An awesome blog post about the upcoming Unity 5 physics changes.
[url]http://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/[/url]
This means we can make physics projectiles fly at high velocities, and not go through shit.
Looking forward to it.
I am not 100% sure but I am pretty sure I asked this before but I couldn't find an answer.
How would I save information(health for example) between levels ?
Static variable.
[QUOTE=reevezy67;45315608]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.[/QUOTE]
True, but its awesome for rapid prototyping.
It doesn't interrupt the workflow.
When you've got your gameplay down you'll replace the prototyped placeholders with "real" models.
Personally I think probuilder is nice. But one thing I really don't like is the color selection window:
- no support for color palettes / presets
- no "recently used"
- no RAW colorpicking tool (meaning it gets the color directly from a vertex/quad, needed when you need more colors)
- the color "previews" are much darker than the real color. Wtf? A gradient would be nice, but not one that starts with 40% brightness and ends with 30% :v:
- the color buttons are way too big
- the window has a fixed panel, it doesn't reorder the colorbuttons into multiple rows when its dragged smaller
- why seperate buttons for selection and apply? why not leftclick to apply and rightclick to change?
- no support for naming colors (maybe in conjunction with a 'listview' display style)
Maybe I'd make all the changes to make the window really nice if the creator would merge the changes in so I don't have to patch the files myself on every new version.
Now that I think about it, I could also make a nice and reliable clipping tool (for those who come from hammer and miss the ability to quickly split/cut an edge into another face)
[editline]9th July 2014[/editline]
[QUOTE=KillaMaaki;45331773]Static variable.[/QUOTE]
Thats a bad way, use a scriptableobject instead.
The unity youtube channel has a relatively new video about them.
They offer a lot of nice features, they can be used like savegames, don't requires hacks to work with proper serialization, ...
It's not a "bad" way by any means, no. A different way, yes.
[QUOTE=BoowmanTech;45331715]I am not 100% sure but I am pretty sure I asked this before but I couldn't find an answer.
How would I save information(health for example) between levels ?[/QUOTE]
[url=http://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html?from=GameObject]Object.DontDestroyOnLoad[/url]
Create a gamestate object that saves the HP (and the other stuff) and do Object.DontDestroyOnLoad(this) in the awake method. Then, on your next scene, this object will be there in the same state as the previous scene.
You could also dump the state to a temp file i suppose, but i think using DontDestroyOnLoad is better.
[QUOTE=sarge997;45327111]An awesome blog post about the upcoming Unity 5 physics changes.
[url]http://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/[/url]
This means we can make physics projectiles fly at high velocities, and not go through shit.
Looking forward to it.[/QUOTE]
Fixed wheelcolliders? Finally, I was about to write my own and I'm really glad I won't have to
Where should I upload my game? I want a place like kongregate(Can't use kongregate. Their website have been broken for like a month or so. )
What's broken about it? Works fine for me
Yeah seems fine for me. [url=http://www.wooglie.com/]Wooglie[/url] is another games portal designed specifically for unity games but not sure on it's current popularity.
[QUOTE=Icejjfish;45351124]Where should I upload my game? I want a place like kongregate(Can't use kongregate. Their website have been broken for like a month or so. )[/QUOTE]
Itch.io
Is there any info on Unity 5 and Mono runtime upgrade? Pseudo 3.5 is starting to show its age.
Basically, once they convert all AOT platforms to IL2CPP, then they will upgrade mono.
AOT is what's holding them back due to licensing wierdness (I think something about newer versions of Mono makes it so that you can't statically link the libraries it unless you pay a licensing fee..?)
I personally can't wait until IL2CPP arrives. Hopefully they can leverage it to get rid of some of the inefficiencies that exist in Unity (like the Native <--> Mono boundary) and generally boost performance. They'll be talking more about it at Unite.
[vid]http://zguyserver.nu/videos/2014-07-11_17-08-51.mp4[/vid]
I just made an editor for [url=http://docs.unity3d.com/ScriptReference/Bounds.html]Bounds[/url].
I made an HandlesExt class, like an extension to the [url=http://docs.unity3d.com/ScriptReference/Handles.html]Handles[/url] class, so the editor code is just
[csharp]
Bounds bounds = component.bounds;
Mode mode = (EditorGUI.actionKey ? Mode.CenterSize : Mode.MinMax);
switch (mode)
{
case Mode.MinMax: bounds = HandlesExt.BoundsMinMaxHandle(bounds, component.transform.position); break;
case Mode.CenterSize: bounds = HandlesExt.BoundsCenterSizeHandle(bounds, component.transform.position); break;
}
if (GUI.changed)
{
Undo.RecordObject(component, "Change bounds");
component.bounds = bounds;
EditorUtility.SetDirty(component);
}
[/csharp]
The HandlesExt class looks like this:
[url]http://pastebin.com/bXerP67v[/url]
Didn't knew Free NGUI (2.7) was so good. I feel such an idiot when I didn't tried it 3 months ago.. could have saved myself at least a month of time..
Created singleton for every UI object in game.
I feel terrible.
But hey, I have excuses you know!?
[editline]12th July 2014[/editline]
Bad decisions breed super fun times.
[QUOTE=Z_guy;45357871][vid]http://zguyserver.nu/videos/2014-07-11_17-08-51.mp4[/vid]
I just made an editor for [url=http://docs.unity3d.com/ScriptReference/Bounds.html]Bounds[/url].
I made an HandlesExt class, like an extension to the [url=http://docs.unity3d.com/ScriptReference/Handles.html]Handles[/url] class, so the editor code is just
[csharp]
Bounds bounds = component.bounds;
Mode mode = (EditorGUI.actionKey ? Mode.CenterSize : Mode.MinMax);
switch (mode)
{
case Mode.MinMax: bounds = HandlesExt.BoundsMinMaxHandle(bounds, component.transform.position); break;
case Mode.CenterSize: bounds = HandlesExt.BoundsCenterSizeHandle(bounds, component.transform.position); break;
}
if (GUI.changed)
{
Undo.RecordObject(component, "Change bounds");
component.bounds = bounds;
EditorUtility.SetDirty(component);
}
[/csharp]
The HandlesExt class looks like this:
[url]http://pastebin.com/bXerP67v[/url][/QUOTE]
Do you inherit from EditorWindow for drawing?
I want edit a Bounds value in my small editor but I just can't get it to work properly :(
Could you maybe share the rest of the code please? :)
[editline]12th July 2014[/editline]
Nevermind, got it working. Thanks for the HandlesExt code, its really useful!
[QUOTE=KillaMaaki;45186117]I'd be really curious to know what a Quake 3 player thinks of the movement code - whether I've done it right?[/QUOTE]
Rather late, but I wanted to comment on this, having played Quake 3 for more than 4 years.
The movement code itself is fine, but you give too much air control when airstrafing. It depends if you're doing to go for the feel of CPMA, or if you want to capture vanilla quake 3 movement. Even so, air control is still far too strong.
Think of it like this: when holding A or D to airstrafe, you are only changing your trajectory through the air. Curving it. Here is a visual representation from GMOD (source engine is a great example of this sort of air control)
[vid]https://dl.dropboxusercontent.com/u/7539801/bhopping.webm[/vid]
What you're doing, is not only changing the trajectory, but also [i]moving[/i] the player to the left or the right when airstrafing.
It's jarring, and the only game I can think of which does something similar is crysis.
Alternatively, if you're going for vanilla Quake 3 movement, you're pretty far off. Vanilla Quake 3 has almost no air control, and speed is gained through strafe jumping - holding W and a strafe key to move diagonally. I cannot provide a video example right this moment, since I'm too lazy (and that bhopping webm took way too long to make)
If you'd like me to elaborate more and help you really nail down the movement system, feel free to [url=http://steamcommunity.com/id/bites]add me on steam.[/url]
What I'm curious about is what code is responsible for the air control bit.
I'm never directly setting the movement direction, only applying an acceleration. Perhaps I should reduce the applied acceleration when airborne? Or check what values Quake 3 uses...
[editline]12th July 2014[/editline]
I think the biggest issue is that I had to crank up ground friction in order to sufficiently stop the player without that "on ice" feeling, and then to compensate I had to crank up input acceleration in order to overcome ground friction.
And then while airborne, since there is no friction, you can pretty much instantaneously change your direction because the input acceleration is so high.
So I'm going to try multiplying acceleration by 0.25 while the player is airborne and see if that helps.
[editline]12th July 2014[/editline]
There, how's this?
I'm not exactly trying to replicate Q3, but I do want to borrow some of that really nice physics feel.
[unity]https://dl.dropboxusercontent.com/u/99106620/TestCharacterPhysics.unity3d[/unity]
Back to the drawing board for some stuff, but seem to have most of the core functionality working now.
[video=youtube;JzHyUrHnGPg]http://www.youtube.com/watch?v=JzHyUrHnGPg&feature=youtu.be[/video]
[QUOTE=Huabear;45367662]Back to the drawing board for some stuff, but seem to have most of the core functionality working now.
[video=youtube;JzHyUrHnGPg]http://www.youtube.com/watch?v=JzHyUrHnGPg&feature=youtu.be[/video][/QUOTE]
I love this concept. Collect some money for advertising and prepare to get rich, son.
____________
What is better?
1. Have different material for foliage (I want trees for example to be colored a bit randomly)?
2. Do coloring per vertex color on mesh and write shader for it?
Crosspost from WAYWO: (is that an ok thing to do?)
I couldn't find a good script that automatically places lightprobes in unity scenes.
So I made my own... (still heavily WIP)
Its not just a dumb "place one probe every X units"-placer.
It takes baked lightmaps into account, visibility and much more!
Was a good amount of work but its still not perfect.
For now human-placed probes are a bit more efficient.
But I'm 100% sure I can fix that with more intelligent algorithms.
At least my script surpasses every other script I've seen so far.
Most scripts are too simple so they either dump your scene full of unnecessary probes or they
are a bit more complex but leave out vital parts like corners; or they remove nodes in "in front of a wall <> behind a wall" scenarios. So it looks like the sun can shine through a wall on dynamic objects
Original scene and then with lightprobes:
[IMG]http://i.imgur.com/96OmNmm.jpg[/IMG]
[IMG]http://i.imgur.com/6RYT3qa.jpg[/IMG]
I started from a simple "grid placer" that basically just fills the entire selected area with probes.
Then it moves them into better locations, around objects, into corners, ...
Then it filters nodes from locations where multiple nodes occupy the same spot,
After that it removes nodes from inside geometry (that was actually much more difficult than I imagined in unity!)
And then it removes nodes in areas where multiple nodes describe similar lightmap-colors.
Then some more filtering based on probe-visibility...
At the best part: It doesn't take multiple minutes to calculate like other scripts. :)
I hope I can optimize everything so well that I won't be able to place them better if I'd do it by hand!
Can you guys imagine any really tricky scenarios where this could fail so I can further test and optimize it? Maybe a forest scene?
[QUOTE=KillaMaaki;45366755]There, how's this?
I'm not exactly trying to replicate Q3, but I do want to borrow some of that really nice physics feel.
x[/QUOTE]
This is really good! It definitely feels like its own unique movement. You don't gain speed TOO fast, and airstrafing is no longer awkward - I'd say that it's solid now, but it may be worth consulting others for their opinions, too. [img]https://osu.ppy.sh/forum/images/smilies/icon_cool.gif[/img]
If there's some sort of demo I could download with mouselock, so that my mouse doesn't go flying around my screen while I try it out, that'd be neat.
[QUOTE=Arxae;45351228]What's broken about it? Works fine for me[/QUOTE]
[IMG]http://imgur.com/uorhEQQ.png[/IMG]
[QUOTE=Icejjfish;45375456][IMG]http://imgur.com/uorhEQQ.png[/IMG][/QUOTE]
have you tried "please email [email]feedback@kongregate.com[/email] if the problem persists"?
Yep, I've been able to load the kongregate page fine for the last few days.
[QUOTE=Gran PC;45375471]have you tried "please email [email]feedback@kongregate.com[/email] if the problem persists"?[/QUOTE]Nope. But I don't think they will answer the email
[QUOTE=Darkomni;45375320]You don't gain speed TOO fast[/QUOTE]
THAT was one thing I immediately noticed.
Previously, if you held down W+A and jumped in a circle moving your mouse to one side, you could almost instantly speed up to absolutely insane velocity.
Now, there seems to be a bit of a cap on that, or it's slower or something. :)
[QUOTE=Icejjfish;45375609]Nope. But I don't think they will answer the email[/QUOTE]
Well of course they're not going to respond if you never email them in the first place. What fear do you have of kongregate?
[QUOTE=Icejjfish;45375609]Nope. But I don't think they will answer the email[/QUOTE]
yeah lets just put a contact email address for our product and then never reply when someone actually needs help! that is a GREAT idea!!!
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