i = 0; i < gObject.transform.childCount; i++) { var child = gObject.transform.GetChild(i); child.gameObject.ApplyRecursively(GameObjectAction); } } [/code]
[QUOTE=Clavus;45042615]... on Windows 7? Well fuck. This dll doesn't load for me no matter what I try. [editline]9th June 2014[/editline] I would like more people to test it to confirm. Please let me know.[/QUOTE] Follow-up: I set up a Windows 7 installation with VirtualBox. Installed Unity. Still doesn't load the DLLs. :/ I think I might be missing a very specific framework redistributal or some shit. [editline]9th June 2014[/editline] [QUOTE=Asgard;45042607]Using Unity Pro 4.3.4 on Windows 7, with the compiler set to PC, Linux & Mac Standalone, it prints "i am using dll ForcePlate" every frame.[/QUOTE] Hm, I'll try and download 4.3.4, see if that works. [editline]9th June 2014[/editline] YES! It's working on 4.3.4 in my Win 7 VM. Let's see if 4.3.4 on Windows 8 works. [editline]9th June 2014[/editline] Yup, that works too. Great, so it was just the latest Unity version having an issue with the DLL.
I've run into an issue that I just don't understand at all. When I rotate an object around the Y or Z axes, if works perfectly fine. However, when I rotate around the X axis, this happens. [img]https://dl.dropboxusercontent.com/u/48795891/what.gif[/img] [url=http://pastebin.com/wrNVG0Tg]Here's the rotation code if anyone wants to take a look.[/url] Any ideas?
Had a quick scan of your code. Seems like using [URL="http://docs.unity3d.com/ScriptReference/Quaternion.Euler.html"]Euler [/URL] would be easier?
Hmm, didn't really make a difference. Thanks though. I think I might have found the problem, I decided to print the mirror's local X rotation to the console and it somehow pops up a negative number right before it jumps ahead like that. I'm pretty sure that's not supposed to happen.
[IMG]https://dl.dropboxusercontent.com/u/33714868/term2/wheelchair2.jpg[/IMG] Wheelchair demolition derby! Still have no clue how I'm going to make these things destructible and detect who is the offender out of the two colliding game objects
[QUOTE=pinecleandog;45081649] Still have no clue how I'm going to make these things destructible and detect who is the offender out of the two colliding game objects[/QUOTE] do it by greater velocity?
Drain X amount of health from X object on colission, according to velocity.
Yeah that works well enough for now [IMG]https://dl.dropboxusercontent.com/u/33714868/term2/chair_crash.gif[/IMG] I've always had problems with things not colliding properly in unity. What can I do to prevent all these things from falling through the floor?
Seems perfect to me!
Looks like GMod in a nutshell. EDIT: In a really, really good way. [editline]12th June 2014[/editline] Working on audio reverb for my game. After some experimentation, it turns out that the dry level parameter on a reverb filter can be used to make something sound distant or nearby (the lower the dry level, the less of the original sound is present and what you're left with is just the reverb, which makes sense for distant sounds because you don't get the direct sound waves, you only get early and late reflections = reverb) It also turns out that in an outdoor environment, you want to turn down the reverb level and turn up the reflections level, because outdoors what you mostly get is early reflections rather than late reverberations (otherwise, it has a tendency to sound like it's indoors) So I put together a little test. I've got a sound source playing an actor's reading of a little script I put together for my in-game characters. It's got the City preset applied to it, but with the Room parameter cranked up (seems to increase the amount of reverb applied). I then do a raycast from the audio source to the camera. If it hits something, it interpolates the dry level parameter towards -1000. Otherwise, if it hits nothing, it interpolates the dry level towards 0. [unity]https://www.dropbox.com/s/8a2zqjgs27pm6y2/TestOutdoorReverb.unity3d?dl=1[/unity]
[QUOTE=pinecleandog;45082644] I've always had problems with things not colliding properly in unity. What can I do to prevent all these things from falling through the floor?[/QUOTE] make their collision boxes larger/turn the physics timestep up/make them continuous (/dynamic) rigidbodies
Hello do you know how to make callbacks in unity with c#? In GModLua was easy like [QUOTE] function getSomething() func(10) end) getSomething(ply, function(value) print(value) end)[/QUOTE] It should print 10 Something similar in c#? I need it to set textmesh after they spawn on a multiplayer map to show their name. 2nd question. How do you handle multiplayer player? Do you create a playerclass with name, score, frags and co?
Am I the only one who thinks that the Physics2D impementation in Unity is utter garbage? Maybe it's because I got used to Box2D but I just can't seem to get anything working properly when it comes to the joint components. I think I may need to take a break...
[QUOTE=HiredK;45084378]Am I the only one who thinks that the Physics2D impementation in Unity is utter garbage? Maybe it's because I got used to Box2D but I just can't seem to get anything working properly when it comes to the joint components. I think I may need to take a break...[/QUOTE] isnt physics2d box2d?
[QUOTE=Gran PC;45084890]isnt physics2d box2d?[/QUOTE] Huh, well I feel stupid now... but why not use the same syntax then? It sure would help a lot :v: Anyway my main issue was that the joints integration was only completed in the latest build (4.5.0f6) so a lot of accessors were missing from the version installed on my laptop.
[QUOTE=HiredK;45085886]Huh, well I feel stupid now... but why not use the same syntax then? It sure would help a lot :v: Anyway my main issue was that the joints integration was only completed in the latest build (4.5.0f6) so a lot of accessors were missing from the version installed on my laptop.[/QUOTE] They made the API as similar to a 2D version of the 3D physics API as they could.
I recorded a crappy video showing the crappy terrain I've got for this thing I'm doing. [video=youtube;PVujjHHjb8M]http://www.youtube.com/watch?v=PVujjHHjb8M[/video] Need to make more props and environment things to stop it being bare as hell (oh and the little matter of putting in gameplay). I am NOT used to mapping a big area. Also includes a little song I made for it because hey-o.
Some more details on the new Unity networking: [URL]http://blogs.unity3d.com/2014/05/29/unet-syncvar/[/URL] Slightly old but I didn't see it posted here [editline]e[/editline] And a new one here: [URL]http://blogs.unity3d.com/2014/06/11/all-about-the-unity-networking-transport-layer/[/URL] [editline]e[/editline] [url]http://blogs.unity3d.com/2014/05/20/the-future-of-scripting-in-unity/[/url]
My GUI scripts always get so damn bloated. Almost 100 lines of variables for the UI. [editline]14th June 2014[/editline] Looks nice though :) [IMG]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-06/2014-06-14_17-48-04.png[/IMG]
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