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Does the shakiness begin when you try to roll the ship?
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.
Ok, thank you, I will try to figure out what may be causing this.
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.
Version 3 works quite well with only a little shake here or there ... looks like it was a performance issue with my work laptop.
Thanks!
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
If you need any assistance, explanation, or examples of how to use something, just post here or send me a PM.![]()
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.
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?
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.
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.
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: http://reissgrant.com/VertexPainter2.html
Also Available on the Unity Asset Store --> Click Here <--
Not bad... Work quite well... Just missing some documentationBut that docent seem that unusual (even for my own stuff)..
Cheers
Is this in c#?
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.![]()
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.
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.
really nice ArenMook. I wonder how this runs in iOS devices, with the obvious things unable to run disabled.
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.