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Spatial posted:Sine wave:
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# ? Aug 3, 2013 19:26 |
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# ? May 27, 2024 08:34 |
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Anyone got a sweet technique for a "debug mode" for Unity? Basically what I got going on is in the main menu scene, I create a gamestate singleton. As the user goes through menus and stuff values are populated and once they actually get to the game scene those values are used however they're needed. Thing is, when I'm developing the level I don't want to have to start the game from the main menu every time. Is there a handy way to handle this, or is the best method to have the gamestate set defaults and put in temporary code to create the gamestate when the scene starts?
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# ? Aug 3, 2013 19:33 |
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Orzo posted:What game is that? Nah, it's not really a game, just a mockup I made for an image thread a while back.
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# ? Aug 3, 2013 19:44 |
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Something like that I do through a debug menu. I have a debug sub-manager I populate with template values I can load with a couple of key presses. Since it is contained with the debug manager I don't have to go hunting for it when I want to disable it. If you want to allow yourself to change the template values while the game is still running don't load the values from a class but from an external text file. I've been thinking about creating a quake style in game console because it would seem an even more helpful way to do quick debugging.
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# ? Aug 3, 2013 23:25 |
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xzzy posted:Anyone got a sweet technique for a "debug mode" for Unity? I picked up a decent extensible in-game console from the Asset Store and I just add a bunch of developer commands to the thing. It works reasonably well. I've only recently started in on this, though, so the jury is still out on how much I like it.
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# ? Aug 4, 2013 01:10 |
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I'll see if we can throw our Unity debug server up on github next week (along with some other stuff we've been meaning to clean up and open source). The short form is that the debugger runs on the client as a light web server and you can connect to it remotely from another computer (or locally) and use a console to call functions, set values, dump debug spew (and copy it!), and so on against the running game. It's nice because 1) it saves us from having to litter ifdef DEBUG all over the place and 2) since we're also working on mobile with tiny screens, it helps with having a keyboard to input stuff and makes it trivial to copy/paste logs off.
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# ? Aug 4, 2013 12:43 |
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That's exactly what I do, with my own protocol rather than HTTP, but transmitting JSON data. It's really useful for debugging on consoles and such without keyboards, as you say. Different transport layers can be swapped in for platforms without a normal network connection. Aside from debugging and twiddling settings it's a great way to use the game as a visualiser for a map editor (for example), where you can see your changes immediately but without having to make your own editor UI within the game itself. I use C#/WPF for UI and it talks to the game through the telemetry server. The other approaches I've seen are all a bit poor:
Doing it as a HTTP server sounds like a better idea for various reasons, but I already had my network library, and the requirement that it work over the Wii's USB connection.
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# ? Aug 4, 2013 15:39 |
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devilmouse posted:I'll see if we can throw our Unity debug server up on github next week (along with some other stuff we've been meaning to clean up and open source). The short form is that the debugger runs on the client as a light web server and you can connect to it remotely from another computer (or locally) and use a console to call functions, set values, dump debug spew (and copy it!), and so on against the running game. It's nice because 1) it saves us from having to litter ifdef DEBUG all over the place and 2) since we're also working on mobile with tiny screens, it helps with having a keyboard to input stuff and makes it trivial to copy/paste logs off. ... though honestly dude, you're a small studio again - do you really want to give that away? You could probably do pretty well with it on the Unity Asset Store. I am SUPER happy to snag it for free, but, that sounds like a pretty sweet little tool.
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# ? Aug 4, 2013 20:27 |
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Shalinor posted:Assuming that includes the client you need to connect with, I would love you forever for sharing that. You just connect to your device via a webpage so the "client" in this case is just Chrome/Firefox/etc. Maybe! We honestly don't want to deal with the inevitable support (and *gasp* documentation) work we'd have to do for anything we'd release on the Asset Store. We're also a bunch of open source hippies, and it's only 2 or 3 files worth of code anyway, but it's probably worth a discussion for us at least. devilmouse fucked around with this message at 21:05 on Aug 4, 2013 |
# ? Aug 4, 2013 20:51 |
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I have a question and the answer may be 'it depends', but at what level does a game engine for something like, a modern first person shooter, operate. I guess my question is around the level of abstraction from things in the world like physics. I do a lot of .Net web applications so I just wonder how it compares to say .net abstracting me away from accessing memory or files on disk. For example, if you want to create a gun that fires bullets, I presume the engine handles the firing of projectiles, where they land etc. what about my player character, do I just slap my own textures on an engine provided human object?
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# ? Aug 5, 2013 15:25 |
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Shalinor posted:You still have 48 hours. Use that time intelligently. And by intelligently, I mean adding puppies. And kittens. And baby turtles getting tooth brushed on their shells. I hope I didn't miss the deadline!!
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# ? Aug 5, 2013 19:18 |
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SynthOrange posted:
I'd publish this on general principal
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# ? Aug 5, 2013 19:32 |
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So I've been plinking around with Unity for a few days now, it's pretty cool and fairly easy and I'm having fun. I was wondering though, how much more difficult is it to learn UDK instead? I feel like the lack of any major games published on Unity sort of tells me I'm wasting my time with it. Should I just stick with Unity and build some lovely project to get my feet wet with game dev concepts, then move on to other tools/engines, or...?
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# ? Aug 5, 2013 20:09 |
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Unity has been used for quite a few very successful games. Maybe not many AAA titles, but off the top of my head I know at least the new Project Eternity by Obsidian is being made in Unity. It seems like use is spreading more and more, at least for games that don't need very highly specialized tools like some AAA FPS games etc.
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# ? Aug 5, 2013 20:14 |
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Lots of well-known indie games use Unity. Thomas Was Alone, Gun Monkeys, Sir, You Are Being Hunted, Gone Home, Dreamfall Chapters. Apparently the new Deus Ex iOS game is made with it as well, according to this.
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# ? Aug 5, 2013 20:28 |
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Sab669 posted:So I've been plinking around with Unity for a few days now, it's pretty cool and fairly easy and I'm having fun. I was wondering though, how much more difficult is it to learn UDK instead? I feel like the lack of any major games published on Unity sort of tells me I'm wasting my time with it. Should I just stick with Unity and build some lovely project to get my feet wet with game dev concepts, then move on to other tools/engines, or...?
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# ? Aug 5, 2013 20:39 |
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Work just bought Spine for me. We are a Business Continuity Consulting firm. Hey, whatever.
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# ? Aug 5, 2013 20:43 |
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Sab669 posted:So I've been plinking around with Unity for a few days now, it's pretty cool and fairly easy and I'm having fun. I was wondering though, how much more difficult is it to learn UDK instead? I feel like the lack of any major games published on Unity sort of tells me I'm wasting my time with it. Should I just stick with Unity and build some lovely project to get my feet wet with game dev concepts, then move on to other tools/engines, or...? It's not like you're going to make any major games on your own.
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# ? Aug 6, 2013 03:41 |
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Okay, dumb Unity question now that I'm starting stupid things on my own. Absolutely no idea why my script can't instantiate my prefab. I assume there's something wrong with the way I'm declaring my local Sphere variable, but watching over the prefab / instantiation tutorial on unity student I don't see my error
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# ? Aug 6, 2013 03:45 |
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Sab669 posted:Okay, dumb Unity question now that I'm starting stupid things on my own. You cant just call a prefab by name like that. Well you can if you use Resources but it requires a bit of set up and that's probably not what you want here. Just add a public variable to your script, something like code:
edit: This covers public variables and scripting prefabs well. Spek fucked around with this message at 04:18 on Aug 6, 2013 |
# ? Aug 6, 2013 04:15 |
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Spek posted:Then you can drag your prefab to that and instantiate using that variable.
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# ? Aug 6, 2013 05:02 |
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xzzy posted:Is there a way to do that in a script? Or is that what the Resources folder is meant to solve? Because I'll grant that dragging objects onto public variables is a cool gui trick it's no fun the 1000th time. Resources.load though I don't really think dragging the prefab is a big deal even in my biggest project. If you have tons of stuff in the game they can derive from a much smaller number of prefabs by swapping around components once you bring them in from your spawn pool and that dragged public variable will stay intact through renaming prefabs, changing their location, etc as Unity tracks it by an internal id.
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# ? Aug 6, 2013 06:25 |
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Pixelboy posted:I'd publish this on general principal If you want, you can play it now: http://labtanner.com/gamedev/index.php?title=GameDevVIII:Mrs._Buttercups_Babysorting_Agency And have a look at some of the other Gamedev 8 entries as well. Some are awful! Some are really amazing!
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# ? Aug 6, 2013 06:42 |
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Spek posted:You cant just call a prefab by name like that. Well you can if you use Resources but it requires a bit of set up and that's probably not what you want here. Just add a public variable to your script, something like Ah, thanks. The video I was watching used a lot of redundant names so I guess I thought they were referencing the prefab directly. Got it working
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# ? Aug 6, 2013 14:03 |
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How hard is Unity to pick up and learn? I've done java programming in the past (far past, as in over 6 years ago) and other than that, my old past experience included C++ and VB. I was wanting to dick around and make a little pet project in Unity. If I was to teach myself the basics of the system, how long should that take?
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# ? Aug 6, 2013 19:34 |
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As an Independent Study this semester, I'm going to try to create an Occlusion Culling/PVS system that could be used in Minecraft-style block games. I don't think anyone has tried this before and I'm happy to divulge details. I've only used plain old DirectX and OpenGL for graphics stuff before, but I'd like to use some engine to speed up development time. I'm C# savvy so I'm thinking of using OGRE (in the form of Axiom) or MonoGame. Does anyone have a recommendation? Some other stuff that may help you answer: I'm not trying to make a game, so stuff like physics, AI, sound, and asset loading doesn't really matter too much. I'll be writing my own scene graph and bounding volume hierarchy. Lastly, I think Unity is out because it will take too long to learn.
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# ? Aug 6, 2013 19:47 |
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Mordiceius posted:How hard is Unity to pick up and learn? I've done java programming in the past (far past, as in over 6 years ago) and other than that, my old past experience included C++ and VB. If you have programming experience, a few days is plenty of time to get your feet wet. The hardest part is the first couple hours because the documentation for Unity's workflow is pretty crappy.. google around for a "hello world" style project to get over that hump. Once you finish that, literally every question you could have about implementing things in Unity will have a hit in google (including code samples), which means your familiarity will accelerate the further along you go.
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# ? Aug 6, 2013 19:50 |
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^That about sums up my experience over the past few days
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# ? Aug 6, 2013 20:03 |
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http://unity3d.com/learn/tutorials/projects/stealth Fastest way to learn unity at the moment.
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# ? Aug 6, 2013 20:43 |
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get out of fyad posted:As an Independent Study this semester, I'm going to try to create an Occlusion Culling/PVS system that could be used in Minecraft-style block games. I don't think anyone has tried this before and I'm happy to divulge details. I've only used plain old DirectX and OpenGL for graphics stuff before, but I'd like to use some engine to speed up development time. I'm C# savvy so I'm thinking of using OGRE (in the form of Axiom) or MonoGame. Does anyone have a recommendation? I can't help you too much with your questions, but http://0fps.wordpress.com/ has a good set of entries on minecraft-like games, including culling and storage formats, which may be of use.
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# ? Aug 7, 2013 01:17 |
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Strumpy posted:http://unity3d.com/learn/tutorials/projects/stealth
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# ? Aug 7, 2013 01:30 |
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Ugh, more video tutorials. I mean its fine for some things, but I really wish screenshot format ones were more prevalent for this kind of thing.
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# ? Aug 7, 2013 01:41 |
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SynthOrange posted:Ugh, more video tutorials. I mean its fine for some things, but I really wish screenshot format ones were more prevalent for this kind of thing. You and me both. I despise video tutorials because it seems (to me) like it takes FOREVER for the person doing the voiceover to explain anything(usually because they're trying not to lose the inexperienced people). But you can't just skip or skim things!
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# ? Aug 7, 2013 02:13 |
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Zizi posted:You and me both. I despise video tutorials because it seems (to me) like it takes FOREVER for the person doing the voiceover to explain anything(usually because they're trying not to lose the inexperienced people). But you can't just skip or skim things!
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# ? Aug 7, 2013 02:35 |
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I've been making gif's out of 2D stills. I cannot recommend Spine enough. This thing is amazing. I can use real art for animations now.
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# ? Aug 7, 2013 03:14 |
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Shalinor posted:You can skim them, it just takes a bit of practice. I miss text tutorials, but video tutorials are so much easier to put together that I can't blame anyone for switching. I do skim them on occasion, it's just not as comfortable because there's no way to tell if you missed some little one-sentence nugget of useful-wisdom. That's the part that bugs me. With text, it's possible to see every word on the screen and make a judgment call on whether it's worth paying attention to, but you just can't do the same thing with video. It's just something I deal with and carry on, but I still have my preferences. I can't blame anyone, either, really, though personally I don't think *good* videos are any easier or much less time-consuming to produce (my last job was-- mostly-- developer documentation in both written and video form).
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# ? Aug 7, 2013 21:45 |
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Zizi posted:I can't blame anyone, either, really, though personally I don't think *good* videos are any easier or much less time-consuming to produce (my last job was-- mostly-- developer documentation in both written and video form). The video does take away the effort of the "annotating with well-selected pictures" step of tutorial-making though.
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# ? Aug 7, 2013 21:53 |
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I want to enable Gapless Looping for the music in my Unity game and am having some issues. The files themselves are in WAV format so I'm going to have Unity compress them to whatever format needed on a per-platform basis (MP3 on some, OGG on others). The problem is that the Gapless Looping option is grayed out and I'm reading that you have to select MPEG Audio Format to use it. However MPEG isn't an option regardless of what platform I'm targeting. Is this an issue for Unity on OSX or am I missing something else?
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# ? Aug 8, 2013 20:33 |
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Yodzilla posted:I want to enable Gapless Looping for the music in my Unity game and am having some issues. The files themselves are in WAV format so I'm going to have Unity compress them to whatever format needed on a per-platform basis (MP3 on some, OGG on others). The problem is that the Gapless Looping option is grayed out and I'm reading that you have to select MPEG Audio Format to use it. However MPEG isn't an option regardless of what platform I'm targeting. Is this an issue for Unity on OSX or am I missing something else?
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# ? Aug 8, 2013 20:35 |
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# ? May 27, 2024 08:34 |
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Well I'm not playing music in WAV format because that takes up too much space so it has to be compressed and as per Unity docs Gapless is only available for MP3 so Web and Android builds are poo poo out of luck. But the bigger problem is that if you're building for Web and have an audio file set to Compressed that dropdown means OGG. If you then switch platforms to iOS that Compressed dropdown now means MPEG which is fine. What's NOT fine is that it doesn't actually unlock those MPEG specific options unless for every audio file you switch from Compressed to Native and then BACK to Compressed again. That's stupid.
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# ? Aug 8, 2013 20:40 |