Sup guys. This thread is to talk about Unity3D. Questions, answers.
Here's some questions to get us started.
1. Why is there no built in Save Scene option? How do you handle it?
2. When is the new GUI system coming out?
3. What have you made?
4. C# or javascript - and why?
5. MonoDevelop or MSVC?
6. Any plugins you wouldn't be able to live without?
On another note. I heard from a friend who know's someone with Unity beta access. Apparently built in SVN and GIT support is coming. It'll be built into the editor. They're getting rid of the team server stuff.
Woo! Let's get this started.
1. I haven't had to save things yet in a game so I'm not sure how I would handle it. I'm going to need a saving system later on for the game I'm working on, though, so I'm looking forward to see what others answer.
2. ...soon?
3. I've been working on a game called The Floor is Lava for a few months now, I've been posting updates occasionally in the WAYWO thread. Here's a video if you don't remember:
[video=youtube;6Mwr7k6zkwA]http://www.youtube.com/watch?v=6Mwr7k6zkwA[/video]
And here's the development blog:
[url]http://thefloorislava-dev.tumblr.com/[/url]
4. Javascript because I'm most comfortable with it. I've used C# too, though. I just don't see any reason to switch.
5. MonoDevelop because it's the default and I'm lazy.
6. Probuilder is really handy for prototyping.
Wanted to pipe in on number 4. C# is meh, and java script gets a big fat fuck you.Not trying to sound ignorant, but you should watch Zed A. Shaw's talk on this: [url]http://vimeo.com/m/43380467[/url]
1. Im guessing because it would be too generic, they want you to do your own thing specifically or your game.
2. ??
3. Nothing yet :( need to start learning ater exams are over
4. C# all the way, javascript is too high level for my liking, specially as an actual programming language rather than a scripting language. Also I preffer statically typing variables :D
5. MSVC when available, MonoDevelop when not. MSVC has more plugins i use and intellisense.
6. Dont really use unity atm, but as i say I would like to be using it after exams
1. Why is there no built in Save Scene option? How do you handle it?
I don't use any advanced save system in Unity, the Application.LoadLevel() function does the job for me.
2. When is the new GUI system coming out?
No clue, I hope it's soon because the current one is shit.
3. What have you made?
Not much, I used Unity in school where we had to make a game within 27 hours. Can't show it really, don't have it on my home computer.
4. C# or javascript - and why?
C# simply because I'm used to it.
5. MonoDevelop or MSVC?
MSVC
6. Any plugins you wouldn't be able to live without?
I haven't used any plugins that don't come with Unity
Are there any recommendations on where to start learning to use unity? I really want to get into it at some point, but it seems quite difficult to get started with.
The [url=http://unity3d.com/learn/documentation]Unity Documentation[/url] has a lot of great examples.
Well, I started looking into unity fairly recently so most of what I've done is figuring out how to actually use the thing. Having not done much 3D stuff before it's actually been quite easy, moreso than I thought. So far I've been able to make a little game where you set up turrets to kill deadly, deadly cubes (who presumably kill with pointy corners??)
Seeing as I've mainly worked with XNA before, I'm going C# all the way.
1. Would probably be too general to make efficiently. Haven't needed to make one yet.
2. Don't ask me.
3. Not much, just messing around I guess. I like playing around with the first person character controller and moving platforms and physics and all that jazz. Also I'm working on a cartoony Trackmania like game.
4. C# because it feels more natural to me.
5. Visual Studio, because then I get to use Resharper too.
6. Full vanilla here.
[QUOTE=Dlaor-guy;40259479]Also I'm working on a cartoony Trackmania like game.[/QUOTE]
Care to show us any screenshots?
1. Why is there no built in Save Scene option? How do you handle it?
Probably too generic. [URL="https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-04/SaveData.png"]I wrote my own though.[/URL] (is there a better way to do this?)
2. When is the new GUI system coming out?
Hopefully soon. I hate making GUIs with the current system.
3. What have you made?
Working on a space RPG with no goal; just do whatever you want. Sort of like Mount and Blade in space.
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-04/2013-04-07_13-15-16.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-04/2013-04-12_18-07-27.png[/t][t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-04/2013-04-09_18-12-43.png[/t]
4. C# or javascript - and why?
C# because, coming from java, the syntax is most familiar to me.
5. MonoDevelop or MSVC?
MSVC
6. Any plugins you wouldn't be able to live without?
I've never used any plugins that aren't included with Unity. Are there any I should use that are free?
alright you've convinced me
I'm going to learn unity.
Unity is pricey :saddowns:
[QUOTE=Map in a box;40260116]Unity is pricey :saddowns:[/QUOTE]
There is a free version.
Here's a word game I haven't worked on for a while and need to finish:
[IMG]http://i.imgur.com/jXe9APb.png[/IMG] [IMG]http://i.imgur.com/Q9UXILp.png[/IMG]
I've been browsing the blog of a Unity employee recently, pretty interesting stuff if you're interested in graphics programming: [URL="http://aras-p.info/blog/"]http://aras-p.info/blog/[/URL]
[QUOTE=Pelf;40259679]1. Why is there no built in Save Scene option? How do you handle it?
Probably too generic. [URL="https://dl.dropboxusercontent.com/u/13781308/ShareX/2013-04/SaveData.png"]I wrote my own though.[/URL] (is there a better way to do this?)
[/QUOTE]
My save system looks like this..
[img]http://i.imm.io/12HVP.png[/img]
That's a generic component you can add to any object to save its position/rotation. Then any other components you need to save you just derive from StoreObject..
[img]http://i.imm.io/12HWb.png[/img]
and add Store/Restore
[img]http://i.imm.io/12HWj.png[/img]
It's versioned so I can update how a component saves, increment the version and still handle the loading of the old one properly.
[QUOTE=slime73;40260141]I've been browsing the blog of a Unity employee recently, pretty interesting stuff if you're interested in graphics programming: [URL="http://aras-p.info/blog/"]http://aras-p.info/blog/[/URL][/QUOTE]
[quote]Due to rise of Windows XP, “can actually use DX10+” is decreasing[/quote]
Can't you make Unity use OpenGL on Windows?
Free Unity isn't taht good.
[QUOTE=garry;40260187]My save system looks like this..
[img]http://i.imm.io/12HVP.png[/img]
That's a generic component you can add to any object to save its position/rotation. Then any other components you need to save you just derive from StoreObject..
[img]http://i.imm.io/12HWb.png[/img]
and add Store/Restore
[img]http://i.imm.io/12HWj.png[/img]
It's versioned so I can update how a component saves, increment the version and still handle the loading of the old one properly.[/QUOTE]
You seem to be inspired by source's SaveRestore
[editline]12th April 2013[/editline]
Also, you shouldn't use ifelses for .version, allow pushing of new load/saves based on versions
[QUOTE=danharibo;40260200]Can't you make Unity use OpenGL on Windows?[/QUOTE]
No idea, but it's worth noting the relative decrease of DX10+ capable systems is largely due to Asia, as mentioned in the article. There are plenty of AAA DX10+ games that do just fine in North America/Europe/etc. Also, purchasing demographics are way different in Asia - things are pirated way more than in the western world, so business models for successful companies tend to be hugely different from the traditional 'pay $x up front for a full game'.
[QUOTE=Map in a box;40260290]Free Unity isn't taht good.[/QUOTE]
It's good enough to make good games with.
[QUOTE=slime73;40260341]No idea, but it's worth noting the relative decrease of DX10+ capable systems is largely due to Asia, as mentioned in the article. There are plenty of AAA DX10+ games that do just fine in North America/Europe/etc.[/QUOTE]
Unless I'm mistaken, the reason DX11 'capable' machines dropped is because Asia runs on XP more than anything else, so using OpenGL should expose those features without issue.
Of course, if Valve were to release a breakdown of their hardware survey for geographical areas then that would provide a helpful insight into the numbers.
[QUOTE=Map in a box;40260290]Also, you shouldn't use ifelses for .version, allow pushing of new load/saves based on versions[/QUOTE]
I don't understand what you mean?
[QUOTE=danharibo;40260361]Unless I'm mistaken, the reason DX11 'capable' machines dropped is because Asia runs on XP more than anything else, so using OpenGL should expose those features without issue.
Of course, if Valve were to release a breakdown of their hardware survey for geographical areas then that would provide a helpful insight into the numbers.[/QUOTE]
Yeah, my point was more that you probably aren't targeting the asian demographic (or at least you won't be successful at targeting it) if you're making the type of game you'd consider 'standard' here, so those numbers aren't hugely important for most people reading. :)
[QUOTE=slime73;40260417]Yeah, my point was more that you probably aren't targeting the asian demographic (or at least you won't be successful at targeting it) if you're making the type of game you'd consider 'standard' here, so those numbers aren't hugely important for most people reading. :)[/QUOTE]
I was coming at it from a technical standpoint, but I guess the demographic means it's a moot point anyhow.
[QUOTE=garry;40260363]I don't understand what you mean?[/QUOTE]
Eventually it will turn into a massive if/else thats hard to organize, what I had in mind was something like
[code]
saverestore.addVersionHandler(1,new SaveVersion1())
[/code]
or something
Guess I'll give Unity a go, everyone else seems to be doing it now.
Plus I miss coding in C#, good excuse to go back to it.
[QUOTE=garry;40258985]
On another note. I heard from a friend who know's someone with Unity beta access. Apparently built in SVN and GIT support is coming. It'll be built into the editor. They're getting rid of the team server stuff.[/QUOTE]
Please don't be Pro only. They already allow free users to generate metafiles for use with Git/SVN but it's really only useful for scripts considering Unity stores assets like Prefabs as binary files.
On a slightly different note, I'm working on a Toss the Turtle clone for a Uni group assignment (group assignment = me doing all the work :v:).
Unity is pretty sweet, just have to get some organization going.
Hmm, Unity free seems to be pretty poor in the graphics quality department. No dynamic shadows is the first thing I've noticed. The tutorial scenes also seem to look a lot prettier in the tutorials than they do in my editor; there seems to be a lack of nice lighting effects and stuff. Oh well, it's enough to make something fun with either way.
[QUOTE=Chris220;40261503]Hmm, Unity free seems to be pretty poor in the graphics quality department. No dynamic shadows is the first thing I've noticed. The tutorial scenes also seem to look a lot prettier in the tutorials than they do in my editor; there seems to be a lack of nice lighting effects and stuff. Oh well, it's enough to make something fun with either way.[/QUOTE]
With Unity free you have to work a bit harder to make stuff look nice, but once you've got some nice models, baked lighting and some decent textures it can look pretty nice, but if you're gonna start anywhere make it cartoony and don't worry about it looking good. There are alternative dynamic lights in the asset store but I wouldn't recommend them
I started unity in early September last year, got round to making [URL="https://dl.dropboxusercontent.com/u/2692549/Screenshot_2012-10-26-19-12-54.png"]this[/URL] which I was pretty happy with after about a month of messing around with unity, getting online leaderboards and an actually decent looking menu working on my Nexus 7 was neat.
Something I'm trying now is networking, was just wondering if anyone had any decent stuff to read on that in Unity cause I have literally 0 experience with that kind of thing anywhere :v:.
Oh hello!
I posted this in the other thread, but I'll post it here too: Is there anyone here who wants to team up and mess around with unity with me? Never used it, want to learn it; I'm sure I'm not the only one.
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