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Unity 3 Video Training Course (FREE) - Walker Boys

Discussion in 'Community Learning & Teaching' started by profcwalker, Dec 8, 2010.

  1. mafiacarstarter

    mafiacarstarter

    Joined:
    May 28, 2011
    Posts:
    3
    Easy or not, I did not see the page until after I was "done".

    I put in animated action in the menu background, added instruction pages, made the balls spin faster when clicked on.
    I did all sorts of extra stuff. However, since there was confusion about what was expected, I did not make a flashy ball going in circles.

    As such, no matter what the rest of my lab project looks like, it is incomplete.

    My point is: There are two to do lists for Lab 1


    This doesn't seem like a good thing.
     
  2. TimHellmann

    TimHellmann

    Joined:
    Mar 6, 2011
    Posts:
    66
    Don't take pothb serious.
    I guess it is okay if you tell Eric or Chad that you just did not see those tasks and you will add them to your current result in the next days.
    They seem to be very obliging to me. The boys are good people. :)
    Hope you have success.

    This "accident" might be a good point to write down as "final thoughts".
    I also wrote something helpful for the boys as my thoughts.
    However, I do not know if they accept it. I just tried. ;)
     
    Last edited: May 28, 2011
  3. csprason

    csprason

    Joined:
    Apr 29, 2011
    Posts:
    5
    Hi there guys. Have people been getting responces from Eric or Chad to their emails?
     
  4. pothb

    pothb

    Joined:
    Oct 19, 2010
    Posts:
    81
    You don't think they are easy? and that not doing the more difficult ones on the page is a disservice because you don't really have to think as much? The Walker Boys being lenient with it or not doesn't have anything to do with your learning. I mean, I'm guessing people who are following the tutorials most likely are interested in learning this stuff. By not taking the extra mile to try things seems like the unwise thing to do.
     
  5. Stec

    Stec

    Joined:
    Apr 13, 2011
    Posts:
    118
    @mafiacarstarter, everything is wrote in the page with videos for the lab, the words are there with a reason, read it first, someone has made an effort to wrote them.
     
  6. TimHellmann

    TimHellmann

    Joined:
    Mar 6, 2011
    Posts:
    66
    God damnit. He just did not read it. For gods sake, this can happen! Nobody is perfect. There is no reason - not at all - that you flame on everyone here who is not on your level. What do you think you are? The most perfect guy in the world? Just calm down dude, 98% of all people here are not doing this as a full time job but as a hobby.

    @Stec:
    So you are also the most perfect guy on earth, right?

    And I thought only german coding communities are that ignorant. -.-
    Thought wrong.
     
  7. Stec

    Stec

    Joined:
    Apr 13, 2011
    Posts:
    118
    @AriesT
    I also do this as a hobby so I am far from perfect, but my point is that if you're already devoted time to take this course you should read everything that goes with it, it is similar to studying a book, you read everithing that is written there and not just every other page, at least I do.
    @mafiacarstarter
    Dont worry about that, if they say to you that you need to finish the project then just finish it and upload, I would finish it anyway just to learn that. I hope that you did not delete your project files if you do, send me a message and I will send you the files that you need.
     
  8. TimHellmann

    TimHellmann

    Joined:
    Mar 6, 2011
    Posts:
    66
    However, this might not only the mistake of mafiacarstarter. First, I also was confused when reading both the tasks in the video and the tasks in the description. Maybe the Boys should just add the tasks from the videos to the "on your own" task list in the description as well.
    To avoid any confusion.

    I just wanted to make clear that there is no reason for anyone here to snub at someone else just because he made a mistake, needs some help or did not read some sentence by mistake. One can do this if we all earn money with Unity3D but not if it is a hobby (yet).
     
  9. Stec

    Stec

    Joined:
    Apr 13, 2011
    Posts:
    118
    @AriesT
    Of course that this is not only the mistake of mafiacarstarter, Boys did put two different "To Do" lists on two different places, but one in the video, they wrote in process of making the Lab 1, and the other at the end after they get a clear view of the project (at least I think so). I did not want to snub anyone, but when I completed my Lab 1 I read everything 2-3 times just to make shure, so I was little surprised that he mised something.
     
  10. pothb

    pothb

    Joined:
    Oct 19, 2010
    Posts:
    81
    Where did I flame him? I said it's a disservice (edit: to himself) if he didn't do the ones on the page. Learn to read, and not make up stuff please.
     
  11. pskicker

    pskicker

    Joined:
    May 30, 2011
    Posts:
    14
    when did you submit your lab project(1),
    I've just submitted mine a while ago.
    I hope I will pass their exams.

    Thanks walkers!
     
  12. TimHellmann

    TimHellmann

    Joined:
    Mar 6, 2011
    Posts:
    66
    I sent my results to Eric on friday. Still no response. Maybe they are on vacation.
    I hope they move on checking the lab results. Lab 02 is waiting for me. ;)
     
  13. csprason

    csprason

    Joined:
    Apr 29, 2011
    Posts:
    5
    Hi guys,

    I got a message off chad today, he said he has been on vacation so I'm sure he will be getting in touch with you all very soon!
     
  14. mafiacarstarter

    mafiacarstarter

    Joined:
    May 28, 2011
    Posts:
    3
    Upon discovering the fact that I had inadvertently missed some of the requirements, I sent an email to the Walker Boys to retract my submission request. Then I posted here in an attempt to help anyone who may have made the same mistake I did.
    Then I went back into the Lab and finished all of the requirements and polished up a few extras (each color is worth a different point value and takes different numbers of clicks to destroy, time gets added to the timer at various score amounts, and more objects appear at each time addition).

    I did not intend for my post to seem like whining about unfairness, I just missed something through normal human error and had hoped to help prevent someone else from doing the same.

    I then resubmitted, and have passed.

    Thank you all for your feedback on my mistake. :)
     
  15. pothb

    pothb

    Joined:
    Oct 19, 2010
    Posts:
    81
    No one took it as whining, as far as I could tell.
     
  16. pskicker

    pskicker

    Joined:
    May 30, 2011
    Posts:
    14
    I've sent my Lab result yesterday and I got the result a while ago. maybe you send yours on wrong email.

    My work needs improivement =(
     
  17. TimHellmann

    TimHellmann

    Joined:
    Mar 6, 2011
    Posts:
    66
    Well then...Eric answered today and I passed. Wheee. *jumping on the bed*

    I still had one flaw (objects spawing into eachother) but it seems to be okay, though. So, the result does not have to be perfect. The game has to work well and the Boys have to see that you are really into it and have your own ideas, etc.

    Moving on to lab 2. Need to donate some money to the Boys. They really do a great job.
     
    Last edited: May 31, 2011
  18. pskicker

    pskicker

    Joined:
    May 30, 2011
    Posts:
    14
    I PASSED TODAY, I'm very happy! -very thanks Jeremy from Philippines
    here's the comment...


    Comments and suggestions:
    Jeremy, everything seemed to be in working order and fun to play! Way to Go! :eek:)
    Nice job with the extras, they worked really well. It took some serious clicking and moving to get everything! ;)
     
  19. missy_pooh

    missy_pooh

    Joined:
    Jun 1, 2011
    Posts:
    150
    Hi AriesT, seem like you manage to complete the lab01. I am facing difficulties on doing the lab01.. How do u manage to finish the lab01?
     
  20. 3absiso

    3absiso

    Joined:
    Apr 16, 2010
    Posts:
    30
    What exactly is your Problem? i may be able to help you
    I am at Lab # 3
     
  21. gamenovice

    gamenovice

    Joined:
    Apr 1, 2011
    Posts:
    9
    I was wondering if you guys could cover multiplayer games as the 6th lab, I would really love to get into networking
     
  22. gamenovice

    gamenovice

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    Apr 1, 2011
    Posts:
    9
    also, what happened to the 5th lab, it says it is available in may, but it is june now
     
  23. Cusco

    Cusco

    Joined:
    May 24, 2011
    Posts:
    43
  24. pothb

    pothb

    Joined:
    Oct 19, 2010
    Posts:
    81
    Dude....... SUPER NICE.

    I've been trying to build a ship for my lab 2 too... but man, it's been a while since I touched max, and I wasn't all that great before either. But that was very nice.
     
  25. Cusco

    Cusco

    Joined:
    May 24, 2011
    Posts:
    43
    I dunno can post in here or not ... but this site can really help you getting start for modeling http://cg.tutsplus.com
     
  26. missy_pooh

    missy_pooh

    Joined:
    Jun 1, 2011
    Posts:
    150
    hi 3absiso, thank for offering help.. i just started working on lab1. Am totally stucked and feel ashamed that i don't know how to continue with it. I only manage to create a 3 second countdown for the Sphere before disappearing.. although the disappearing part is still not solved yet.
     
  27. Cusco

    Cusco

    Joined:
    May 24, 2011
    Posts:
    43
    try to call a yield function before the Reposition/Destory Script?
     
  28. missy_pooh

    missy_pooh

    Joined:
    Jun 1, 2011
    Posts:
    150
    @cusco, sorry could you elaborate further what you mean? thanks
     
  29. Cusco

    Cusco

    Joined:
    May 24, 2011
    Posts:
    43
    I am also new to Unity, the code may be not the best but you can try to use a static yield first to keep it be counted

    I was used jQuery tech. in this case ... a callback function ...

    the script will keep calling itself while "animating" variable is true

    FlashObject function will be self invoke


    here is my working sample Lab 1


    Hope it may help ~ Enjoy~


    Code (csharp):
    1.  
    2. // Enemy Script
    3.  
    4. // Inspector variable
    5. var shapeColor          : Color[];
    6. var numOfClicks         : int           = 1;
    7. var explosion           : Transform;
    8. var enemyPoint          : int           = 3;
    9. var animating           : boolean       = false;
    10.  
    11. // Private variable
    12. private var storeClicks : int = 0;
    13.  
    14. // Run Once on start up
    15. function Start ()
    16. {
    17.     storeClicks = numOfClicks;
    18.     var movePosition = Vector3(Random.Range(-6, 6), Random.Range(-4, 4), transform.position.z);
    19.     transform.position = movePosition;
    20.     RandomColor();
    21. }
    22.  
    23. // Update on every frame
    24. function Update ()
    25. {  
    26.     if ( numOfClicks <= 0  !animating)
    27.     // If number of click is 0 and it is not animating then do below script
    28.     {
    29.         FlashObject( function()
    30.         {
    31.         // Run FlashObject with callback function
    32.             if (explosion)
    33.             {
    34.                 // After the blinking animate the explosion
    35.                 Instantiate(explosion, transform.position, transform.rotation); // create explostion
    36.             }
    37.  
    38.             //Random a new position in screen
    39.             var movePosition = Vector3(Random.Range(-6, 6), Random.Range(-4, 4), transform.position.z);
    40.  
    41.             // Random Delay  Change the color
    42.             RespawnWaitTime();
    43.  
    44.             // Re-position the object
    45.             transform.position = movePosition;
    46.  
    47.             // Reset the object number of click
    48.             numOfClicks = storeClicks;
    49.  
    50.             // Finished Animating end of callback function
    51.             // We are not in Animating State now
    52.             animating = false;
    53.         });
    54.     }
    55. }
    56.  
    57. function FlashObject(x)
    58. // JavaScript Callback function local variable X : function
    59. {
    60.     animating = true; // We are now begin the animation
    61.     renderer.enabled = false;
    62.     yield WaitForSeconds(0.5);
    63.     renderer.enabled = true;
    64.     yield WaitForSeconds(0.5);
    65.     renderer.enabled = false;
    66.     yield WaitForSeconds(0.5);
    67.     renderer.enabled = true;
    68.     yield WaitForSeconds(0.5);
    69.     renderer.enabled = false;
    70.     yield WaitForSeconds(0.5);
    71.     renderer.enabled = true;
    72.     yield WaitForSeconds(0.5);
    73.     if (x) // If it have a callback function
    74.     {
    75.         x(); // Run the callback function
    76.     }
    77. }
    78.  
    79. function RespawnWaitTime ()
    80. {
    81.     renderer.enabled = false;
    82.     RandomColor();
    83.     yield WaitForSeconds(Random.Range(1, 5));
    84.     renderer.enabled = true;
    85. }
    86.  
    87. function RandomColor ()
    88. {
    89.     if (shapeColor.length)
    90.     {
    91.         var newRandomColor = Random.Range( 0, shapeColor.length );
    92.         renderer.material.color = shapeColor[newRandomColor];
    93.     }
    94. }
    95.  
     
    Last edited: Jun 4, 2011
  30. 3absiso

    3absiso

    Joined:
    Apr 16, 2010
    Posts:
    30
    To Have a proper Blinking what i did:
    in the enemy Script in the Update Function i mad acounter:

    Code (csharp):
    1. timeWait = timeWait + Time.deltaTime;  // Count Time
    2. if (timeWait >= 3)  // If the enemy on screen more than 3 seconds
    3. {
    4. BlinkingTime ();   // Call Blinking Function
    5. timeWait = 0.0;    // Reset the time to start counting from Zero
    6. }
    Code (csharp):
    1. // This is 3D Buzz Script - i just convert it from C# to JS;
    2.  
    3. function BlinkingTime ()
    4. {
    5.     var blinkingRate = 0.1;
    6.     var timeToBlinkCount = 10;
    7.     //var blinkCount = 0;
    8.    
    9.     while ( blinkCount < timeToBlinkCount)
    10.     {
    11.         gameObject.renderer.enabled = !gameObject.renderer.enabled;
    12.        
    13.         if (gameObject.renderer.enabled)
    14.         blinkCount++;
    15.        
    16.         yield WaitForSeconds (blinkingRate);
    17.        
    18.         if( blinkCount == 10)
    19.         {
    20.             var enimyPos = Vector3(Random.Range(-15,15), Random.Range(-10,10),0);
    21.             SpawnTime();
    22.             transform.position = enimyPos;
    23.         }
    24.     }
    25.     blinkCount = 0;
    26. }



    This is the Whole code for Enemy Script: (I Made Collision Detection between objects; do not mind for that (it is not part of the project)

    Code (csharp):
    1. //Variables:
    2. var numberOfClicks = 2;
    3. var explosion : Transform;
    4. var blinkCount = 0;
    5. private var clickStore;
    6. var timeWait = 0.0;
    7. var hitPoint : int = 5;
    8.  
    9. function Start ()
    10. {
    11.     var startEnimyPos = Vector3(Random.Range(-15,15), Random.Range(-10,10),0);
    12.     transform.position = startEnimyPos;
    13.     clickStore = numberOfClicks;
    14. }
    15.  
    16.  
    17. function Update ()
    18. {
    19.     if (numberOfClicks ==0)
    20.     {
    21.         Instantiate(explosion,transform.position,transform.rotation);
    22.         var enimyPos = Vector3(Random.Range(-15,15), Random.Range(-10,10),0);
    23.         SpawnTime();
    24.         transform.position = enimyPos;
    25.        
    26.         timeWait = 0;
    27.         blinkCount = 10;
    28.        
    29.         transform.eulerAngles = Vector3(270, 0, 0);
    30.         transform.rigidbody.angularVelocity = Vector3.zero;
    31.         transform.rigidbody.Sleep();
    32.        
    33.         numberOfClicks = clickStore;
    34.         if(audio.clip)
    35.         {
    36.             audio.Play();
    37.         }
    38.        
    39.     }
    40.    
    41.     timeWait = timeWait + Time.deltaTime;
    42.    
    43.     if (timeWait >= 5)
    44.     {
    45.         PlinkingTime ();
    46.         timeWait = 0.0;
    47.     }
    48.    
    49. }
    50.  
    51. function SpawnTime()
    52. {
    53.     renderer.enabled = false;
    54.     var randomTime = Random.Range (0.5, 1.5);
    55.     yield WaitForSeconds (randomTime);
    56.     renderer.enabled = true;
    57. }
    58.  
    59.  
    60. function PlinkingTime ()
    61. {
    62.     var blinkingRate = 0.1;
    63.     var timeToBlinkCount = 10;
    64.     //var blinkCount = 0;
    65.    
    66.     while ( blinkCount < timeToBlinkCount)
    67.     {
    68.         gameObject.renderer.enabled = !gameObject.renderer.enabled;
    69.        
    70.         if (gameObject.renderer.enabled)
    71.         blinkCount++;
    72.        
    73.         yield WaitForSeconds (blinkingRate);
    74.        
    75.         if( blinkCount == 10)
    76.         {
    77.             var enimyPos = Vector3(Random.Range(-15,15), Random.Range(-10,10),0);
    78.             SpawnTime();
    79.             transform.position = enimyPos;
    80.         }
    81.     }
    82.     blinkCount = 0;
    83. }
    84.  
    85. function OnCollisionEnter (otherCollider : Collision)
    86. {
    87.     otherCollider.transform.rigidbody.AddForce (0.1,0.1,0);
    88. }
     
    Last edited: Jun 4, 2011
  31. missy_pooh

    missy_pooh

    Joined:
    Jun 1, 2011
    Posts:
    150
    @cusco: You are also new to Unity?? so you are learning unity because of interest?? Or for some project?? Anyway, thank for the help.. i will try to figure out..

    @3absiso: Hi there, thank for the help too..
     
  32. pothb

    pothb

    Joined:
    Oct 19, 2010
    Posts:
    81
    If neither of those are helping... you can also do what I did... use the animator. Instead of blinking though, I made it change colors, since blinking would make it seem like it's already gone for a sec and you won't know if it's actually back or another one took it's place... etc.

    then just call on the animation when you hit it.
     
  33. Cusco

    Cusco

    Joined:
    May 24, 2011
    Posts:
    43
    @pooh for me ... still choosing Unity3D and UDK ... because of Autodesk HumanIK for game animation development ... at first ... I need to understanding Unity3D >.< and try it out will it give a hard time for animation ... otherwise we can save the money for HumanIK ... lol

    and if you wanna to know more about Callback have time to have a look here

    and one more Extreme Javascript Performance, but in this our state ... just get the code work first >.< after that it may same case to optimize Unity code in deep
     
    Last edited: Jun 4, 2011
  34. missy_pooh

    missy_pooh

    Joined:
    Jun 1, 2011
    Posts:
    150
    @Cusco: You mention UDK, what is that? Another game development software used to create game? Ya. Seriously, i think we have to get clear view of the code first before going to optimize the game.
    @pothb : hi there, thank you for the help. i will look through it.

    Anyway just to add on, i know that Unity doesn't support speech recognition.(for example, i want to create an educational game to teach chinese. So i want the student to pronounce the word, then the unity will take in the voice and make sure that the student are pronounce correctly.) So is there possibilities to do it in Unity? Like perhaps i can create some plugin and embed into Unity? Sorry for my bad english
     
  35. pothb

    pothb

    Joined:
    Oct 19, 2010
    Posts:
    81
    UDK is the Unreal Development Kit. It's pretty much like Unity with it's own code that is used for many big games... namely Gears of War and the like. With UDK, you have to pay royalties unless you buy the full license which costs way too much for an one not super rich or a company.

    CryEngine will follow UDK's example as well. It'll become free with royalties for commercial releases, though it's not free yet and details have not been released.

    I would think that you can add speech recognition if you wish, but it would probably be a LONG and ARDUOUS path to take. Unless someone has already made something for it... but I never looked into it so... my knowledge on that is even less than limited.
     
  36. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Hi,

    I’ve been on vacation for a bit. Looks like a lot of great talk and support has been going on. I appreciate that. :) Let me go ahead and answer any questions that are still up in the air and provide some additional information on where we’re are at with things. Just a note, some of the comments below have already been addressed by other members, I just wanted to be sure and cover all of it. Thank you!

    Malharhak. Thank you for the comments and suggestions. A forum would be a wonderful way to keep things going for all those that have been working through the course and would allow for new trainees a chance to see what has been made by current Unity users.

    Pothb. When you get to Lab 3, 4 and 5, the material is provided. For the earlier ones, creating the work is part of making sure you still remember how to navigate Unity app and work with the basics. As for the terrain map, I believe you will need to create your own or download one from online (http://www.google.com/search?um=1&h...sch&sa=1&q=heightmap+image&aq=f&aqi=&aql=&oq=), Terragen (http://www.planetside.co.uk/content/view/15/27/) or photoshop are great for creating some quick maps.

    Also, when it comes to passwords, remember, you don’t receive emails; the password is provided at the end of the exam, if passed. And thank you for the catch on the spelling, I believe that has been corrected now.

    tarek3d. Happy to help and thank you for the support.

    Kanly. Thank you for the mention about the art packs. At the moment, we’ve actually been very happy with all the hard work from everyone. That said, we have been providing the complete Mario Art packs to everyone that gets to that point. It takes a lot of effort and self discipline to complete these labs and we’ve had hundreds completing them and showing how passionate and determined they are, which is very cool. :)

    insomniacl. Thanks for the answer on that one (2 weeks ago).

    AlexisVaillant. Just a quick double check to make sure you figured things out. Also, Thanks Kanly and csprason. Nice job and good support.

    Kewl. Hi. I’m happy to answer the question, however it has been asked and answered multiple times in this post, so I’ll just copy and paste here -> “You haven't missed anything, yet. We left those (1-18 - 1-30) open for some videos in the future, including the 1-07 to 1-11 spot. Hope that helps clear it up.”

    And thank you guys for re-posting it as well. :) It’s much appreciated.

    AriesT. Just wanted to double check and see if you have things working the way you want them to. Also, in Lab 3 Tools, there will be quite a bit discussion and development on a timer and functionality for it. So, if you still feel a bit lost on it, don’t worry you’ll get it figured out soon. :)

    DaDare. At the moment we haven’t officially provided the videos for download, however we will be switching to that soon. And yep, unfortunately even free videos get pirated. :\ As always, it’s the integrity and honesty of individuals that makes the difference for work that gets produced.

    Thanks Kanly for assisting Superpescado and DarkKnight. Also, did you get everything working DarkKnight?

    MafiaCarStarter. Good catch on the submission parts. The better challenge is the one on the website. We added a few extra there to push your skills further. And AriesT, adding those videos tasks to the website page would be an excellent idea to keep rework down to a minimum.

    pskicker. Glad you’re enjoying the training videos.

    gamenovice. Multiplayer development would be fun. We’ll see how things go with free time for developing it.

    Cusco. Great job with the project and additional tutorial. It’s always wonderful to see time spent sharing knowledge and experience. Thank you.

    missy_pooh. Just checking to see how things are going for you. Also, you may want to check out http://gamedev.stackexchange.com/qu...cognition-features-into-the-unity-game-engine for more information on the voice recognition.

    Okay, I think I captured everything (?) up to this point. If you have further questions or I missed something, just let me know. Keep up the great work everyone!

    There are several additional topics to address real quick.

    Videos for Download and/or Purchase – We are ‘nearly’ there. Videos will remain free even when download becomes an option.

    3D Mario Clone release date – Delayed, due to ‘real work’. When things slow down, we’ll get those completed. The model pack, scripts and design are complete, we just need the time to record things. Rough estimate – 2 months from now.

    Update on stats for those interested.

    As of today we have the following.
    204,330+ plays on vimeo with the videos
    114 countries have been viewing the videos
    4,250+ exams have been taken
    285 HD videos now available (free) - still the same, but will grow soon
    Donation Total: $214.00

    Number of emails asking questions: 1,100+
    Number of actual labs completed: 240+

    Thanks again.
     
  37. satan

    satan

    Joined:
    Jan 17, 2010
    Posts:
    13
    Hello! I think your training course is great. I've just started it and waiting for the first lab to be reviewed/approved. I've been learning Unity3d for about 2 months, and I found your training course the easiest to understand and remember. Grades, exams, labs - I'm excited about all of it. It's like an usual university except I like it :)

    I've got a few questions.
    1) Is it necessary to create a wordpress blog for labs? I have an access to a hosting, where I can put final version of lab works and their description.
    2) What are your plans for developing Unity3d training project? Maybe more complex exams and labs, or adding some competetive tasks between those who study it, group works, hall of fame...etc!
     
  38. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Glad you like the course. :)
    1. When it comes to posting you can place it anywhere, as long as it's online and viewable.
    2. Not sure which project you are referring to? The current one, or something else? Thanks. :)
     
  39. clip911

    clip911

    Joined:
    May 21, 2011
    Posts:
    31
    i m not a programmer so i stuck on project 1 where i have to move the cube randomly into the screen .
    can sme 1 plz help me out.
    thnks
     
  40. satan

    satan

    Joined:
    Jan 17, 2010
    Posts:
    13
    I'm referring to the Unity Training. At this time - there are 4 exams and 5 labs. I would like to know if there will be more? Maybee something about shader creation. There are a lot of cool shaders here. EdgeFuzz for example looks very nice. There are a lot of cool things you can teach us. This maybe the second course - something like "Advanced Unity3d Training" or something like that.
    I'll put everything in one questions : What are your plans in evolving Unity Training?

    clip911, When you start a game - set random destination point in your screen. And move cube towards it with some speed multiplied by Time.deltaTime. When cube reaches destination point (or is aprox. there) set new one - so the cube will move towards another direction.
     
    Last edited: Jun 6, 2011
  41. 3absiso

    3absiso

    Joined:
    Apr 16, 2010
    Posts:
    30
    Hay There;
    you Can Check Series 3 for movement:

    this is script attach it to the cube you want to moving cube
    but i urge to think about it alittle

    Code (csharp):
    1. //Variables:
    2. var xMov;
    3. var yMov;
    4.  
    5. function Start ()
    6. {
    7.     xMov = Random.Range(-0.03,0.03);
    8.     yMov = Random.Range(-0.03,0.03);
    9. }
    10.  
    11. function Update ()
    12. {
    13.     var enimyScript = GetComponent (ScriptEnimy);
    14.     if (enimyScript.numberOfClicks ==0)
    15.     {
    16.        
    17.         xMov = Random.Range(-0.03,0.03);
    18.         yMov = Random.Range(-0.03,0.03);
    19.        
    20.     }
    21.     transform.Translate (100* xMov * Time.deltaTime ,100* yMov * Time.deltaTime,0, Space.World);
    22. }
     
  42. TimHellmann

    TimHellmann

    Joined:
    Mar 6, 2011
    Posts:
    66
    I already sent my result to Eric and I passed lab 1. It finally worked with some help. Thanks for checking again.
     
  43. 3absiso

    3absiso

    Joined:
    Apr 16, 2010
    Posts:
    30
    I Think you deserve this vacation after this hard work you are doing for Unity Community.
    I SALUTE YOU
     
  44. missy_pooh

    missy_pooh

    Joined:
    Jun 1, 2011
    Posts:
    150
    I would think that you can add speech recognition if you wish, but it would probably be a LONG and ARDUOUS path to take. Unless someone has already made something for it... but I never looked into it so... my knowledge on that is even less than limited
    @pothb: Ya, i understand that it would be probably be a long and ardous path to take, but i have no choice. Hope that there is really something related to what i need on the web.
    @ProfCWalker: Hi ProfCWalker, thank you for the great tutorial videos provided, i am starting to have a better understanding of Unity. I am still trying to find way to solve lab1 though that is some help provided.
     
  45. missy_pooh

    missy_pooh

    Joined:
    Jun 1, 2011
    Posts:
    150
    @ProfCWalker: Hi ProfCWalker, thank you for the great tutorial videos that you have provided. I really understand Unity better through those videos. As we regard to lab1, i am still trying to solve it. Will be quite tough to me as i am not really strong in programming so i need to take some time to find out how to do. Thank for the link provided regarding the voice recognition.

    I would appreciate if you could give me some comment/advice regarding the ideas of voice recognition on Unity. Is it possible to do that in Unity. Like i have to create some plugin to embed it into Unity. Thanks.
     
  46. Jay_Santos

    Jay_Santos

    Joined:
    May 31, 2011
    Posts:
    42
    Bit of help needed here :)

    I've tried registering on 000webhost.com (as suggested by the tutorials), but I never got the activation email... I've tried with my gmail and non-webmail, without success...

    Any suggestions? Any other free web host I can use to submit my labs?

    Thanks in advance,

    jay Santos
     
  47. clip911

    clip911

    Joined:
    May 21, 2011
    Posts:
    31
    3absiso
    thnks for showing me this method , its kindda working but its going into 1 direction only

    "remember the ping-pong game where ball moves into the scene"
    i want smething like that .
    hey, but thanks atleast it moving smoothly :)
     
    Last edited: Jun 6, 2011
  48. clip911

    clip911

    Joined:
    May 21, 2011
    Posts:
    31
    hi satan , thnks for sharing u r idea . i understand what ur trying to say but since i m new to programming(as i said ) it'll take me some time
    to be creative in scripting.but yeah i'll definitely going to give it a shot. thnks
     
  49. 3absiso

    3absiso

    Joined:
    Apr 16, 2010
    Posts:
    30
    it should move randomly in the scene; check for Z Axes you may using instead for the other axes (X or Y)
     
  50. clip911

    clip911

    Joined:
    May 21, 2011
    Posts:
    31
    na i checked and i m using x y only . it is moving into the scene, but its jerky. like i want to set the limit random.range(-5,5) for X
    for y (-4,4). the cube should move only in that region(without jerk). i saw few people's blogs, they have created it wonderfully.
    may b i m still missing smething