That's not it - the reverb effect is on the camera, not the audio source.
I tried crossfading between two reverb components by changing the 'room' parameter, but that didn't work because Unity disallows multiple Reverb components on the same object. Grr.
[editline]28th June 2014[/editline]
Anyway, here's another demo (haven't solved the popping yet)
Sorry, it's SUPER loud, be careful.
This demo involves an overhead chopper flying back and forth. It has a decibel level of 100db, and can sort of "shadow" the nearby talking voice (which is 70db)
Also of course demonstrates binaural audio as the chopper flies back and forth above the listener. Again, listen with plain old stereo headphones with NO virtual surround effects or reverb for full effect.
[video=youtube;eiTqVk2bJj0]http://www.youtube.com/watch?v=eiTqVk2bJj0[/video]
AHA!
I finally fixed the popping issue. As usual with these kinds of problems, it turned out to be my own fault - there was a single frame where I wasn't updating distance from source to camera properly, causing the audio source to temporarily rise in volume.
Solved, no more popping, yay!
That said, I did manage to come up with a much better reverb system!
Now, all of my audio sectors have a child reverb zone instantiated at runtime. They include a closest point on bounds calculation which calculates the point on the surface of the sector (or within the sector) to the camera, and positions the child reverb zone there.
This basically has the effect of creating a sort of transition radius around each sector, using Unity's built-in reverb system.
Unfortunately this doesn't work with the binaural audio which doesn't treat reverb zones the same way Unity does. I'll probably bring this up with the 3DCeption guys and see if there's a way to get this changed.
I'm doing a game jam this upcoming month. I'm starting to think about how I'm going to set up the engine. I've decided on Unity since my experience with modding Receiver was pretty nice and I feel like it's a good starting point.
Caveat - the idea I have works best with 2D. Does Unity now have decent enough 2D support or should I think about implementing something like Futile?
It's got built-in 2D support now.
Is it actually good, though? Would I be better off using something like Futile? I have the latest version of Unity and a Pro key that's active until the end of July (the length of the competition.)
[QUOTE=Protocol7;45253817]Is it actually good, though? Would I be better off using something like Futile? I have the latest version of Unity and a Pro key that's active until the end of July (the length of the competition.)[/QUOTE]
I'd say it's pretty good. Definitely not bad from my experience.
Mmkay. Obviously if I'm only spending a month on this, I don't expect greatness anyway, and I suppose every system has its quirks.
Don't take this the wrong way, but why is it that almost everything I see in Unity look inherently bad? I mean specifically 3D graphical quality? Most 3d things I see look like they belong on mobile platforms. Lighting looks really awful too. Why is this? Or why does it seem like this. What are some examples of Unity3D games that look [I]really nice[/I].
Probably because your average Unity developer doesn't put in as much work as they ought to be. Plus, they're usually using Indie.
That's because Unity's barrier to entry is so low and its default settings so ugly that it makes mediocre looking games incredibly easy to make. The average Unity user is producing content at an amateur or hobbyist level because they don't need any better, don't have the resources to make something look better, or don't have the time to make it look better.
Unity, like any engine, is just a tool. Good art is good art no matter what engine you're using. There is definitely that hard to describe but easily recognized "Unity look" that many of its games have, but professionally made games don't have that because they have the resources to spend on making a game look good.
Here's some random examples taken off the Unity site itself.
[t]http://moonzone-7e3.kxcdn.com/wp-content/uploads/galleryimages/2D8POgW5gl6gheZO.jpg[/t]
[t]http://www.dejobaan.com/wp-content/uploads/2014/02/1392774936.png[/t]
[t]http://zerolight.com/content/virtual_0.jpg[/t]
[t]http://38.media.tumblr.com/3c29cbd6717be6f47df80a1f6323b4af/tumblr_n3x5qoE7cD1t3ulgoo3_1280.png[/t]
I also assume it has to do with things like- Unity has the capacity to look nice, but doesn't really have the things set in place from the start to easily look nice. Most of the niceness has to be built up from scratch?
[editline]30th June 2014[/editline]
So yeah^ okay, cool thanks
Rust, The Forest, Wasteland 2 and Dreamfall Chapters are some examples of games being developed using Unity and look nice.
Yeah, and one issue is that often you'll want to purchase some assets in order to save yourself a huge chunk of work.
That said, there's a few really good ones you'll want to consider, like Marmoset Skyshop for physically based shading, Shadow Softener for PCF filtered shadows, SE Natural Bloom and Dirty Lens for a much better HDR friendly bloom implementation and dirty lens effect as a nice bonus, and on the fairly expensive end Amplify Motion for really nice Crysis-style motion blur.
[QUOTE=General J;45257352]I also assume it has to do with things like- Unity has the capacity to look nice, but doesn't really have the things set in place from the start to easily look nice. Most of the niceness has to be built up from scratch?[/QUOTE]
Actually Unity can look already quite nice if you use their built-in shaders correctly, here's an example of an Half-Life 2 floor with it's normal map, and a specular shader :
[IMG]http://puu.sh/9Ripe/cd31d72e73.jpg[/IMG]
You can see the reflection of the light that distorts because of the normal map and all that, I think the floor looks already quite nice.
Just outputting an update demo of CYNC, the game I've been working on and off for a little bit. There is some bugs still with this demo (including some UI bugs) but it's mainly to show off gameplay. Done some recodes of the main script a couple time now.
[unity]http://dl.dropboxusercontent.com/u/10044881/Unity/CYNC%20Proto%200.3.unity3d[/unity]
[t]http://dl.dropboxusercontent.com/u/10044881/Unity/SS/CYNC-Proto-SS1.png[/t][t]http://dl.dropboxusercontent.com/u/10044881/Unity/SS/CYNC-Proto-SS2.png[/t][t]http://dl.dropboxusercontent.com/u/10044881/Unity/SS/CYNC-Proto-SS3.png[/t]
IndieDB: [url]http://www.indiedb.com/games/cync[/url]
Steam Greenlight Concept: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=278183024[/url]
Every time I try to play it Unity Player stops working.
But looking at the images I can say it looks really nice, Good Job.
Thanks man, that is odd that it isn't loading, I'll check when I get back on my computer
[QUOTE=BoowmanTech;45261642]Every time I try to play it Unity Player stops working.
But looking at the images I can say it looks really nice, Good Job.[/QUOTE]
Hmm I tried it, seems to load for me correctly, odd.
Here's a gif I uploaded for a recent update, and a video I put up for Greenlight Concept and Indie DB (which I'll change eventually, not happy with it).
[img]http://i.imgur.com/8XhhBrm.gif[/img]
[media]http://www.youtube.com/watch?v=cvgwmA2jB50[/media]
Hey, if anybody's interested I just started recruiting a team for a Unity3D game.
Put up a thread over on the Unity collaboration forums for it - [URL="http://forum.unity3d.com/threads/team-wanted-mopho-games.254744/"]here.[/URL]
EDIT
That's a nice looking game, although there was a bit of a bug where one block somehow managed to slide right into another block. Not entirely sure how it happened, so can't give a solid repro.
Might be neat if you added some cool tweens there though - added some real pizzazz, it might be a cool game. Perhaps a bouncy tween as blocks slide into place? Maybe when two blocks are matched it should look more "explodey". Give the user lots of positive feedback, so they keep coming back for more ;)
This is a double post from WAYWO. If that's taboo or discouraged just let me know. This was made in Unity 3D for a week long game jam and I'm pretty proud of how it came out so I thought it wouldn't hurt to post here. Making this game from scratch (minus some of the art assets) in only 7 days worth of free time has turned me into a bit of a Unity fanboy. I already loved the tool before it, but this was sort of my proof that you can make a simple and fully functional 3D game in a short time using Unity.
[media]http://www.youtube.com/watch?v=5etZ9vzDaqg[/media]
[B]Play the game for yourself at: [url]http://why485.itch.io/missiledodge[/url][/B]
I made the game with a 360 pad, so it plays best on a gamepad.
I've had the idea for this game floating around in my head for a while and the Microgame Jam was a good enough excuse to try and put it together.
There's a lot I would have liked to add to this both in terms of polish and features (like music) but they all either fall out of the limited scope required for the jam or I just didn't have time to add them in.
[url=https://dl.dropboxusercontent.com/u/15133164/Microgame%20Jam/DodgeMissiles.zip]If you want a standalone version with better graphics, you can download it here[/url].
Holy mother of god that game is hard O.O
And nerve-wracking. In a really good way...
EDIT
I feel like this should be playing in the background: [url]https://www.youtube.com/watch?v=0IyDZHiPZK8[/url]
Or some kind of similar psuedo-metal track.
I'm perhaps a day late, but I'd like to have a go at talking about the "Unity" look. While I thoroughly agree that it is the result of either not bothering or not having enough time to polish the visuals of what you have, it's also important to have some kind of "artistic style" to head towards and polish in the first place, something that many people seemingly have trouble with - myself included.
It seems to be that, as most people who delve into indie games (or use unity) are programmers, the majority of us don't have any artistic experience, or we don't deem our projects to be worth getting someone who has artistic experience on board. This tends to cause budding game devs using unity to just stick with the presets, as it's the only thing they really have at their disposal. They don't try to change or add things in any attempt to get a specific "look", which makes everything look the same.
Here's what I've been doing, which ties into it a bit. As I'm not much of an artist, and I only have access to art-based help occasionally, I decided to make something that was incredibly low-poly; perhaps cliché, but it's what I had to do. I then decided I wanted something very barren and lifeless - something that is changed over the course of the game - so I decided to turn everything very orange and slightly red, with some environment stuff plastered around the place to vary things up (rocks with different shades of orange, quite colourful man-made buildings, occasional trees, and other stuff I haven't made up yet). This has turned it into something that, while not looking great (IMHO), at least slightly differentiates it from the rest of the Unity crowd.
Additionally, here's a laggy video of what I've done with it recently - adding AO to some props and a new mining drill.
[video=youtube;agOT3xbvA9c]http://www.youtube.com/watch?v=agOT3xbvA9c[/video]
Yoooo bro's!
Last time I posted I wanted to show you all the game castle crushers we made with unity.
This time, I present to you....
DennisVs
[video=youtube;B87B-VVnJwg]http://www.youtube.com/watch?v=B87B-VVnJwg[/video]
Enjoy bros!
(feel free to ask stuff about it or offer criticism :D)
[QUOTE=UchihaItachi;45267833]DennisVs[/QUOTE]
Looks nice. One critique is that it seems to be too zoomed in, not sure if that was just for the trailer or not. Not being able to see those obstacles while jumping would cause quite a bit of hair tearing.
[QUOTE=KillaMaaki;45262973] Perhaps a bouncy tween as blocks slide into place?[/QUOTE]
Tried that out, can make the tween a little bit better but works for now.
[vid]http://dl.dropboxusercontent.com/u/10044881/Unity/CYNC%20Proto%200.3/Proto03-MoveSlideIn.webm[/vid]
And did some work on the combo / combiner to make sure it's working correctly. Ironing out bugs and problems pretty fast now.
[img]http://i.imgur.com/wJHYpqj.gif[/img]
Might I suggest something like DFTween and using the Bounce ease type? See the ease type demo: [url]http://daikonforge.com/dftween/portfolio-item/easing-functions/[/url]
I just feel like it needs a lot of really "punchy" animations. Maybe even a screen shake, where the magnitude depends on how many cubes are destroyed (when a couple of cubes are destroyed, just a tiny shake, a lot, a huge shake and maybe some display like '3x COMBO!')
[editline]1st July 2014[/editline]
Threw together a demo/testbed of the audio system I've been creating for my game.
Here's a webplayer demo:
[unity]http://www.mophogames.com/wp-content/uploads/2014/07/TestAudio.unity3d.zip[/unity]
Note that this does NOT have binaural sound! Since the binaural plugin is native-only, it doesn't work on webplayer.
You can download a standalone version [URL="http://www.mophogames.com/wp-content/uploads/2014/07/AudioDemo.zip"]here[/URL] which [B]does[/B] have binaural sound. If you download it, be sure to listen with PLAIN STEREO headphones (NOT SPEAKERS), with no virtual surround effects or anything of that nature. And be sure to crank up the volume - it seems to work better that way.
Not a fan of the bounce tweening. Adding feedback when something happens was always something I planned on adding, was getting the basic game code working first.
Did a quest test of some feedback implementation, changes depending on level / amount of blocks combined. Make sure to watch it at a higher quality, quality didn't really come out very well.
[media]http://www.youtube.com/watch?v=G_G1gUa3lu8[/media]
Is there any guide or tutorials for targetting mobile?
Things like resolution management, input controls...
[QUOTE=Richy19;45271418]Is there any guide or tutorials for targetting mobile?
Things like resolution management, input controls...[/QUOTE]
This might help you.
[url]https://www.udemy.com/learn-to-build-mobile-games-using-unity3d/#/[/url]
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