• Unity3D - Discussion V2
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Unity3D discussion - go!
Working in a mobile game [t]http://i.imgur.com/6YvEB3y.jpg[/t] Can you feel the pre-war ambient? edit: heey guys come back
Have an incredibly unpolished wip screenshot of what I'm working on. [t]https://dl.dropboxusercontent.com/u/51353469/ltd_1.png[/t] It's my first game, first time coding, first time in Unity, ect. I'm having a blast with it all though.
[del]Has anyone had any luck setting up google analytics with androids apps made with Unity? I tried setting it up following this tutorial [url="https://developers.google.com/analytics/devguides/collection/unity/v3/devguide"]here[/url] but their scripts error upon building. I probably should have saved the errors before reverting all of it to show here. I thought maybe it might need to be updated for Unity 5, but I wouldn't be surprised if I managed to screw it up somehow.[/del] The problem was I needed to set the net framework inside of MonoDevelop from version 3.5 to or above version 4.0.
Hey, I've tried making threads in dedicated Unity forums but had no luck. I'm working on a 3D Zelda/Dark Souls fighting style game, but I'm having issues with networking.(you can try the game [B][url=http://wolfosobastardo.tk/]here[/url][/B]) Basically NPCs and Players are synced, along with their animation except for [B]objects in the scene[/B]. How can I update a client with newly spawned/removed objects? Network.Instantiate doesn't seem to work correctly and most of the time Network.Destroy gives me problems with NetworkView. Every object has NetworkView component attached and can be found in "Resources" for prefab loading. I tried removing all replacable objects on client then forcing server to send data about which prefab and where to spawn them on client. Seemed to work fine except one or two objects gave me problems syncing (networkview error) and realized: [I]if I remove an object's component, how do I update THAT to newly connected players?[/I] So, summing it up, I can't find a way to sync scene with other players. It works fine if they connect at the same moment, doesn't if one connects after objects are spawned/removed. Any suggestions?
I want to make a CO-OP, basically 4 places and random players can join a server hosted by a player. Which networking system would you recommend? I would go with Bolt since I bought it but there aren't many tutorials on how to use it and I sometimes find it hard to figure things out. Well there is Photon and Unity's networking and not sure which one to go with, Bolt-Photon-UnityNetworking. This is for a indie 3D survival game and I don't want players to start cheating so I also need the networking to have some good base for this sort of things.
every time I open Unity I just stare at it for a few seconds and then close it and don't open it for about a week what happened to my ambition
[QUOTE=Zero Vector;47502947]every time I open Unity I just stare at it for a few seconds and then close it and don't open it for about a week what happened to my ambition[/QUOTE] did you meet some annoying problem? I got stuck for a week or so because I couldn't figure out how to implement a specific thing.
[QUOTE=Zero Vector;47502947]every time I open Unity I just stare at it for a few seconds and then close it and don't open it for about a week what happened to my ambition[/QUOTE] your ambitions? You had none to begin with. Get a idea you really want it alive and try to finish it in a week. Trust me, once you find problem/idea interesting, you will solve it 5x faster
I'm trying to get into UE4 and its damn hard Thinking of doing a game jam thing where I just go at it for 2 days to see what I can make rather than chipping away for an hour or two The unity to UE4 guide helped a bit
[QUOTE=The Rizzler;47503555]I'm trying to get into UE4 and its damn hard Thinking of doing a game jam thing where I just go at it for 2 days to see what I can make rather than chipping away for an hour or two The unity to UE4 guide helped a bit[/QUOTE] so this is more like a UE4-related post? :v:
[QUOTE=war_man333;47503627]so this is more like a UE4-related post? :v:[/QUOTE] Well people were talking about ambitions and motivation so I thought i'd voice my struggles as a Unity dev trying to learn UE4 haha
Struggling is just another word for learning. The day you stop learning is the day you start dying.
WIP trailer for my game. [video=youtube;vJm4UV8J7Go]http://www.youtube.com/watch?v=vJm4UV8J7Go[/video]
[QUOTE=Pelf;47504058]WIP trailer for my game. [video=youtube;vJm4UV8J7Go]http://www.youtube.com/watch?v=vJm4UV8J7Go[/video][/QUOTE] Nice job on the game and trailer, some advice if you don't mind; one symptom of your video is cuts where the ship doesn't move on screen, causing a disconnected feeling, maybe zoom in/crop the video a bit to make it a bit more dynamic/interesting and to remove that effect? Another thing is there's a shot of the ship successfully landing, then another shot with the same ending but the ship orbits around before landing - the viewer has already seen the ship land once and is waiting for the same result, so maybe remove the first shorter shot and keep the more interesting one which illustrates the gravity mechanic better?
Has somebody here ever made a BSP loader in Unity? I know there's been some map file loading around here. If you wouldn't mind having a chat with me about loading BSP in Unity, please add me on Steam.
[QUOTE=The Rizzler;47504818]Nice job on the game and trailer, some advice if you don't mind; one symptom of your video is cuts where the ship doesn't move on screen, causing a disconnected feeling, maybe zoom in/crop the video a bit to make it a bit more dynamic/interesting and to remove that effect? Another thing is there's a shot of the ship successfully landing, then another shot with the same ending but the ship orbits around before landing - the viewer has already seen the ship land once and is waiting for the same result, so maybe remove the first shorter shot and keep the more interesting one which illustrates the gravity mechanic better?[/QUOTE] Thanks for the feedback! I fixed the things you pointed out and redid the ending text [video=youtube;oGKvxUmY1mw]http://www.youtube.com/watch?v=oGKvxUmY1mw[/video] [IMG]https://dl.dropboxusercontent.com/u/13781308/Lander%20Game/Poster_v4.png[/IMG]
So why is the situation of modding a game made in Unity so conflicting? On one end, you have various devs (Obsidian for example) saying their games are going to be hard to mod because of how Unity packages its assets and other various things. On the other end, you have a game like Cities: Skylines that has massive modding support already despite it only being out for around a month. Is there something that the former devs are missing, or did the latter devs have to string together a lot of shit to make their game moddable? I'm just curious because if I ever make a game that takes off, I'd love for there to be modding support from the start that isn't a pain for me to implement, and with conflicting reports about the moddability of Unity based games, it's really making me think about dropping Unity and going for something like UE4.
I can't speak much from experience or anything but it seems that it can't be too difficult. Just look at Facepunch's arcade game, or KSP, or like you mentioned Cities Skylines. It just seems like the developer doesn't want to invest the time and effort into making the game with modding in mind.
I don't think it can be really hard.. but some work needs to be done for modding to be possible.
We manage fairly well with Oxide, and we don't even have source code access to the games.
Progress on reading the Call of Duty 2 map format [img]http://i.imgur.com/0RpuwF6.png[/img] [editline]12th April 2015[/editline] I think this is how mp_carentan looked [img]http://i.imgur.com/AQzwTOO.png[/img]
Ok this shit is an absolute mystery. If you happen to know anything about how the d3dbsp format uses triangle soups [I]please[/I] contact me.
Not really fitting but (media tags not working w0t) [media]http://www.youtube.com/watch?v=i34LGcYrqms[/media]
[QUOTE=Wolfo;47512896]Not really fitting but (media tags not working w0t) [media]http://www.youtube.com/watch?v=i34LGcYrqms[/media][/QUOTE] remove the s in https
[img]http://i.imgur.com/lnOMazp.png[/img] It finally works
snip
[QUOTE=BoowmanTech;47513922]What I want to ask is if anyone knows why this keep returning null if I destroy the object, and if there is a solution to destroy the object without returning null as I couldn't find one. [code]code[/code][/QUOTE] If you dont want it to be null, then why are you destroying it?
[QUOTE=Pelf;47513975]If you dont want it to be null, then why are you destroying it?[/QUOTE] Basically I am making an inventory and when I pick up an item or after I drop an item and I pick it up I want to destroy it so the hierarchy doesn't get filled up with deactivated objects. [editline]12th April 2015[/editline] Also why is the stack related to the object after it was stored I the stack. By the way I don't know entirely how stacks work so sry if I did it wrong.
Just a small map I've began working on this weekend along with every props in Maya, still needs texturing in various places, but I'm happy about the results so far. Best part about this workflow is that I can get to prototype the map in Maya and Unity would work well with its Maya format. [URL="http://files.atrblizzard.com/sharex/diner1.png"][IMG]http://files.atrblizzard.com/sharex/diner1_thumb.png[/IMG][/URL]
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