Just_myles
Member
Subbed. Thanks UnityGAF!
That is like literally, what I said in my post lol. That the Java in use is Unity script. I'm not sure how you could quote me then tell me again what you quoted
I would recommend J based US for ease over C#, from my own experiences, as being slightly less maddening, not because it is in any way 'better'.
question, I am looking at the asset store, and I see models, systems, etc on sale, some pretty cheap? You can just buy these to use in your project?
Whats the catch? I spend $50 bucks and get a bunch of assets I can reuse in my own game? That just seems too good to be true...
So I have finally bit the bullet and decided to jump in with both feet into Unity. My buddy found a very new tutorial which is slow but I rather like because it gives me insight to the workflow.
http://www.youtube.com/watch?v=sfqC...ipikZfYTAwiHsXl11xCI6s&feature=c4-overview-vl
I have a couple questions though. Monodevelop is driving me fucking crazy with the weird god damn way it fucks around with the { }. Also it keeps adding spaces between my function name and the (). Is there a way to configure this thing to be less annoying?
Regarding DLLs, so theoretically I could compile old school C and use those in my project? I have never used C# with C DLLs before so I don't even know if this is possible haha.
I have a couple questions though. Monodevelop is driving me fucking crazy with the weird god damn way it fucks around with the { }. Also it keeps adding spaces between my function name and the (). Is there a way to configure this thing to be less annoying?
I went to the settings for C# editing and found a number of settings for these. MonoDevelop still adds in some spaces I don't want, but much less.So I have finally bit the bullet and decided to jump in with both feet into Unity. My buddy found a very new tutorial which is slow but I rather like because it gives me insight to the workflow.
http://www.youtube.com/watch?v=sfqC...ipikZfYTAwiHsXl11xCI6s&feature=c4-overview-vl
I have a couple questions though. Monodevelop is driving me fucking crazy with the weird god damn way it fucks around with the { }. Also it keeps adding spaces between my function name and the (). Is there a way to configure this thing to be less annoying?
Given your particular situation, I'd specifically recommend against Java. It's not used much at all in game development, and C# is very much like Java so you aren't going to learn anything significantly different.I have unity downloading and studying C# seems to fit it, but I would like to do as much myself as I can so is there any tutorial for Doing game from scrach in C++ for example? My goal is to make sprite charachter to show on level. Maybe make it even jump. I think it would be great project at side of university studies and unity. Edit: Using visualstudio 2013 ultimate.
Edit2: What is best language to learn. I get C# from uni, but when specialising to game dev I think i am gooing to take some other language as side study. Java any good. Sorry for off-topic but unity is still downloading.
Hey UnityGAF!
I have a question regarding the organization of my texture files and draw calls. First off, the game I'm making together with a friend (we started on XNA some time ago but recently decided to switch to Unity) is an top-down game similar to Diablo as far as the visuals go (top-down, isometric view). Due to its setting, it features a lot of transparent branches, plants, grass and so on. Right now I have 4 texture files for tree branches (with 3,4 branches contained in each file), 4 texture files for grass models and a couple more for plants. I'm thinking that maybe combining these files into one for each (branches, grass, plants) is the way to go to reduce draw calls but it would involve some work with retexturing the existing models in blender. Is it worth it? I should say that trees, plants and grass models are pretty much always part of the scene during the gameplay.
Okay, thanks. I am our artist btw. And a noob also.You could and should atlas every texture onto one gigantic texture atlas. Itll piss your artist off but its something he should be doing anyway. If all your game assets share the same texture/materials it will dynamically batch all of them (assuming it meets the criteria for batching)
Okay, thanks. I am our artist btw. And a noob also.
Is this something that should be done as early as possible in the development cycle (and then continually be extended) or should it be done preferably once all the textures used in the game actually exist?
Let's say I don't want to use mip-mapping for certain single textures because -reasons-, does that mean I would've to use at least two texture atlases? One with the regular textures and one with the textures I want in Unity without mipmaps? Or is that something that one would strongly advise against? As for the reasons: I've experimented a bit with my transparent grass textures, branches and so on and they just look atrocious when mipmapped to smaller resolutions. I'd preferably keep those textures "raw" even if it means more ram usage. It's not like our game will be that demanding anyway on the ram front.
I'm sure third party stuff has more functionality, but Unity's built-in navmesh baking has been free since 4.2. Only some advanced pathfinding features need Pro anymore.Been messing around with A* Pathfinding Project, a pretty awesome tool for getting some pathfinding up and running (since none is included in the free version of Unity).
I'm sure third party stuff has more functionality, but Unity's built-in navmesh baking has been free since 4.2. Only some advanced pathfinding features need Pro anymore.
No, navmesh agents are not exclusive. They went free at the same time as navmesh baking; otherwise what would be the point of baking navmeshes in the free version?Fake edit: Just looked into this, and it seems like the navmesh agents, which are what you use to do any actual pathfinding, are exclusive to the pro version.
No, navmesh agents are not exclusive. They went free at the same time as navmesh baking; otherwise what would be the point of baking navmeshes in the free version?
I just get used to MonoDevelop's quirks but maybe you could try using Visual Studio: http://docs.unity3d.com/Documentation/Manual/VisualStudioIntegration.html
Something like this maybe?I'm doing a project for my university - in which I'm trying to incorporate a NPC who is giving instructions to player through intercomm so I need to display a talking head over the scene.
Is it possible to have something like picture in picture where main camera has focus on main scene and in one of screen corners there's a view from second camera ?
Does debugging work on VS pro and is it stable?
I've tried creating something in Unity several times, but each time I was put off by terrible, terrible stability. Unity editor kept hanging and crashing like every 15 minutes, Monodevelop refused to show variables or current line being stepped over, UI elements randomly became unresponsive to the point of being completely unusable. Debugger always fails to attach, have to restart editor for every launch. One time after a crash my entire project was empty! The assets obviously were still there, but all the objects inside a scene together with their positions and properties were gone (3 hours of work at least).
I can't imagine how they expect to become a AAA engine when their tools are completely broken.
Does debugging work on VS pro and is it stable?
I've tried creating something in Unity several times, but each time I was put off by terrible, terrible stability. Unity editor kept hanging and crashing like every 15 minutes, Monodevelop refused to show variables or current line being stepped over, UI elements randomly became unresponsive to the point of being completely unusable. Debugger always fails to attach, have to restart editor for every launch. One time after a crash my entire project was empty! The assets obviously were still there, but all the objects inside a scene together with their positions and properties were gone (3 hours of work at least).
I can't imagine how they expect to become a AAA engine when their tools are completely broken.
What kind of things would this main game class do? You may have a good reason to have something like that, but you may also be thinking of it in a wrong way. Unity is very much based on the interactions of separate objects which define their own behaviour, without any need for an overseeing third party (except the engine itself, of course).Anyone have any tips or best practices for setting up your object model within unity properly? Ie do I use a singleton or what? Where should the main game class for my game reside ideally? I had the basics of Unity down in the summer but stopped due to other work when I was beginning to research this question.
Yeah, unfortunately official Unity documentation is bad a lot of the time.Huh, a ton of official Unity documentation says they are pro only. But if that's not the case, that's great! Definitely gonna check those out as well then, and see what is actually nicest to work with.
EDIT: Ok, you're right, and yeah, those are also almost stupidly easy to use!
You have a couple of choices, but no point explaining it here since someone's already done it: http://answers.unity3d.com/questions/581656/classic-turn-based-rpg-battle-scene-question.html2. If you were making an RPG that goes to a separate battle screen for each battle, how would you organize that in terms of separate scenes? My levels will be one scene, with the interiors of houses etc placed out in space in the same scene. But do I need to switch between scenes every time there's a battle? Is that practical? Doesn't seem like it.
I know what you're talking about since I'm exactly the same, but it's very important to not fall into the overengineering trap. The answer is that you don't really need to refactor your entire codebase to do what you want to do. A finished game with the messiest code of all time is better than an unfinished game with a well thought-out structure.It's just a hobby for me but I'd appreciate any help. The one thing that always makes me give up for months at a time is realising that I wish I'd planned out my object hierarchy differently and then despairing when I realise the amount of changes it would take to make that a reality. That and having no art. But after a few months away, I'm back, lol. Any help appreciated.
You have a couple of choices, but no point explaining it here since someone's already done it: http://answers.unity3d.com/questions/581656/classic-turn-based-rpg-battle-scene-question.html
In fact, the great thing about Unity is that the community is huge and someone's already solved the problem you have (or at least tried to solve it). Here's something relevant to your 3rd question: http://answers.unity3d.com/questions/532656/what-is-the-best-way-to-pass-data-between-scenes.html
I know what you're talking about since I'm exactly the same, but it's very important to not fall into the overengineering trap. The answer is that you don't really need to refactor your entire codebase to do what you want to do. A finished game with the messiest code of all time is better than an unfinished game with a well thought-out structure.
Thanks, I don't know how I missed that post as I'm on Unity Answers myself, but it's perfect. Also agree that the key is just to finish something. You learn so much if you just push through to the finish despite mistakes. That's the hard part, finishing.
Unity is a complete game engine, so they've already taken care of your worries about low-level stuff like rendering objects properly - you can concentrate on building the game itself. Models are of course a logistical problem with 3D games, but you can start developing with placeholder models like boxes/cylinders etc. (can be created directly in Unity) or download something from the Unity asset store - you can find some free ones there, too.I'd also like to start learning Unity. My problem will probably arise from graphics, because I can program in Java and C++ without any real problems. For a 3D game I will need models though and I'm not quite confident I'll be able to make them. However, I plan on doing a 3D collectathon platformer, since I'm missing this genre so much. I've already programmed some 2D games in the past (without using an engine), but this will be a serious step up in difficulty I guess. Especially scaling objects properly in 3D depending on their distance and being efficient with what objects to compute (objects that are begind other ones shouldn't be rendered, of course). While I'm still not confident I'll be able to pull this off, a friend of mine and my fiancée are interested in helping me with level and scenario design, so I hope I'll have enough motivation.
However there are two questions I'd like to ask the NeoGAF pros:
1. Can someone recommend a good tutorial for my goal (development of a 3D platformer with Unity)?
Yeah, unfortunately official Unity documentation is bad a lot of the time.
Navmesh and navmesh agents are one example of that. They are indeed stupidly easy to use for simple stuff, but there are some elementary questions the documentation doesn't answer, like how the logic works if agents are instantiated outside the navmesh, what if the set destination is outside the navmesh, etc.
There's also no clear explanation of how navmeshagent functionality interacts with rigidbody physics. I did a small prototype in Fall where both navigation and non-kinematic physics were needed on the same objects. Still don't know when and how each of those is supposed to override the other, or if it's just undefined/broken, but they certainly don't play well together and we ended up just kind of crossing our fingers, using small hacks and hoping it doesn't explode when both are active at the same time. You'd think Unity would give some guidelines or even build in some settings to make it easier to combine navigation with physics, e.g. the common usecase where things navigate without interference from physics until knocked around/ragdolled/etc. and resume navigation later once they stop bouncing and settle back on the navmesh. Another big piece of functionality that would be helpful is being somehow able to automatically create colliders based on the navmesh such that an agent affected by physics can't bounce entirely outside the navmesh area, and will eventually settle down somewhere back on the navmesh if not bumped again.
GameObject[] agentGameObjects = GameObject.FindGameObjectsWithTag("Agent");
foreach (GameObject agentGameObject in agentGameObjects) {
NavMeshAgent agent = agentGameObject.GetComponent<NavMeshAgent>();
agent.SetDestination(hitInfo.point);
}
MissingComponentException: There is no 'NavMeshAgent' attached to the "Agent(Clone)" game object, but a script is trying to access it.
You probably need to add a NavMeshAgent to the game object "Agent(Clone)". Or your script needs to check if the component is attached before using it.
MouseController.Update () (at Assets/_Scripts/MouseController.cs:16)
Does debugging work on VS pro and is it stable?
@RoadHazard, you might want to look into Rain if you want a really full-featured pathfinding/AI system, though it's probably not as easy to set up as the other options. Admittedly I haven't really tried it myself - I came across it while looking for a path-finding solution for a game jam, and in that time-limited context it didn't seem worth the learning curve - but its feature set seemed quite impressive. I don't know if you need something that complex, but if you do give it a try, do post your impressions.
Anyone have any tips or best practices for setting up your object model within unity properly? Ie do I use a singleton or what? Where should the main game class for my game reside ideally? I had the basics of Unity down in the summer but stopped due to other work when I was beginning to research this question.
I'd also like to start learning Unity. My problem will probably arise from graphics, because I can program in Java and C++ without any real problems. For a 3D game I will need models though and I'm not quite confident I'll be able to make them. However, I plan on doing a 3D collectathon platformer, since I'm missing this genre so much. I've already programmed some 2D games in the past (without using an engine), but this will be a serious step up in difficulty I guess. Especially scaling objects properly in 3D depending on their distance and being efficient with what objects to compute (objects that are begind other ones shouldn't be rendered, of course). While I'm still not confident I'll be able to pull this off, a friend of mine and my fiancée are interested in helping me with level and scenario design, so I hope I'll have enough motivation.
However there are two questions I'd like to ask the NeoGAF pros:
1. Can someone recommend a good tutorial for my goal (development of a 3D platformer with Unity)?
2. Although it might not be too likely, if I end up being really happy with the end result, I'd like to play my game on a console (Wii U being the obvious choice?); can I just apply for an Indie-license and in case I get it, compile the game as a Wii U build? What would I need to keep in mind when programming my game to get it running on Wii U (or another console where I'd be able to run the game on more easily, but also cheap)? Finally, would I be able to upload my game to eShop free of charge? Because I don't want to make money with games, I just want to make a game I (and my partners) will enjoy to play and I'd like them to be able to play it on their Wii U too.
Wait, am I missing something or is this thing entirely free? Because if so, that's amazing.
I personally like to use an empty game object as my "SceneController" that is sort of the base handler for a lot of the different interactions.
I also have other empty manager objects that just have scripts attached for things like my audio system, globals etc.
I've forgotten some of my Unity, now, but as I recall everything is associated with a Scene. So based on that, where is my game controller/game object? In the menu scene? I just need a place to, say, store information for player 1 state, player 2 state, game state, etc. I feel this somehow needs to globally accessible (Hence the Singleton idea) but I'm not sure if placing a dummy object in a scene with a script attached was the best way to approach this. I guess that's the crux of my conundrum.
FWIW the subset of C# you use in Unity is a bit different than actual C#. Its really its own language in a way just with C# syntax and style. At least that's how I felt about it.
Same language, but very old version, so new C# stuff won't work. Unity is still on Mono 2.6 which came out in 2009. In .Net terms, I think it's like 3.5 with some 4.0 features. This is because Unity doesn't want to pay whatever Xamarin is asking for a newer Mono license.IMO, the language is pretty much the same, with all features. The main difference is the development philosophy - component based instead of OO. There are some things that are bad practices on "pure" OO C#, but common on Unity (like public attributes), but if you know C#, it's easy to get used to it.
Knowing a bit about C# also helps on some language specific features that can make your life easier, like LINQ and Extension methods, for example.
I don't know how the WiiU licensing stuff works but if it is anything like iOS you will probably have to make some minor changes after you apply the license and set your scripts to build for WiiU. The biggest thing would probably be making sure that your game is set up to work at a proper resolution or capable of handling varying resolutions. Also there's usually differences in things like how file I/O is handled and input systems. I'd check the documentation to be sure.