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  1. Location
    Toronto, ON
    Posts
    1,901
    Does the shakiness begin when you try to roll the ship?


  2. Location
    Toronto, ON
    Posts
    542
    Any kind of movement kicks it off ... that includes:

    - change of direction with Righ mouse button
    - rolls
    - acceleration
    - pitching left, right, up, down

    The ship shaking only stops when the I decelerate the ship and bring its movement to zero.


  3. Location
    Toronto, ON
    Posts
    1,901
    Ok, thank you, I will try to figure out what may be causing this.


  4. Location
    Toronto, ON
    Posts
    1,901
    I've updated the player and put up 2 new versions as well.

    http://www.tasharen.com/sg/index.html <-- regular full build
    http://www.tasharen.com/sg/index2.html <-- smooth follow disabled
    http://www.tasharen.com/sg/index3.html <-- smooth follow disabled, real time cubemap disabled, post-processing effects disabled

    Version 3 should run better on lower-end PCs.


  5. Location
    Toronto, ON
    Posts
    542
    Version 3 works quite well with only a little shake here or there ... looks like it was a performance issue with my work laptop.


  6. Location
    Toronto, ON
    Posts
    1,901


  7. Location
    SIU (Southern Illinois University)
    Posts
    91
    OK OK you twisted my arm. I'll get it.

    Wasn't looking for this type of kit yet but looks interesting enough I'll check it out.
    Randy
    junkyardog


  8. Location
    Toronto, ON
    Posts
    1,901
    If you need any assistance, explanation, or examples of how to use something, just post here or send me a PM.


  9. Location
    Toronto, ON
    Posts
    1,901
    The update is now on the asset store:
    - Changed the way camera was following the ship, eliminating jitter.
    - Proper touch-based controls on iOS (ReadMe has the instructions).
    - Some other tweaks and fixes.

    The web player links have also been updated.


  10. Location
    Toronto, ON
    Posts
    542
    Fantastic ... the jitter and shaking is completely gone in the latest link even on my work laptop. Great stuff.

    Will you be making an update on this for basic weapons?


  11. Location
    Toronto, ON
    Posts
    1,901
    In a way, yes -- heat-seeking missiles that will create an explosion force when they hit the ship just for the fun of it. Next update should have them.


  12. Location
    Toronto, ON
    Posts
    542
    Excellent ... will pick this up either later today or tomorrow when I'm home from work. Can't wait to start playing around with this.


  13. Location
    Orlando, FL
    Posts
    724
    Looks very cool!
    No more Tiled Textures! - Vertex Painter with blend shaders for painting meshes
    [ Vertex Painter 2 released! ] with desktop and mobile blend shaders:
    --> Click Here <--
    Also Available on the Unity Asset Store
    --> Click Here <--


  14. Location
    New Zealand
    Posts
    245
    Not bad... Work quite well... Just missing some documentation But that docent seem that unusual (even for my own stuff)..

    Cheers


  15. Location
    Germany
    Posts
    684


  16. Location
    Toronto, ON
    Posts
    1,901
    Yup it's all in C#. I documented all the potentially confusing parts of the code and used proper function headers for intellisense, and some things (network manager for example) are commented extensively -- but if there is something else you'd like me to document better, just let me know.


  17. Location
    New Zealand
    Posts
    245
    Ill let you know once I had a chance to dig into the code... was more thinking about the more code/scripting limited peeps.

    Some documentation around why certain cameras setup, and your intentions around there use.


  18. Location
    Toronto, ON
    Posts
    1,901
    The rendering process is split up into 3 cameras.
    - Distant camera renders objects that are massive -- skybox and the planet.
    - Main camera follows the distant camera (clears the depth), and renders all regular objects (ships, asteroids, space station). This is also the camera with post-processing effects.
    - Last comes the 3D UI camera. It happens after the post-processing effects, so UI doesn't get affected.


  19. Location
    Barcelona
    Posts
    395
    really nice ArenMook. I wonder how this runs in iOS devices, with the obvious things unable to run disabled.
    Publisher link on Assets Store.

    Direct links to our top selling:
    Livingroom assets
    Low Poly city


  20. Location
    Toronto, ON
    Posts
    1,901
    It runs fairly well on iOS and Android. I was getting 45+ FPS on an Android phone (with shadows and post-processing effects disabled), and there are some things that can be easily optimized -- both the ship and the space station are made out of several pieces (boxes), which will go down to 1 draw call each when replaced with a proper model. There was one remaining issue on the mobile devices that I haven't yet addressed -- the forcefield effect doesn't work so it needs to be replaced with a simplied shader.

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