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Thread: Unity Help Thread

  1. #21

    Default Re: Unity Help Thread

    You have quite a curious case there!

    Odd that your debugging doesn't work. Here's the basic steps you should be following.
    1. Open monodevelop & project (make sure unity is closed)
    2. Run debug mode - this should launch unity (make sure you've set the location of the unity exe in the options)
    3. Set a breakpoint somewhere in your code (I've found breaking in initialisation hangs my machine)
    4. Press play in unity to launch game.

    Gl Classes is a pro only feature - http://unity3d.com/support/documenta...erence/GL.html

    Screenshots will help, if you're still stuck we can try IM.

  2. #22

    Default Re: Unity Help Thread

    Anyone have any idea how to draw a fullscreen quad fast (on Android)? In our project, this is causing a frame rate drop of 10 FPS (from 40 average to 30 average)... is this normal? I'm not a graphics optimisation guru, so I might be doing something stupid.

  3. #23

    Default Re: Unity Help Thread

    Walker Boys Studio have released +100 video tutorials for Unity. You can find them here:

    http://walkerboystudio.com/html/unit...___free__.html

  4. #24

    Default Re: Unity Help Thread

    Thanks for the link CyberNinja, ever since the TornadoTwins started charging for their content, I've been looking for a new place to learn Unity stuff.

  5. #25

    Default Re: Unity Help Thread

    Walker Boys Studios have finally released their 2D SideScroller video tutorials. It goes through the process of building a 2D Mario clone. The project files are also available:

    http://walkerboystudio.com/html/unit...ml#unity3game3

    Edit: The videos are currently for private users, only. I will update the thread, when they are available for the public.
    Last edited by Cyberninja; 06-04-2011 at 08:56 PM.

  6. #26
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

    Default Re: Unity Help Thread

    Quote Originally Posted by Cyberninja View Post
    Edit: The videos are currently for private users, only. I will update the thread, when they are available for the public.
    Totally crossing my fingers on this. I want to see how other people do 2D in Unity so bad!

  7. #27

    Default Re: Unity Help Thread

    Yeah. As well. I've emailed the guys at Walker Boys Studios, concerning the videos above. Just waiting for a reply. 3d Buzz have also released some new video tutorials. Links below:

    3rd-Person Platformer Game - Part 1:

    http://www.3dbuzz.com/vbforum/showthread.php?188331

    Custom 3rd-Person Character and Camera System with C#:

    http://www.3dbuzz.com/vbforum/content.php?212

    Unity 3 Fundamentals:

    http://www.3dbuzz.com/vbforum/content.php?176

  8. #28

    Default Re: Unity Help Thread

    I received a reply from Chad Walker. He said the password protected videos are designed so that you work through the lab training, and complete the "required" exams. After successful completion of each project, you will be given passwords for the next set of lab videos/tutorials. More info can be found here:

    http://www.walkerboystudio.com/html/...re__free_.html

  9. #29

    Default Re: Unity Help Thread

    I seem to have a little problem, I recently installed Unity3D Pro's trial edition. Now my trial has expired and I can't use it. Pressing the "Renew" button doesn't do anything. Anyone have any help?

  10. #30

    Default Re: Unity Help Thread

    There's Trial and Pro Trial. If I remember correctly, when you go to the registration page it's the top option

  11. #31

    Default Re: Unity Help Thread

    Thanks so much for this list of links! I came here looking for resources on Unity and its one of the first threads I see :) bookmarked and will be making use of these links.

  12. #32

    Default Re: Unity Help Thread

    A starter guide on how to create a Canabalt-style game. Includes the full Unity Project:

    http://www.stevegargolinski.com/runj...art-for-unity/

    A starter guide on how to create a Top-Down game like Evac-City. The links for the resources and project files can be found in the guide:

    http://www.rebelplanetcreations.com/...eInUnity3D.pdf

    The guys at Rocket 5 Studios have completed their 2D tutorial series. Here are all the links:

    http://www.rocket5studios.com/tutori...nity3d-part-1/
    http://www.rocket5studios.com/tutori...nity3d-part-2/
    http://www.rocket5studios.com/tutori...nity3d-part-3/
    http://www.rocket5studios.com/tutori...nity3d-part-4/

  13. #33

    Default Re: Unity Help Thread

    Thanks Cyberninja, these resources are great.

    I've just started using Unity and loving it! Been a while since I've done some game dev, but Unity is so powerful and makes it so easy... its difficult to resist getting back into it again. :) Its like Game Maker, but just way more powerful and with awesome 3D capabilities!

    I'm a little surprised this thread isn't a sticky? Is Unity not as popular as I assume it to be? Suppose the price could have something to do with that...

  14. #34

    Default Re: Unity Help Thread

    I think Unity is very popular, but other resources like Unity.Answers is generally more helpful.

  15. #35

    Default Re: Unity Help Thread

    Hey guys, I want to move my main character object when you press the arrow keys, BUT I want it to keep moving in that direction until it hits another object, it also shouldn't accept any other input commands while moving.

    Any ideas on how I would go about this?

  16. #36
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

    Default Re: Unity Help Thread

    Quote Originally Posted by Bonezmann View Post
    Hey guys, I want to move my main character object when you press the arrow keys, BUT I want it to keep moving in that direction until it hits another object, it also shouldn't accept any other input commands while moving.

    Any ideas on how I would go about this?
    Time to start with the variables.

    First, you'd need to set up a state for your player object, either it's moving or it's waiting for input after it's hit something. That could be a simple boolean yes or no variable. Then you'd need to store the velocity it should move at, if you set that up as a vector3, you can store the direction it should move in too, so you'd end up with code that looked something like this:

    In your update event (the one that's called every frame), you'd first check to see if it was moving. Then if it was, you'd add the movementVelocity * how much time has passed to the translate.position variable, moving the object every frame.

    When a key was pressed, you'd check to see if it was moving again. If it wasn't you'd set the movementVelocity to whatever you wanted it to be and set moving to true, to stop other key presses messing with your current motion.

    Finally, when it hit collided with something and "stopped", you'd set moving to false and your movementVelocity back to zero. (Although, if you understand this logic, you should be able to tell me why it doesn't matter if you reset movementVelocity or not)

  17. #37

    Default Re: Unity Help Thread

    Awesome, thought it might be something along those lines. Thanks Dis. :)

    edit: I'll have to study you post some more before I'm going to understand that logic. :P

  18. #38

    Default Re: Unity Help Thread

    Okay so I got this:

    var moveVelocity : Vector3;
    var moving = false;
    var truev = 1;
    var trueh = 1;


    function Update ()
    {

    var h = Input.GetAxis("Horizontal");
    var v = Input.GetAxis("Vertical");

    if (Input.GetAxis("Horizontal"))
    var moving = trueh;

    if (Input.GetAxis("Vertical"))
    moving = truev;

    if (moving == truev)
    transform.Translate(v*4,0,0);

    if (moving == trueh)
    transform.Translate(v*4,0,0);

    }
    I made two states trueh and truev for horizontal and vertical axis and it works but still only while I press the buttons, as soon as I let the buttons go it stops moving.

    What am I doing wrong here?

    edit: tried changing it to this, still not working :(

    var moveVelocity : Vector3;
    var moving = false;
    var truev = true;
    var trueh = true;


    function Update ()
    {

    var h = Input.GetAxis("Horizontal");
    var v = Input.GetAxis("Vertical");

    if (Input.GetAxis("Horizontal"))
    moving = trueh;

    if (Input.GetAxis("Vertical"))
    moving = truev;

    if (moving == truev)
    transform.Translate(v*4,0,0);

    if (moving == trueh)
    transform.Translate(v*4,0,0);

    }
    Last edited by Bonezmann; 15-07-2011 at 12:54 PM.

  19. #39

    Default Re: Unity Help Thread

    logic order should be:

    Code:
    check the moving boolean
    if it's false
    { 
       check the input axes thing
       if you have a key/whatever pressed
      {
      set movevelocity to some value based on which direction you need to move.
      set moving to true
      }
    }
    if it's true
    {
    transform.Translate(movevelocity*time_elapsed)
    }
    
    on collision with other block
    set moving to false.
    Edit: actually just try replacing your transfrom.translate(v*4,0,0) with transform.translate(moveVelocity)
    and assign the moveVelocity variable based on the input.
    Last edited by SkinkLizzard; 15-07-2011 at 08:04 PM.

  20. #40

    Default Re: Unity Help Thread

    Quote Originally Posted by dislekcia View Post
    Experimenting with Unity 3.1 today. So far things have been relatively painless, apart from Unity removing old versions when it installs (yay for multiple machines) and MonoDevelop doing who knows what while trying to get the much-touted debugging working.
    Out of interest, I've had success installing updates to separate folders. It only removes the old Unity installation if it already exists in the path you're installing to.

    Of course, if you're opening the same project in significantly different versions, it's possible that the newer version will require you to upgrade the project, in which case the old version won't be able to open it any more.

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