• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=DarKSunrise;45193433][thumb]https://raw.githubusercontent.com/aleksijuvani/unity-vmf-loader/develop/screenshot.png[/thumb] The VMF importer that I had previously posted about is [url=https://github.com/aleksijuvani/unity-vmf-loader]open source and on GitHub[/url] if anyone is interested. Turns out that I personally won't be needing it after all. Feel free to do whatever with it.[/QUOTE] Looks awesome ! However whenever I drag a VMF file it kinda loads it and then it throws me a "FormatException: Invalid format" error, the VMF is deleted and no new other files are created.
Top-Down 2D Multiplayer game. Work in process :) The animation took much time. BTW: I did the music myself :). wrong video, I will add soon new EDIT: But I hate unity's coordination. For 3D y-axis is for top down. For 2d games it is z. Which is stupid.
-snip-
Working on a UI design for my game. Mostly trying to evaluate whether or not I need to hire a UI designer or if I can create the UIs myself without detracting too much time from programming. [IMG]http://i.imgur.com/O2ORPz4.png[/IMG]
Looks good. But the headshot icon is a bit too big imo. I suppose the box in the lower right will contain the weapon image. If yes, this is not something i would keep actually, or just keep it smaller. Unless you want to keep the symmetry The boxes on the lower left, hp and armor? Might need some numbers there :P
Modified it a bit. I'm not going to make all of the modifications you suggested, BUT I did change a couple of things. The award badge is smaller now, so it's less in-the-way. I was also bothered by the large empty space next to the ammo count, so I shortened that up (it's now slightly less symmetrical, which is fine) Result: [IMG]http://i.imgur.com/4UkCD7v.png[/IMG]
The badge is way better now. The large empty space next to the ammo counter still looks rather odd though. But it (probably) could just be since there isn't anything in it yet :P
Imo a font with a less futuristic feel would look much better. Look at the counterstrike games for example, the text is just a normal sans-serif font. In your screenshots the font works well for the timer at the top and the ammo display, but for the kill-display and the chat I'd definitely use another font. Personally I almost always think "wow thats a crappy game" whenever I see some futuristic or strongly stylized font. I get the feeling that the developer tries to use a "nice looking" font to make up for other design mistakes. Don't get me wrong a stylized font can look nice! In the diablo series for example. Just my 2 cents...
I wouldn't say the font is a problem. Maybe the "say" in the chatbar looks a bit off. But i think it's nice, reading is easy, fits the rest. And while i agree on you, i wouldn't say this is the case here.
[QUOTE=Fleskhjerta;45177872]Has anyone managed to get Awesomium working in Unity, if so how ? I'm having problems making it work, it just stays at the normal logo placeholder.[/QUOTE] Ask garry, pretty sure thats what the Rust UI uses
No, I'm pretty sure they're using Coherent. Similar codebase (they're both based on Chromium), but Coherent works better I think. Expensive, though.
Okay, simple question here. Why is this returning false no matter what? [CODE]var Raycast = Physics2D.Linecast(transform.position - Vector2(1,0), transform.position - Vector2(2, 0));[/CODE]
What are you expecting it to hit? Screenshots?
[QUOTE=KillaMaaki;45216185]What are you expecting it to hit? Screenshots?[/QUOTE] Basically it's calculating underneath the player for jumping. Sometimes, when I change the values, it'll only return true when you're directly under the worldspace (0,0). It's weird. I don't think a screenshot with help, because it's just 2 rigidbodies, with one that has controls.
Wouldn't you want to check in the Y direction instead of the X direction?
Is it possible to make a texture/material be unaffected by QualitySettings.masterTextureLimit? The stars on my skybox are really blurry on half resolution and disappear entirely on anything less.
[QUOTE=Pelf;45219789]Is it possible to make a texture/material be unaffected by QualitySettings.masterTextureLimit? The stars on my skybox are really blurry on half resolution and disappear entirely on anything less.[/QUOTE] Other than disabling mipmaps? No.
[QUOTE=KillaMaaki;45219979]Other than disabling mipmaps? No.[/QUOTE] That worked, thanks
Meh, I'm gonna give up on the UI thing. Designing it in Photoshop is easy enough. Getting it up and running in HTML (I'm using Coherent for my game) is another story. Not to mention it takes a lot of time away from programming. Going to start hiring a team on the first of next month for a game, so I'll chuck in "UI Developer" for good measure, and it will specifically mention HTML. Then it's no longer my problem ;)
I am making always my own GUI system ( ofc most with reuse). I am using TextMesh and GameObjects most time and writing my own OnButtonClicked events. The only thing what I cannot do is inputs with textmesh or loops thing like list of server. I guess I need to make tricky scripts for this one. Example here, Sliding menu [video=youtube;fCRu7d6nNwc]http://www.youtube.com/watch?v=fCRu7d6nNwc[/video] btw: I made the soundtrack. Do you like it? :P
Working on audio propagation system. Workflow goes something like this: - Level designer creates AudioSector objects, each one representing a box-shaped region of the level (a room, hallway, etc). - Level designer connects these together with portals. At runtime, audio source pathfinds to camera with custom A* implementation. It performs custom attenuation based on path distance, and positions audio at nearest portal to camera. That way, it sounds like the audio is coming through the portal (instead of "leaking" through the wall). Demo video following. This one is actually integrated with the 3DCeption plugin for binaural audio. Give it a test - listen to the video with plain old stereo headphones (no "virtual surround" effects or anything - just pure stereo). Again, tested with Breen speech from Half Life 2. [video=youtube;rF418rENhio]http://www.youtube.com/watch?v=rF418rENhio[/video]
[video=youtube;uuRW7L4gbsg]http://www.youtube.com/watch?v=uuRW7L4gbsg[/video] All in about a weeks work, dropping it now. Anyone interested in appending to it?
[QUOTE=KillaMaaki;45234704]Working on audio propagation system. Workflow goes something like this: - Level designer creates AudioSector objects, each one representing a box-shaped region of the level (a room, hallway, etc). - Level designer connects these together with portals. At runtime, audio source pathfinds to camera with custom A* implementation. It performs custom attenuation based on path distance, and positions audio at nearest portal to camera. That way, it sounds like the audio is coming through the portal (instead of "leaking" through the wall). Demo video following. This one is actually integrated with the 3DCeption plugin for binaural audio. Give it a test - listen to the video with plain old stereo headphones (no "virtual surround" effects or anything - just pure stereo). Again, tested with Breen speech from Half Life 2. [video=youtube;rF418rENhio]http://www.youtube.com/watch?v=rF418rENhio[/video][/QUOTE] Really interesting, I did a rough design of something similar to that. Except it maps out the space in real time with D* and the paths "wrap" around edges. Here are some of the main issues I encounted that you have to solve depending on how realistic you want the sound to be. You can fake it by having the designers fine tune everything, but what's the fun and challenge in that :) You might need multiple paths. For example, if you have a square hallway, you need two paths because the sound propagates both ways. In a complex environment you might end up with more paths. [IMG]http://puu.sh/9NOmB/3661c9cad1.png[/IMG] How would you calculate diffraction around edges and reflection/reverb like in this picture [IMG]http://puu.sh/9NOab/29f9a1ec53.png[/IMG] Objects "absorb" sound. An empty room has more reflection than a room with objects In a wooden house, sound moves through walls depending on the material How do you deal with changing enviroments? Doors, moving objects etc.
I'm not dealing with any of that fanciness. If you really want fancy, you want realtime wave tracing - but consumer hardware isn't really ready for that yet. Sound takes one path, and only one path, through the environment (the shortest path). There's no reflections, there's no diffractions, nothing. There's not even any diffusion, just attenuation based on the path distance. I do, however, have support for doors and such. Props in the room don't contribute, but portals have a PropagationCost which can be changed at runtime. This on the one hand is used as cost in A* (if there's a closed door, and an open door right next to it, A* will choose the open door), and on the other hand will also serve to attenuate sound by modifying the path distance (portal cost is added to path length when calculating attenuation) EDIT The main reason I did this work was so that on the one hand sound doesn't "leak" through walls like it does in so many games (play Oblivion - you can hear people crystal clear as if there's no walls at all!), and on the other hand it sort of sounds like it's echoing from down the hall. You can see this in the part where I go all the way to the end of the tunnel - it ends right next to the original room where the sound is playing. Even though I'm right next to the sound, it is still very quiet and distant.
If there isn't a plugin that does this already you should really put it out there. Unity needs some audio tools like this one.
SECTR Audio tries to do some of this, but I found it to be a little buggy so I'm writing my own. Plus, mine integrates with 3DCeption which is nice. I think I'll do this via unitypackage - so you import my package and it will work out of the box, but no binaural audio support (if you set AudioManager.AudioSystem to AudioSystem.Binaural, it just outputs regular stereo). However, if you've purchased and imported 3DCeption into your project, then you can import the included 3DCeptionSupport.unitypackage which will patch some of the code files to add binaural audio support. The thing I'm conflicted on is whether to sell it - I want to, but I really REALLY don't want to provide customer support (it takes a LOT of time away from game development, and was the reason I already took my existing assets down from the asset store). Anyway, here's a video showing the rest of the process which I think audio engineers should be happy about. My system has support for buses and cues and all of that other fancy audio engineer crap... :D [video=youtube;I8ZRL2G2LXA]http://www.youtube.com/watch?v=I8ZRL2G2LXA[/video]
I noticed the other day that the HUD information in my game was pretty spread out resulting in the player's attention being split between up to 4 different areas of the screen; top left for fuel/overheat, center for orientation of lander, top right for points, and wherever their trajectory preview was showing them going. So I redid the HUD in an effort to consolidate the information a bit. The status bars also convey information much more readily than just a number. Before: [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-06/2014-06-27_12-04-34.png[/t] After: [t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2014-06/2014-06-28_11-17-23.png[/t]
Oh hey, BTW guys - new tween engine released, collaboration between me and DaikonForge. It's called DFTween. The goal here is to provide a super generic, fluent, type-safe tween API which is also very, very fast (on par with LeanTween). This is the free Lite version, we'll probably be putting up a paid Pro version which includes some extras like spline support and inspector integration. [url]https://www.assetstore.unity3d.com/en/#!/content/18312[/url]
Now working on an HDR mixing system for my audio plugin. The idea is that you specify a "loudness" value for your cue, in decibels (preferably, based on real world values). It then bakes an animation curve of "hdr keys" for your cue (it uses the first audio clip in the cue's clip list, and assumes your sounds are somewhat similar/comparable). At runtime it basically changes the loudness of sounds in the scene based on the currently loudest sound's decibel level. If an explosion goes off next to your head, chances are you're not going to hear the dude that's speaking a couple of feet away (his decibel level is significantly lower than the explosion!) I'm also going to be taking the same approach as Bad Company, culling out sounds that are below a 50 DB window from the loudest sound's DB (so if one sound is 100 DB, and another is 40 DB, the 40 DB sound is effectively culled) It's a very similar principle to tonemapping for HDR image rendering, except for sound.
Gah. Trying to transition between reverb triggers by copying reverb settings to the camera manually. I'm getting an awful "pop" on occasion however (sometimes it's a thud, and sometimes it's not even there). Doesn't seem to be a way to get rid of it, grr.
Sorry, you need to Log In to post a reply to this thread.