• Unity3D - Discussion
    5,004 replies, posted
[QUOTE=Darkomni;45375320]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] Wait, WTF..? Hey, if you hold down one direction without moving the mouse, does your character get stuck...? I'm seeing that on my end all of a sudden. This wasn't a problem yesterday..... [editline]13th July 2014[/editline] OK, what the actual fuck? So, here's what's happened so far. First, I was experiencing the problem in both the webplayer on these forums and the editor. So I eventually found that the problem was InControl - it was actually reporting no input from the keyboard. I went into my input manager script and commented out this line: [code] //InputManager.AttachDevice( new UnityInputDevice( new OAKeyboardProfile() ) ); [/code] Let it compile, ran it. Naturally input didn't work anymore, so I uncommented the line, let it compile, and ran it again. Then it worked perfectly. So then I decided to give the webplayer another try. Mind you, I haven't updated the webplayer at all during this process. NOW IT WORKS THERE TOO. What the hell!?
Working on my VFX skills. Put together a small explosion FX pack. Thoughts? [video=youtube;Nh_7PXwtTAk]http://www.youtube.com/watch?v=Nh_7PXwtTAk[/video]
[QUOTE=KillaMaaki;45378217]Working on my VFX skills. Put together a small explosion FX pack. Thoughts? [video=youtube;Nh_7PXwtTAk]http://www.youtube.com/watch?v=Nh_7PXwtTAk[/video][/QUOTE] These look amazing!
[QUOTE=layla;45379483]These look amazing![/QUOTE] Thank you :)
Got texture splat painting working pretty smoothly on my custom terrain engine: [vid]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/Unity%202014-07-13%2023-32-58-40.webmsd.webm[/vid] For some reason the mouse position is being flipped vertically and I have no idea why, the position goes through quite a lot of transformation math (ScreenSpace -> world space -> splatmap space) so I have't pin pointed where its going wrong yet. Pretty proud of how fast it is though!
Protip: Use a the RaycastHit form a trace and inside it are the triangle indices and UV coordinates!
Okay guys... I'm officially beginning to learn Unity 3D! I have never used Unity before, but I've been using C# and (the 2D side of) XNA, and I'm really ready to start doing 3D things! Any tips or advice? Wish me luck!
Make sure to keep a neat and organized workspace. It can be time consuming and confusing if you're trying to look for a model or script that's wrongly filed.
Anyway, better than COD! [vid]http://dl.dropboxusercontent.com/u/7703917/File%20Share/webm/BetterThanCallOfDuty.webm[/vid] (thanks guys)
Link seems to be broken. [editline]13th July 2014[/editline] Guh, one thing they don't tell you about hiring a team - IT TAKES FOREVER, and the waiting is painful!
So, I don't know why (I haven't even applied health yet), but for some reason when the sprite collides with the object, it just falls right over. Does unity automatically do this or is it a bug, I can't tell. edit: Yes, I am completely new at Unity. [url]http://i.gyazo.com/c4377355716bf1c355e0fca96c768f51.mp4[/url]
[QUOTE=blakeguy25;45381960]How do you embed WebM format video? Anyway, better than COD![/QUOTE] Use [noparse][vid] [/vid][/noparse] for WebM, but even then your link is broken. Are you sharing from your public folder in dropbox?
[QUOTE=Mr;45383780]So, I don't know why (I haven't even applied health yet), but for some reason when the sprite collides with the object, it just falls right over. Does unity automatically do this or is it a bug, I can't tell. edit: Yes, I am completely new at Unity. [url]http://i.gyazo.com/c4377355716bf1c355e0fca96c768f51.mp4[/url][/QUOTE] I'm not too familiar with 2D in unity, but this happens in 3D when you haven't applied angular constraints to your character controller/rigidbody
[img]http://i.imgur.com/3roq4RP.png[/img] Look at the right arm, above the shadow there's a thin outline around the arm. As if the shadow is missing 1px around objects above it. Does anyone know what that is, or how to fix it?
[QUOTE=KillaMaaki;45378217]Working on my VFX skills. Put together a small explosion FX pack. Thoughts? [video=youtube;Nh_7PXwtTAk]http://www.youtube.com/watch?v=Nh_7PXwtTAk[/video][/QUOTE] One thing you could improve is try to not use big planes. Especially in small ground explosion when the smoke rises you can see the big pieces are huge planes. Same thing in the next one. The aftermath smoke has huge planes.
[QUOTE=Z_guy;45385661][img]http://i.imgur.com/3roq4RP.png[/img] Look at the right arm, above the shadow there's a thin outline around the arm. As if the shadow is missing 1px around objects above it. Does anyone know what that is, or how to fix it?[/QUOTE] Are you using the deferred shading path, or forward?
[QUOTE=thomasfn;45385972]Are you using the deferred shading path, or forward?[/QUOTE] Forward. I don't have pro so can't test deferred.
I want to set up a simple UI for my game. I'm not having trouble getting it to render or whatever, it exists. The positioning of Unity's default UI stuff is hard to grasp, however. I want a small portion of the top of the screen to have an area for the player's money count, and I have two GuiText objects for that, but they seem to be moving independently of each other when scaled, despite identical settings. Is there a half-decent, affordable UI library out there that allows me to visually define the relative locations of UI elements? Or something I'm missing with the default Unity GUI stuff?
Theres a free version of NGUI. And with the UITexts things, I think you should have a look at the "alignment" option.
[QUOTE=Protocol7;45387873]I want to set up a simple UI for my game. I'm not having trouble getting it to render or whatever, it exists. The positioning of Unity's default UI stuff is hard to grasp, however. I want a small portion of the top of the screen to have an area for the player's money count, and I have two GuiText objects for that, but they seem to be moving independently of each other when scaled, despite identical settings. Is there a half-decent, affordable UI library out there that allows me to visually define the relative locations of UI elements? Or something I'm missing with the default Unity GUI stuff?[/QUOTE] Unity 4.6 will have a completely new GUI system, if you can wait a month or so.
[QUOTE=Felheart;45388419]Theres a free version of NGUI. And with the UITexts things, I think you should have a look at the "alignment" option.[/QUOTE] They're both left aligned and anchored to the upper left, yet when the screen shrinks they kind of merge into each other. I would think that having the same anchor would mean that they wouldn't move independently of each other. [QUOTE=Z_guy;45388424]Unity 4.6 will have a completely new GUI system, if you can wait a month or so.[/QUOTE] Unfortunately this must be complete by the end of this month.
[QUOTE=Protocol7;45388470]Unfortunately this must be complete by the end of this month.[/QUOTE] I have a script that anchors gameobjects relative the camera edges. The camera must be in orthographic mode, though. [url]http://pastebin.com/kACUHqBZ[/url]
That's awesome. I'm gonna give the free NGUI a shot first, though, but if that doesn't work, yours looks like it does exactly what I need. Thanks!
Finally worked more on my thing, which included adding factories. VIDEO TIME. [video=youtube;GbMvP5zcrQE]http://www.youtube.com/watch?v=GbMvP5zcrQE[/video] A slight replay of an earlier demonstration I did a little while ago, but more fleshed out. Here's a list of changes because I feel like doing a changelog for whoever may be following this; - Added items - Added player inventory - Added the ability for any gameobject to contain items - Added loading of items from files in the /resources folder. This means anyone with access to the game can mod and put in their own terrible overpowered items - All items are part of different groups, and are pooled into object pools. Anything that can contain objects can be set to populate its inventory with a random number of random objects from random pools, random objects from specific pools, or specific objects. - All items have a resource type and a value, which can be used in factories and things that use materials to make things - As previously mentioned, factories actually work now, "Deconstructors" destroy items you put into them and get the raw materials from them to make stuff. - Added ROBOTS. Beep. They do nothing right now, but hey look robots. - Buttload of new props - Basically every prop has pre-baked AO now because that's the way i roll - Began doing some framerate improvements which included adding fog because I can't use occlusion culling in unity free so SOMETHING'S got to limit the rendering. - Made a few terrain tweaks - Animated a load of stuff - Put in some missiles that aren't really seen here but hey oh well they don't actually work anyway. Gradually getting more and more paranoid about how it looks, so I'm having to restrain myself from making too many changes on impulse. Despite this, any quick changes that might make it look better? Bearing in mind this is Unity Free, and I know the dispensing unit at the end is very silly.
@JCorp: Add some more lighting / light sources. AO is already nice and I can see you built the light maps, but some parts still look a bit "disconnected" or empty. For example that button thingy doesn't cast a shadow. The outside looks great. But the inside is missing directional light, maybe windows could help? Or baked point lights... idk... Since your textures are intentionally minimalistic you have to add some other way to fill the scene. Maybe take some inspiration from TF2 as they have basically the same problem as the graphics there are more comic-like. I think they're working with decals and detail-textures a lot.
[QUOTE=Jcorp;45389174]Gradually getting more and more paranoid about how it looks, so I'm having to restrain myself from making too many changes on impulse. Despite this, any quick changes that might make it look better? Bearing in mind this is Unity Free, and I know the dispensing unit at the end is very silly.[/QUOTE] Those props look awesome, especially with the baked AO. Try making the biodome model have thinner support things like [URL="http://www.iskin.co.uk/wallpapers/styles/1280x1024/public/biodome.jpg"]this[/URL]. Try using unity lightmapping to bake AO onto the non-baked props like terrain, and that conduit you repaired in the beginning. The interior of the buildings could use some structural support like [URL="http://i01.i.aliimg.com/photo/v0/112254431/Medium_Steel_Structure_Trusses_Industrial_Roofing_.jpg"]this[/URL] (but smaller). Also, check this out: [URL]http://www.beforegame.net/blog/scene-lighting-and-post-processing-in-before/#more-11[/URL]
[QUOTE=Pelf;45391061] Also, check this out: [URL]http://www.beforegame.net/blog/scene-lighting-and-post-processing-in-before/#more-11[/URL][/QUOTE] He said he's using Unity Free, so image effects are out of the question.
I have a question about the new UNET. I'm still a noob with networking. Could someone give me a rundown of what it does? And is it being included in Unity 5? I don't want toss my money at Unity 5, just yet.
Not immediately I don't think, but some time in the 5.x lifecycle (so, judging from uGUI, Unity 7? -_-) Basically, it fixes a number of the issues with the current Unity Networking. It is designed to support authoritative servers (like uLink), makes serialization much faster, a couple of other things. Basically it's got a slightly different design and additionally seems to be much closer to uLink but minus the insane price tag. It also looks like they're going to be rolling support for server hosting and matchmaking services into Unity Cloud, so you don't even have to figure out server hosting and infrastructure.
[QUOTE=sarge997;45393196]I have a question about the new UNET. I'm still a noob with networking. Could someone give me a rundown of what it does? And is it being included in Unity 5? I don't want toss my money at Unity 5, just yet.[/QUOTE] There is a great blog post on the official unity website. It contains all information about that topic thats available so far. It will take some time until its released, but when it's eventually there it will be awesome! [editline]15th July 2014[/editline] [url]http://blogs.unity3d.com/2014/05/29/unet-syncvar/[/url] and [url]http://blogs.unity3d.com/2014/06/11/all-about-the-unity-networking-transport-layer/[/url]
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