[url]http://u3d.as/content/gustav-olsson/shadow-volumes-toolkit/2gF[/url]
This works for free, but i don't know how good in 2d setting. And yes it's shadows, but it helps too.
For the rest you are not missing much outside the lightmapper
Working on a weapon system for my game. The goal is to allow designers to drag and drop components and play with values to create a brand new completely unique weapon without having to touch any code.
To that end, a weapon is made up of four important components:
- The WeaponController script
- A TriggerController script
- A ProjectileController script
- An AmmoController script.
The WeaponController manages each of the other three components and glues them together.
The TriggerController raises an event when a bullet should be fired (right now I have SemiAuto, FullAuto, and BurstFire trigger controller scripts)
The ProjectileController handles actually shooting the projectile (for example, firing a hitscan, instantiating a projectile, etc)
The AmmoController keeps track of ammo (decrementing it when a bullet is fired), determining whether a bullet can be fired (for example, a bullet can't be fired if the player is actively reloading their weapon, or if there's no bullets left to fire), and performing reload logic (for instance, reloading clips vs reloading individual bullets).
Currently I've got ClipAmmoController (weapons with clips or magazines), ShellAmmoController (like a shotgun where you load individual shells), SimpleAmmoController (Quake style, you just have a big pile of ammo you can burn through without reloading), and EnergyAmmoController (weapon has some amount of energy which is expended on each shot, and recharges over time. if it hits zero the weapon overheats and must cool down before it can be fired again).
One thing I'll figure out how to add is special ammo types. That is, one of the ideas for my game is that players can purchase ammo boxes which contain different types of ammo. There's the regular old Ammo Box (which just refills any weapon), OR they can get a box of either Plasma Rounds or Shock Rounds (which refill [I]standard bullet[/I] weapons only) which both have different effects and uses.
I'm thinking the AmmoController might be responsible for this, partially. So it receives a message saying "Hey, add some special rounds of this type to your inventory" which would vary depending on the gun (an Assault Rifle might add one clip containing plasma rounds, for instance), and then the ConsumeAmmo method might return which kind of ammo was consumed (and therefore which effect to apply to the bullet).
I always wonder how someone would make a large openworld scenario in unity.
For example in rust (never really played it) is the whole world one scene or is it segmented?
If its segmented then is the whole world segmented from the start or do you have one large scene that is split at build-time ?
How would you handle editting terrain or stuff on the edges of a world-segment?
How do you efficiently know what segments to load and unload?
Are all gameobjects in a scene parented to a single top-level object that can be destroyed when the segment should be unloaded?
What about dynamic stuff like rigidbodies, are they parented to the scene they are spawned in?
[QUOTE=Felheart;45293779]I always wonder how someone would make a large openworld scenario in unity.
For example in rust (never really played it) is the whole world one scene or is it segmented?
If its segmented then is the whole world segmented from the start or do you have one large scene that is split at build-time ?
How would you handle editting terrain or stuff on the edges of a world-segment?
How do you efficiently know what segments to load and unload?
Are all gameobjects in a scene parented to a single top-level object that can be destroyed when the segment should be unloaded?
What about dynamic stuff like rigidbodies, are they parented to the scene they are spawned in?[/QUOTE]
Well to explain what I'm doing (which is responding to your question that I've only just read :v:) I made a big, flat plane in Blender, subdivided the crap out of it and then used the sculpt tool to get a basic landscape. After that, I spent a bit of time detailing the various bits of it, and split it up into a few different sections (this is because Unity treats it like a model, and so has a limit on how many polygons individual pieces can have). I doubt this is the most efficient way of doing it, and it's probably sacrilege or something, but it's how I've done it. It also causes massive headaches when editing it again, because you have to temporarily join the different pieces together, or save the joined model in a different file and make the changes there. Although there's probably a way around it I've not thought about.
With the knowing what segments to load and unload, you could probably make a simple script to attach to the terrain to say "If someone is close enough to where I should be + if someone is looking at where I should be, then load me in".
And I have no idea about any of your other questions :v:
What about modeling the terrain in something like L3DT and exporting individual heightmap/splatmap tiles?
EDIT: That said, Unity's terrain kind of completely sucks ass (case in point: with a lot of terrain tiles in the scene, the game slows to a crawl every time the camera moves, which the profiler attributes to culling... wtf?). I think they might be revamping it for 5.x though...
[QUOTE=Felheart;45293779]I always wonder how someone would make a large openworld scenario in unity.
For example in rust (never really played it) is the whole world one scene or is it segmented?
If its segmented then is the whole world segmented from the start or do you have one large scene that is split at build-time ?
How would you handle editting terrain or stuff on the edges of a world-segment?
How do you efficiently know what segments to load and unload?
Are all gameobjects in a scene parented to a single top-level object that can be destroyed when the segment should be unloaded?
What about dynamic stuff like rigidbodies, are they parented to the scene they are spawned in?[/QUOTE]
Garry also mentioned once that Unity can't have more than 65535 physics objects in a scene so for trees and stuff you hit this limit fast.
[URL]http://facepunch.com/showthread.php?t=1260922&p=42957373&viewfull=1#post42957373[/URL]
[editline]edit[/editline]
I think rust is one big scene. The old one at least. Not sure about rust reboot.
Some low poly terrain I've been working on again:
[img_thumb]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/terrain2.PNG[/img_thumb]
[img_thumb]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/terrain3.PNG[/img_thumb]
Pretty pleased with the improvement from before:
[img_thumb]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/Capture.PNG[/img_thumb]
Uses splat maps automatically created from a height field. I set gaussian functions to correspond to each material (Grass, Dirt, Stone), that way you can map the gradient of the height field at a location to the density of the particular splat channel for each material (Grass on flat levels etc).
Currently leaking a lot of memory from the dynamic meshes/textures which is becoming a bit concerning but oh well I am sure I will find the cause eventually!
So what's the best solution to actually building environments in Unity? I'm used to brush-systems like Hammer, but the only decent thing like that is some asset that's like $100 and that's out of the question. Is there something a little more convenient than building environments in blender? This is a pretty big weakness of Unity imo.
if you mean probuild, it's bad...Really bad (In the case you are looking something like hammer)
Yeah I only was interested for a second before I saw that greedy asking price for what it was. I mean come on so many editors now have built-in geometry creation this is just infuriating.
[QUOTE=gonzalolog;45300429]if you mean probuild, it's bad...Really bad (In the case you are looking something like hammer)[/QUOTE]
yeah i bought it some time ago hoping to port our source engine game to unity
turns out that it's really shit
it's buggy and missing a lot of features
you can use gtkradiant or so, make your map in there, export as model file. Still needs to be textured in unity then.
When i last tried it, gtkradiant didn't want to export, but darkradiant did. Darkradiant is the official editor for the dark mod: [url]http://darkradiant.sourceforge.net/[/url]
[QUOTE=Arxae;45301038]you can use gtkradiant or so, make your map in there, export as model file. Still needs to be textured in unity then.
When i last tried it, gtkradiant didn't want to export, but darkradiant did. Darkradiant is the official editor for the dark mod: [url]http://darkradiant.sourceforge.net/[/url][/QUOTE]
might as well just go with hammer and use [url=https://github.com/aleksijuvani/unity-vmf-loader]this vmf importer i made[/url]
Are there any tutorials about developing packages? I want to try integrating [URL="http://facepunch.com/showthread.php?t=1405898&p=45298500&viewfull=1#post45298500"]my dispatcher[/URL] with Unity, but I'm extremely new to the engine (just booted it up for the first time, pretty much).
[QUOTE]yeah i bought it some time ago hoping to port our source engine game to unity turns out that it's really shit it's buggy and missing a lot of features[/QUOTE]
[QUOTE]Yeah I only was interested for a second before I saw that greedy asking price for what it was. I mean come on so many editors now have built-in geometry creation this is just infuriating.[/QUOTE]
[QUOTE]if you mean probuild, it's bad...Really bad (In the case you are looking something like hammer)[/QUOTE]
[QUOTE]So what's the best solution to actually building environments in Unity? I'm used to brush-systems like Hammer, but the only decent thing like that is some asset that's like $100 and that's out of the question. Is there something a little more convenient than building environments in blender? This is a pretty big weakness of Unity imo.[/QUOTE]
Maker of ProBuilder here. if I may quietly ask, without hijacking- please, let me know anything and everything that is busted, buggy, missing, or just plain sucks, in your opinion. I started the tool from the same exact frustration- lack of BSP/Hammer-style building, and honestly take it personally when it doesn't work for others. Tell me what's busted, we'll get it right. $100 might seem a lot, but we've put nearly 3 years of practically 24/7 work into it, and not stopping anytime soon.
(I apologize for the semi-hijack)
[QUOTE=yahodahan;45305759]Maker of ProBuilder here. if I may quietly ask, without hijacking- please, let me know anything and everything that is busted, buggy, missing, or just plain sucks, in your opinion. I started the tool from the same exact frustration- lack of BSP/Hammer-style building, and honestly take it personally when it doesn't work for others. Tell me what's busted, we'll get it right. $100 might seem a lot, but we've put nearly 3 years of practically 24/7 work into it, and not stopping anytime soon.
(I apologize for the semi-hijack)[/QUOTE]
Hey I tried to give you feedback in a pm but you had them disabled so:
Hello. Sorry for calling the $100 asking price greedy, you have to understand in context.
Unity is an engine where that offers a lot of creative freedom for free and no real existing royalty fees- but at the cost of not having systems in place that come standard in other common game engines today. (Ue4 comes to mind, which itself has many features for $19. I would honestly be working on there if I was't held back by technical limitations.) Basic systems such as- brush-based editing systems! When I first see the demo video of your system, it looks good honestly. I didn't see anything necessarily bad about it. I can do some model-based mapping if I have to, but getting a couple damn rooms in place and things blocked out doesn't have to be such a hassle, which I imagine was some of the initial inspiration for ProBuilder.
From my side though, it's- load up Unity for the first time, get frustrated because suddenly I'm learning code to make multiplayer systems when there's wonderful things in other engines now like UE4's Blueprint that can give more creative power to people like artists, and then I discover that there's nothing to create environments in Unity in place except a kind of okay terrain displacement editor. And the only good looking brush-system (actually, the only brush system on the asset store) is $100? Wow that just puts me off.
I have a sincere want to make games, I want to get my ideas in a working concept, and you have to realize that it's so frustrating when I'm forced to relearn how to make environments in blender, while simultaneously learning boring code so maybe in a week I'll have the skills to show off a really ugly multiplayer shooting greybox-room that's impressive on the sole fact that it [I]functions[/I]. And what do I see in the UE4 thread? Some guy goes from idea to fun working concept alhpa in [I]1 & 1/2 days[/I] using nothing but UE4's free assets and Blueprint. When I was watching UE4 level creation tutorials and I saw that it had the feature to create a wall, make a rectangle, and just "subtract" that rectangle from the wall to make a doorway, my heart sank. That's so damn intuitive, no mess, no error in the geometry, no UV unwrap bs, just rectangle and doorway, boom.
You're not greedy. Unity is missing a vital piece and you or you and your team stepped up and filled that gap. That's actually fantastic. That's a lot of time and effort spent, and I'm no coder yet but shit that probably wasn't easy to create. Still, I wish you would consider repricing the tools to a more affordable cost though- perhaps splitting the cost of each tool- $20 for each? I would gladly, right now, shell out $15-$20 for ProBuilder. I would do so without even researching it's limitations because that's how badly I want a brush-system in Unity haha.
You have to understand that if I could afford ProBuilder, I could probably afford a better machine + UE4's $19 model and never look back.
Thanks for taking the time to read this.
[editline]6th July 2014[/editline]
For example I just checked on the Asset Store-
Your other tools ProGrids 2 and QuickEdit Mesh Editor seem like reasonable prices at $20, and $10- then suddenly ProBuilder shoots up to $95. I just can't see any scenario where I can afford that.
[QUOTE=yahodahan;45305759]Maker of ProBuilder here. if I may quietly ask, without hijacking- please, let me know anything and everything that is busted, buggy, missing, or just plain sucks, in your opinion. I started the tool from the same exact frustration- lack of BSP/Hammer-style building, and honestly take it personally when it doesn't work for others. Tell me what's busted, we'll get it right. $100 might seem a lot, but we've put nearly 3 years of practically 24/7 work into it, and not stopping anytime soon.
(I apologize for the semi-hijack)[/QUOTE]
I remember ProGrids not working with ProBuilder vertex editing at all, no matter what grid size I used. The vertices just exploded all over the place when I tried to move them.
The worldspace checkbox in the texture tool broke the brush texture coordinates if you copied the brush.
The brush origins didn't seem to update at all after you modified the brush, so they rotated around the wrong place unless you changed the pivot. Changing the pivot however, broke the rotation completely.
There also seems to be an issue with multiple viewports where if you move around using WASD, it breaks the near clipping plane for the other viewports. I'm pretty sure this is something that's broken in Unity itself though.
In regards to missing features, I couldn't find a cutting tool like the one they have in Hammer. I also missed the texture fit buttons from Hammer. You seemed to have something similar, but I couldn't figure out how to use it.
[editline]6th July 2014[/editline]
The only way to create brushes also seemed to be via that clumsy dialog. In Hammer you could simply draw a rectangle and adjust that.
[I]Note: Mods, feel free to let me know if I'm just in the way here. I'll try to keep it short but will answer, as the topic is about Unity 3D tools and such :)[/I]
[QUOTE]...and then I discover that there's nothing to create environments in Unity[/QUOTE]
Haha, exactly the reaction I had when I started in- did a lot of Unreal and Source mapping previous to Unity. There were a lot of bits missing (like Grids as well, man, how did they skip that???), but eventually I found that having a completely blank canvas to work with, was not only lots of fun, but led to many more possibilities. UE4/Source/Crytek/etc all have AWESOME editors/engines, but they are like a gold-plated cage- still a cage, no matter how shiny. Or, for my needs, anyway :)
[QUOTE]...using nothing but UE4's free assets and Blueprint.[/QUOTE]
Sure, but you'll find quickly, the pros recognize that stuff and you don't get any real cred for it. Sure, anyone can slap other people's work together and apply Bloom x10, but hard work and dedication is what really matters. Same goes for Unity- lotta people reusing the same stuff, nobody give it more than a few glances, no matter how pretty.
[QUOTE]I saw that it had the feature to create a wall, make a rectangle, and just "subtract" that rectangle from the wall to make a doorway, my heart sank. That's so damn intuitive, no mess, no error in the geometry, no UV unwrap bs, just rectangle and doorway, boom.[/QUOTE]
Actually, "boolean" methods are really, really messy. Ask a professional 3D artist, they'll agree (or, all who I know, and have worked for) - boolean is fast, but dirty and often regarded as "the lazy man's path". It can quickly create really, really nasty geometry. Best to build all that geo by hand, from the start. Been there many times myself!
[QUOTE]Unity is missing a vital piece and you or you and your team stepped up and filled that gap. That's actually fantastic. That's a lot of time and effort spent, and I'm no coder yet but shit that probably wasn't easy to create. [/QUOTE]
Actually, I'm just an artist- you can see my OLD port at "www.ofgabriel.com" (don't laugh too much...). I learned JavaScript and Unity editor coding simply because I was DYING without geo-creation in Unity. Later, I hired a real coder (Karl) to make ProBuilder not, er, suck. Ha. Look at some of the old videos compared to now- it's quite a jump.
[QUOTE]Still, I wish you would consider repricing the tools to a more affordable cost though- perhaps splitting the cost of each tool- $20 for each?[/QUOTE]
When I started making PB, I planned to make it $20. The company I was doing 3D for (Studio2a.net), convinced me to make it $100- sounds crazy, but I'm glad they did. Thing is, I put a LOT of work in to that first version, and still do. Every single day, I work about 10-14 hours just testing, editing, answering emails, checking forums (like this :P ), etc. It's a crazy amount of work, and I just want to make games! Ha. On top of that, we never stop devving the tool better and better, and never charge for upgrades. If I didn't charge $100, I could never afford to put such dedication into PB, and it would probably have never gone forward much at all. I wish I could make it cheap, but that would be worse, in the longrun, for devs who need the functionality and support.
Thanks GeneralJ! Send me an email via the site ([url]www.procore3d.com[/url], and I'll be happy to help you out, appreciate the thoughtful response :)
[editline]6th July 2014[/editline]
[QUOTE=DarKSunrise;45306462]I remember ProGrids not working with ProBuilder vertex editing at all, no matter what grid size I used. The vertices just exploded all over the place when I tried to move them.[/QUOTE]
Sounds like a really old version maybe? We had some issues back in the day.
[QUOTE=DarKSunrise;45306462]The worldspace checkbox in the texture tool broke the brush texture coordinates if you copied the brush.[/QUOTE]
Oh yeah, texturing used to be TERRIBLE. I apologize for that, I'm not a real coder! But, Karl has fixed all that, we have full UV unwrapping now, similar to 3Ds Max :)
[QUOTE=DarKSunrise;45306462]The brush origins didn't seem to update at all after you modified the brush, so they rotated around the wrong place unless you changed the pivot. Changing the pivot however, broke the rotation completely.[/QUOTE]
We had a looong discussion on this back in the day, and asked many members- they (and we) agreed it was best not to auto-change the pivot, since that could break custom setups. However, we have since solved all rotation (and scaling) issues, and integrated an awesome pivot-setting solution that a community member kindly submitted :)
[QUOTE=DarKSunrise;45306462]There also seems to be an issue with multiple viewports where if you move around using WASD, it breaks the near clipping plane for the other viewports. I'm pretty sure this is something that's broken in Unity itself though.[/QUOTE]
I know we fixed up quite a few WASD issues quite a while back, though if you could replicate and send a bug report, we'll dig right into it. Not sure what you mean by this though, sorry.
[QUOTE=DarKSunrise;45306462]In regards to missing features, I couldn't find a cutting tool like the one they have in Hammer. I also missed the texture fit buttons from Hammer. You seemed to have something similar, but I couldn't figure out how to use it.[/QUOTE]
Cutting (ie, Boolean) is something we get asked for every day, ha. And we will have it, I promise! However, it really is a "dirty geo" tool, and is best to build manually. That said, again we know it's super useful, we are just making sure we do it 100% correct, since boolean has so much potential to make a level self destruct, and is lots of tricky geo/math code.
About the texture fit, yep, just select a face and choose "Normalize" (to keep texture aspect ratio), or "Stretch" (to stretch-fit), and you'll be set :)
[QUOTE=DarKSunrise;45306462]The only way to create brushes also seemed to be via that clumsy dialog. In Hammer you could simply draw a rectangle and adjust that.[/QUOTE]
100% agreed- we are building this in for the 2.3+ update, already working internally. So much simpler!
Thanks for the feedback DarkSunrise!
Now, it is 3am, and I'm crashing out. :D
[QUOTE=yahodahan;45306767][I]Note: Mods, feel free to let me know if I'm just in the way here. I'll try to keep it short but will answer, as the topic is about Unity 3D tools and such :)[/I][/QUOTE]
This is a Unity3D thread and you're talking about Unity3D without being a dick, just keep that up and you won't get banned.
Just released our first mobile game. Wondering if I could get some feedback so I could possible improve upon the idea.
Because apple, we've only got it on android at the moment:
[url]https://play.google.com/store/apps/details?id=com.coalescedigital.potholepatrol[/url]
BSP mapping is dated, the usual modern workflow for a 3D level outside of procedural generation is to build an environment in external software that has more features.
i.e. Blender, Maya, Max etc..
They are much more powerful than hammer ever was, but this also means they are much more complicated and will take more time to learn than hammer. Probuilder looks great but it isn't suited to everything either, higher poly stuff seems like it would be a nightmare in comparison.
[media]http://www.youtube.com/watch?v=3u_A34ylcJc[/media]
I'm a Unity pro, now. v:v:v
[QUOTE=pinecleandog;45315102]Just released our first mobile game. Wondering if I could get some feedback so I could possible improve upon the idea.
Because apple, we've only got it on android at the moment:
[url]https://play.google.com/store/apps/details?id=com.coalescedigital.potholepatrol[/url][/QUOTE]
How come there are so many high scores but only 3 people downloaded the game ?
Google play doesn't update that information very frequently
Stopped using ScriptableObject for our Items in Rust.
Before:
[img]http://files.facepunch.com/garry/2014/July/07/2014-07-07_19-25-32.png[/img]
After:
[img]http://files.facepunch.com/garry/2014/July/07/2014-07-07_19-26-02.png[/img]
Looks like about a saving of 100MB right at startup on the server. The rest of the graph might be influenced by the fact that there's half as many people online though, so not reading too much into it yet.
[QUOTE=pinecleandog;45318928]Google play doesn't update that information very frequently[/QUOTE]
Honestly, the game is pretty sick and it looks cool.
I hope you will get far with it.
[editline]7th July 2014[/editline]
What is the thing with games that have 1.3Mb and 9.8M for example.
They are both Flappy games but one of them is 1.3 and the other one is 9.8
[QUOTE=garry;45319022]Stopped using ScriptableObject for our Items in Rust.
Before:
[img]http://files.facepunch.com/garry/2014/July/07/2014-07-07_19-25-32.png[/img]
After:
[img]http://files.facepunch.com/garry/2014/July/07/2014-07-07_19-26-02.png[/img]
Looks like about a saving of 100MB right at startup on the server. The rest of the graph might be influenced by the fact that there's half as many people online though, so not reading too much into it yet.[/QUOTE]
Do they always have an overhead or only if the script is running? The former would be pretty strange imo.
Well, hold on a moment - is it just one scriptableobject per item template, or one per in-world instance? In the former case I imagine the overhead comes from Unity having to keep track of and potentially garbage collect them.
It's one per item. It works the same now except they're not scriptable objects. It's really a lot of overhead just to have Unity GC them.. especially considering the normal classes are GC'd and don't have that overhead.
Yeah, some of the unity stuff is quite retarded, GC being one of them.
I also don't understand, why they don't cache the Transform components and other stuff..
I mean, calling gameObject.transform is same as gameObject.GetComponent<Transform>(), and when you do some big for-loops operations on transforms, you really need to cache them or it will show performance degradation.
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