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  1. Posts
    20
    Sorry, I missed out a point: I'm using only 1 prefab to instantiate all the different paths. (The prefab only has 2 waypoints, hence I'm trying to change the position of each WaypointEnd to make some waypoints longer than the others)


  2. Posts
    2
    Hi Baroni,
    I wonder if you could help me. I'm trying to use SWS for simple enemy movement. I created path(“Path1”) through Waypoint manager and I need to assign the path name to enemy through script. My enemy has iMove script attached to it as well as my custom script(“EnemyControl.js”). But I’m getting error message saying “Unknown identifier: `WaypointManager`”.

    EnemyControl.js:

    Code:  
    1. #pragma strict
    2. function Start () {
    3.     gameObject.SendMessage("SetPath",WaypointManager.Paths["Path1"]);
    4. }

    Am I missing something there?

    Many Thanks.


  3. Location
    Germany
    Posts
    744
    @flamerx2
    PM sent.

    @ShadowX
    Hi,
    for being able to access C# scripts from JavaScript you would have to place them into the "Standard Assets" folder of your project. If there is no such folder, simply create a new one. There are 3 scripts that must be placed there: WaypointManager.cs, PathManager.cs and iTween.cs. Once done, your object should follow its path by using your script. Seems like I missed this step in the documentation, thanks for pointing that out! Let me know if this solves your issue.


  4. Posts
    2
    Hi Baroni,
    It works now! Thanks.
    I was thinking it has something do to with the "SWS script placement" and I tried put them in to "Plugins" folder as I did before with other assets but it didnt help...

    Any idea when the bezier curve movement will be available?

    Thanks again!


  5. Location
    Germany
    Posts
    744
    Great!

    Currently I'm very busy with real-life work so I can't make any early promises. We also set a deadline for our next project, which will use SWS for movement, that holds me back. However I planned a whole month for updates and support, I really hope I get a new update out in May. The good point is, that I created a new movement script by doing support for SWS, which will be included.


  6. Location
    Germany
    Posts
    744
    Just announced our next project, a fully featured Tower Defense Starter Kit - for beginners and experienced alike.
    At its core, a modified version of SWS is responsible for enemy movement.



    Feel free to comment!

    http://forum.unity3d.com/threads/130...se-Starter-Kit
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  7. Location
    Alexandria, VA
    Posts
    158
    Hey Baroni,

    First let me say how much I love your asset. Made life so much easier not having to do this from scratch.

    Secondly, I'm having an issue. I have a scene where once clicking a button it swaps out the path by;


    Code:  
    1. myCamera.GetComponent<iMove>().SetPath(WaypointManager.Paths["CameraPath2"]);

    Now, this works fine. I go through my next scene, and for whatever reason I decide to come back. As soon as this scene loads again, I'm getting debugs for;

    Code:  
    1. Debug.LogWarning("Called AddPath() but Scene already contains Path " + path.name + ".");

    I have a few paths in the scene, and I assume it's already listing them in the container. However, when I hit the button that would switch my path(like it did the first time around) I'm getting;

    Code:  
    1. Debug.LogWarning("Called AddPath() but Transform " + path.name + " has no PathManager attached.");


    The camera never switches paths, and it loses it's current path. Am I calling this in runtime the wrong way? Your documentation only lists the way I am doing it and doesn't list how I would go about calling a path that is already listed in the container.

    Thanks in advance!


  8. Location
    Germany
    Posts
    744
    Hey Ruin,

    thanks for your kind words, and also for your repro description!

    You're right, WaypointManager's path dictionary keeps path references between scenes.
    When creating SWS I haven't thought of this use case. Nevertheless, glad you read the documentation

    There's an easy solution for this issue:
    Copy+paste this short piece of code in WaypointManager.cs

    Code:  
    1. //static dictionaries keep their variables between scenes,
    2. //we don't want that to happen - clear the path dictionary
    3. //whenever this object gets destroyed (e.g. on scene change)
    4. void OnDestroy()
    5. {
    6.    Paths.Clear();
    7. }

    Looking forward to hearing from you again!
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  9. Location
    Amsterdam
    Posts
    872
    How is the progress on bezier curves? It's the only feature that stops me from using this for my current project.


  10. Location
    jordan/Palstin
    Posts
    118
    very cool

    Good Jop


  11. Location
    Germany
    Posts
    744
    @Lars Steenhoff
    Development of SWS is currently on hold, because of my day job, sorry.
    Next estimated update in May still stands.

    @omarzonex
    thanks!
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  12. Posts
    32
    Hi Baroni, I was wondering if the May update will include bezier curves? Like Lars, I'd love to be able to use it for a current project as well.


  13. Location
    Germany
    Posts
    744
    Hi TorontoJoe,

    yes, bezier-like movement similiar to iTween's path processing will be included.
    I also made some progress today, just need to figure out how to implement SWS basics...
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  14. Posts
    14
    Hi!

    I just bought, downloaded and imported the SWS package into my Unity project, but I have no idea how to run the waypoint editor. Is there a tutorial somewhere? Thanks for any info!


  15. Location
    Germany
    Posts
    744
    Hi tutiplain,

    thanks for your purchase.
    I included a documentation document, called SWS-Documentation.pdf. This should get you started.
    If you don't see this file, maybe your import has failed and you should try to import the package again.

    Hope that helps!
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    Simple IAP System - Forum
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  16. Posts
    14
    Hi,

    Thanks for your reply. I managed to figure out the basics using the example scene and googling "how to use unity editor extensions". But now that I know where the docs are, things should progress more smoothly. Yes, the .pdf doc was in my project, I just hadn't realized it was a PDF

    Thanks for your help, and for bringing us this useful tool!


  17. Location
    Germany
    Posts
    744
    Hello all,

    I investigated some approaches on bezier curves and am planning to use HOTween. Seems like iTween 3 won't be out very soon so I can't put all eggs in one basket. What are you thinking? Would straight movement with iTween and straight+beziers with HOTween be ok? That means that there will be 2 plugins in SWS and it's up to you which you use.
    Rebound Games - Website - Asset Store - YouTube - Twitter - Support Forum

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  18. Location
    Amsterdam
    Posts
    872
    As long as the results are there, I don't mind installing two plugins.


  19. Location
    Germany
    Posts
    744
    Thanks. I will try my best to deliver the same experience with iTween or HOTween regarding the basic functionality. In the end there shouldn't be any differences, it's just a matter of using script1 vs. script2. Other thoughts?
    Rebound Games - Website - Asset Store - YouTube - Twitter - Support Forum

    Simple IAP System - Forum
    NavMesh Extension - Forum
    Simple Waypoint System - Forum
    3D Tower Defense Starter Kit - Forum


  20. Location
    Germany
    Posts
    744
    Small update on bezier curves in SWS: Demonstration of Looptype - random

    link removed, v2 submitted

    Just more optimizaton and other basic features. Hope to get them in soon.
    Last edited by Baroni; 05-29-2012 at 10:46 AM. Reason: v2 submitted
    Rebound Games - Website - Asset Store - YouTube - Twitter - Support Forum

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