• Unity3D - Discussion
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[QUOTE=cam64DD;45526220]This is my first big project, basically I'm recreating Homestuck's Sburb game in Unity. Forgive me for the annoying cellphone/facebook sounds, I'm a dumbass and I forgot to turn these off before actually recording the damn thing. :suicide: [video=youtube;DAf1vcnXtjY]http://www.youtube.com/watch?v=DAf1vcnXtjY[/video] Also, forgive me for my awkward english, it's quite rusty.[/QUOTE] oh wow, homestuck is still going
Are there any solid Unity GUI assets that use more of a WPF style approach? e.g. xml, html based or similar.
[QUOTE=reevezy67;45533814]Are there any solid Unity GUI assets that use more of a WPF style approach? e.g. xml, html based or similar.[/QUOTE] [url=http://coherent-labs.com/]CoherentUI[/url] uses HTML. Rust uses it. It's expensive though.
[QUOTE=reevezy67;45533814]Are there any solid Unity GUI assets that use more of a WPF style approach? e.g. xml, html based or similar.[/QUOTE] I have a strong WPF background and while NGUI is nothing like WPF (I don't think it supports databinding or XAML/any sort of markup for UI creation) it's a lot cheaper than Noesis (XAML) or Coherent (HTML) and I'm able to build responsive UI's with it. The free version sucks compared to the paid, though.
Is it possible to have certain object in GUI.Box the same way you would use GUI.Window. By this I mean in GUI.Window I put the function name in and if I put a button with the position 0,0 it will be in top left corner of the window. I would like to do something like this with the box if possible, is it?
[QUOTE=BoowmanTech;45533936]Is it possible to have certain object in GUI.Box the same way you would use GUI.Window. By this I mean in GUI.Window I put the function name in and if I put a button with the position 0,0 it will be in top left corner of the window. I would like to do something like this with the box if possible, is it?[/QUOTE] GUILayout.BeginArea() :eng101: so for a quick dirty example: [code] GUILayout.BeginArea(new Rect(31, 133, 100, 100)); GUI.Box(new Rect(0, 0, 100, 100), "Some Box"); GUI.Button(new Rect(0, 0, 50, 20), "A Button"); GUILayout.EndArea(); [/code]
I'm using a few of Microsoft's C# libraries for my project -mostly for LINQ. Somehow this means I cannot build for a web player target, even when referencing the libraries as if they were sourced from a third party. Anyone have any workarounds? [editline]29th July 2014[/editline] Figured it out. If anyone is interested in what I've done... [url]http://sagamedev.revisualdesign.com/index.html[/url]
[IMG]http://i.imgur.com/BW7KP8C.png[/IMG] Taste steel, beast!
[url]http://blogs.msdn.com/b/visualstudio/archive/2014/07/29/visual-studio-tools-for-unity-1-9.aspx[/url] UnityVS is now Visual Studio Tools for Unity, free and released (for the caring people :v: )
[QUOTE=Arxae;45536165][url]http://blogs.msdn.com/b/visualstudio/archive/2014/07/29/visual-studio-tools-for-unity-1-9.aspx[/url] UnityVS is now Visual Studio Tools for Unity, free and released (for the caring people :v: )[/QUOTE] Wooooooooooooohohohooo! Do I need VS pro?
Quick question: How much would it be worth to you to have painless threaded scripting in Unity? Selectively and with completely controllable partial ordering of course. I ask because I have a library that does that (using Task Async, not enumerators), which in theory should integrate pretty well here (and anywhere else where an update loop and scripted entities exist, for that matter). It also works well with interdependent components since you can control execution order to keep latency constant and low. If multiple ones write to the same value at the same time it's obviously necessary to use a thread-safe accumulator, but I wrote a fast (but not yet as complete) library for that too :v: Other features: - really cheap timed delays (depends a bit on how you use them, but generally the cost is constant against the time span, so a 10s delay should be cumulatively the same as a 1s delay, and only have 1/10th the cost of waiting 10 times 1s) - automatic timing error correction (no accumulating clock drift from mismatch between update rate and wait times, support for really cheap waits shorter than the global time step (even if it's usually not that sensible a thing to do :v:)) - works well with variable update rates - ability to suspend and resume scripts from outside (thread-safe, cumulative and can GC stopped scripts just by not keeping the handle around) - no short-lived heap allocations - works well with all .NET async methods (but you should wait for the next update frame to get into the right timeslot again. My library doesn't care but Unity almost certainly does :wink:) The reason why I'm not just packaging this and putting it up for sale is that I know next to nothing about Unity (except that it doesn't support threading and has not all that nice/cheap delays if I understood Garry correctly). I'd have to work with it for a bit and read through most of the documentation to integrate this as seamlessly as possible. Another issue is whether it's reasonable to use dynamic methods in Unity plug-ins. Right now it doesn't because the relevant compiled Expression I'd have to implement is a bit ugly, but not doing so increases the start-up cost for scripts quite a bit. (It's still fast but it has to do a costly invoke otherwise because there are no constraints on the amount of scripts in one instance.)
[QUOTE=Fourier;45537603]Wooooooooooooohohohooo! Do I need VS pro?[/QUOTE] It's a plugin, so yes.
[QUOTE=Arxae;45536165][url]http://blogs.msdn.com/b/visualstudio/archive/2014/07/29/visual-studio-tools-for-unity-1-9.aspx[/url] UnityVS is now Visual Studio Tools for Unity, free and released (for the caring people :v: )[/QUOTE] What does this do exaclty? I installed it and set it up and all it seemed to do was cause Unity to freeze when I debug.
check here [url]http://unityvs.com[/url]
[QUOTE=Pelf;45537873]What does this do exaclty? I installed it and set it up and all it seemed to do was cause Unity to freeze when I debug.[/QUOTE] No kidding about the lockups, seems to happen to me too, and quite often even.
Maybe it is buggy for now.
Does anyone know how much I can make a box list? By box list I mean a box that has multiple items in it and use a scroll bar to go through them, like the image below. [img]http://wiki.garrysmod.com/images/9/9d/DIconLayout.png[/img]
What UI library are you using?
[QUOTE=Arxae;45541821]What UI library are you using?[/QUOTE] Honestly I know I might sound stupid but not sure what you mean by UI Library. All I can say is that I am using the GUI that's in unity. [editline]30th July 2014[/editline] How can I display a GameObject on a GUI.Button. For example I create the button and then I place the object on top of it at a certain position.
I actually ment GUI library, but it's the same :P Unity built in one, NGUI, daikon forge, all gui libraries. Anyway, this might help you a bit further [url]http://docs.unity3d.com/ScriptReference/GUI.BeginScrollView.html[/url]
Could someone explain this to me? [img]https://dl.dropboxusercontent.com/u/16648713/WTF.png[/img] [code] GUILayout.BeginArea(charactersButton); if (GUI.Button(new Rect(0,0,characterW / 1.1f, characterH / 4), "TEXT\nTEXT\nTEXT\nTEXT", charactersStyle)) { gameObject.renderer.material.mainTexture = charactersTexture[i]; } GUI.DrawTexture(new Rect(charactersButton.width / 20, charactersButton.height / 12, charactersButton.width / 3.4f, charactersButton.height / 1.2f), charactersTexture[i]); GUILayout.EndArea(); [/code] So the problem is that when I pick the third color which should be blue it changes the color to green for some reasons even though it is a texture not a color.
your main colour is mixing with the base colour, making green?
[QUOTE=layla;45542369]your main colour is mixing with the base colour, making green?[/QUOTE] Could be, but the think is that the other colors are exactly the same.
[QUOTE=BoowmanTech;45542461]Could be, but the think is that the other colors are exactly the same.[/QUOTE] They are probably being multiplied in RGB space, full yellow is red + green, so when you multiply by something without blue component, you get the latter. That blue has likely a bit of green (looks too bright for the pure colour), so that's what remains when the blue component is missing.
[b]NEVERMIND FIXED IT[/b]
What would be an easy way to get an outline around an object? I want to be able to click on an object and have it outlined. I don't want to have to change anything on the object I clicked though.
Maybe you guys remember that I was working on my lightprobe placer. I was posting some images about it in here and in waywo and the unity guys finally accepted it =D If it doesn't work right in some scenes don't be shy and tell me! I will try my best to fix it! [url]https://www.assetstore.unity3d.com/en/#!/content/20013[/url] [editline]30th July 2014[/editline] [QUOTE=Pelf;45544332]What would be an easy way to get an outline around an object? I want to be able to click on an object and have it outlined. I don't want to have to change anything on the object I clicked though.[/QUOTE] Render it again with a different shader. You can easily make a script for that. Spawn an additional object and make it hidden initially. Then attach a meshfilter and meshrenderer to it. For the new meshfilter's mesh you have to use ".sharedMesh" ! Then change the shader to some unlit or additive shader (or a custom one). Also when rendering the "highlight object" make sure to move it a bit away from the camera or use a shader that does some depth-buffer tricks. I think there's also free assets on the store that can do this but they are most likely not very optimized.
How can I save variables in game between scenes and if I update the game the variables are the same. Its a mobile game and if I release it on playstore and add a new update I don't want all the thing to get reseted. So how would I save the variables then?
Stick all data you want to be saved on a object, and set this object DontDestroyOnload ([URL="http://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html?from=GameObject"]reference[/URL]). The next scene will have this object in it. For between game sessions, idk :p serialize it and dump it to disk is my best guess.
[QUOTE=BoowmanTech;45546758]How can I save variables in game between scenes and if I update the game the variables are the same. Its a mobile game and if I release it on playstore and add a new update I don't want all the thing to get reseted. So how would I save the variables then?[/QUOTE] [URL="http://docs.unity3d.com/ScriptReference/PlayerPrefs.html"]http://docs.unity3d.com/ScriptReference/PlayerPrefs.html [/URL] Deleting the game will remove the preferences, but updating the game will not.
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