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Discussion in 'Community Learning & Teaching' started by Adam-Buckner, Oct 11, 2013.

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  1. NicoNN

    NicoNN

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    Thank you for this great live sessions! I really enjoy these and learn a LOT from them!

    Any chance for an "Online Leaderboards" tutorial? (prefer Android Mobile)
     
  2. gamezuv

    gamezuv

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    Something similar to this
     
  3. Ankit-Priyarup

    Ankit-Priyarup

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    Will try to create something more complex from you making an angry birds style game module.
     
  4. Ippokratis

    Ippokratis

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  5. Saxi

    Saxi

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    I would really love to see a live training on dealing with Aspect Ratios with Mobile. It's my biggest issue I have with Unity right now and no one talks about it. Also mobile touch is rarely talked about by anyone or tutorials.

    Everyone assumes you are making a pc game that will be 1024x768 all the time and do not spend any time talking about how to handle different devices on mobile.
     
  6. Adam-Buckner

    Adam-Buckner

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  7. Adam-Buckner

    Adam-Buckner

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    I would like to do a mobile demo, yes.

    I'm somewhat waiting for the new UI to be released, as we will be able to more easily deal with anchoring and stretching of the UI, which is the main difficulty with the variable aspect ratios.

    Do you have issues with aspect ratios and devices that are not UI related?
     
  8. Saxi

    Saxi

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    Yes, I'm losing my mind trying to find a good solution for handling game scene on multiple aspect ratios. There are no tutorials, no one talks about it, all tutorials assume you are using desktop 1024x768 only and will never go to mobile.

    I've asked a ton of people, and got a lot of different answers, none of them useful. Always stuff like "unity will handle it", it's game specific, what problems are you having?

    I just want to see examples of what people are using, 65% of unity games are 2d, this isn't a new problem but no one has been able to explain a solution. I tried many different things and they are all with their flaws. From changing ortho camera, to using ortho.size = screen.height/2/100, to attaching all sprites to a list and scaling them by the difference in aspect ratio from the target ratio I design assets at.

    A lot of answers are to use black bars, this is unacceptable and will in fact not get through app review for many platforms. Another answer is to "not put anything important on the edges", this isn't always possible, I know games you can scale and use camera scrolling, some games are side scrolling and it isn't a big deal as you just see more or less, my concern is most of the style games I do assume everything fits properly on the screen without falling off and things are in certain position. Think puzzle games, tower defense maps, kids games.

    Best solution I've found so far is to create a game object, attach a list to it, and add all the sprites to it which acts like a resolution manager, then attach a script that scales them all by the difference in aspect ratio with the target assets and current screen. This causes distortion and is a pain to attach everything to the list. I'm losing my mind.

    UI is another issue, but I have both nGUI and DKForge and they both handle it fairly easily as I assume will the new OnGUI. But the game world is kicking my ass trying to find a solution and i can't really get too far into a project without a good workable solution. I've literally asked over 25 people, and I'm no further along than I was when I first started Unity 2 months ago or so. I have a really good handle on the scripting and a lot of the Unity API, but aspect ratio issues I'm losing my mind.
     
  9. Adam-Buckner

    Adam-Buckner

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    Well, we can cover some of the ways we can prepare ourselves for a change in aspect ratio or resolution, but fundamentally, if you have 1 game deployed to 3 devices, and one is 4:3 @640 x 480 and one is 16:9 @ 1920 x 1080 and the third is a resizable web window in who-know-what ratio or resolution.... you will have 3 different views of the same game. Your users will fundamentally get a different experience on each device. There are some tricks we can do to take the pain away, but wide is not square and content from one will have to be adjusted when seen on the other.
     
  10. Ankit-Priyarup

    Ankit-Priyarup

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    I did created a HUD script which allow us to anchor any spirit with respect to screen. If anyone want it I can share
     
  11. Adam-Buckner

    Adam-Buckner

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    Ankit: If you are willing to share it, please do! I'm sure we'd all like to see what you've done.
     
  12. Adam-Buckner

    Adam-Buckner

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    You can apply a number of the solutions we showed in the Live Sessions to try and make a fully 3D style game. I can imagine a number of possible ways to tackle this. It's not terribly difficult, but it's not trivial either. Let's call it intermediate.

    The best way to approach this would be to start fleshing out a prototype, on step at a time, and build up to the final game.

    Start, like we did in the lesson, learning to launch the projectile. Use a Unity primitive sphere. Then work up the bands and other items. If you get stuck on any of the steps, write a post in either support or scripting (depending if you're stuck in the editor or stuck on a script), and you will get help to get over that hurdle.

    Begin with the projectile dragging script and see if you can get it working in 3D.
     
  13. Ankit-Priyarup

    Ankit-Priyarup

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    Here is HUD.cs script

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using System;
    4. using System.Collections.Generic;
    5.  
    6. public class HUD : MonoBehaviour {
    7.  
    8.     public List<HUDElements> HUDList = new List<HUDElements>();
    9.     private float HorExtent;
    10.     private float VerExtent;
    11.     private bool ToBlend = false;
    12.     public void Start()
    13.     {
    14.         VerExtent = Camera.main.camera.orthographicSize;
    15.         HorExtent = VerExtent * Screen.width / Screen.height;
    16.         this.gameObject.transform.position = new Vector2(0,0);
    17.  
    18.         #region GameObjects_Positions
    19.         foreach (var xGame in HUDList)
    20.         {
    21.             AnchorIt(xGame.Root, xGame.Anchor, xGame.Padding);
    22.             if (xGame.Type == GameobjectType.TextMesh)
    23.             {
    24.                 TextMesh obj = xGame.Root.GetComponent<TextMesh>();
    25.                 obj.color = new Color(obj.color.r,obj.color.g,obj.color.b,0.0f);
    26.             }
    27.             else if (xGame.Type == GameobjectType.Sprite)
    28.             {
    29.                 SpriteRenderer obj = xGame.Root.GetComponent<SpriteRenderer>();
    30.                 obj.color = new Color(obj.color.r,obj.color.g,obj.color.b,0.0f);
    31.             }
    32.         }
    33.         ToBlend = true;
    34.         #endregion
    35.     }
    36.     float Temp = 0;
    37.     public void Update()
    38.     {
    39.         if (ToBlend)
    40.         {
    41.             foreach (var xGame in HUDList)
    42.             {
    43.                 if (Temp == 1)
    44.                 {
    45.                     ToBlend = false;
    46.                     break;
    47.                 }
    48.                 if (xGame.Type == GameobjectType.TextMesh)
    49.                 {
    50.                     Temp += 0.005f;
    51.                     TextMesh obj = xGame.Root.GetComponent<TextMesh>();
    52.                     obj.color = new Color(obj.color.r,obj.color.g,obj.color.b,Temp);
    53.                 }
    54.                 else if (xGame.Type == GameobjectType.Sprite)
    55.                 {
    56.                     Temp += 0.005f;
    57.                     SpriteRenderer obj = xGame.Root.GetComponent<SpriteRenderer>();
    58.                     obj.color = new Color(obj.color.r,obj.color.g,obj.color.b,Temp);
    59.                 }
    60.             }
    61.         }
    62.     }
    63.  
    64.     private void AnchorIt(GameObject gb, aAnchor Anchor, Vector2 Padding)
    65.     {
    66.         switch (Anchor)
    67.         {
    68.             case aAnchor.TopLeft:
    69.                 {
    70.                     gb.transform.position = new Vector3(-1 * HorExtent + Padding.x, VerExtent - Padding.y, 10f);
    71.                 }
    72.                 break;
    73.             case aAnchor.TopRight:
    74.                 {
    75.                     gb.transform.position = new Vector3(HorExtent - Padding.x, VerExtent - Padding.y, 10f);
    76.                 }
    77.                 break;
    78.             case aAnchor.BottomLeft:
    79.                 {
    80.                     gb.transform.position = new Vector3(-1 * HorExtent + Padding.x, -1 * VerExtent + Padding.y, 10f);
    81.                 }
    82.                 break;
    83.             case aAnchor.BottomRight:
    84.                 {
    85.                     gb.transform.position = new Vector3(HorExtent - Padding.x, VerExtent + Padding.y, 10f);
    86.                 }
    87.                 break;
    88.             case aAnchor.Middle:
    89.                 {
    90.                     gb.transform.position = new Vector3(0f + Padding.x, 0f + Padding.y, 10f);
    91.                 }
    92.                 break;
    93.             case aAnchor.MiddleLeft:
    94.                 {
    95.                     gb.transform.position = new Vector3(-1 * HorExtent + Padding.x, 0f + Padding.y, 10f);
    96.                 }
    97.                 break;
    98.             case aAnchor.MiddleRight:
    99.                 {
    100.                     gb.transform.position = new Vector3(0f + Padding.x, -1 * VerExtent + Padding.y, 10f);
    101.                 }
    102.                 break;
    103.             default:
    104.                 break;
    105.         }
    106.     }
    107.  
    108.     public GameObject GetObject(string aID, out GameobjectType Gameobjtype)
    109.     {
    110.         foreach (var xResult in HUDList)
    111.         {
    112.             if (xResult.ID == aID)
    113.             {
    114.                 Gameobjtype = xResult.Type;
    115.                 return xResult.Root;
    116.             }            
    117.         }
    118.         Gameobjtype = GameobjectType.Null;
    119.         return null;
    120.     }
    121.  
    122.     public GameObject GetObject(string aID)
    123.     {
    124.         foreach (var xResult in HUDList)
    125.         {
    126.             if (xResult.ID == aID)
    127.             {
    128.                 return xResult.Root;
    129.             }
    130.         }
    131.         return null;
    132.     }
    133.  
    134.     public HUDElements GetObjectHUD(string aID)
    135.     {
    136.         foreach (var xResult in HUDList)
    137.         {
    138.             if (xResult.ID == aID)
    139.             {
    140.                 return xResult;
    141.             }
    142.         }
    143.         return null;
    144.     }
    145. }
    146.  
    147. [Serializable]
    148. public class HUDElements
    149. {
    150.     public string ID;
    151.     public GameObject Root;
    152.     public GameobjectType Type;
    153.     public Action MouseClickDown;
    154.     public Action MouseClickUp;
    155.  
    156.     public aAnchor Anchor;
    157.     public Vector2 Padding;
    158. }
    159.  
    160. public enum GameobjectType
    161. {
    162.     TextMesh,
    163.     Sprite,
    164.     Renderer,
    165.     Null
    166. };
    167.  
    168. public enum aAnchor
    169. {
    170.     TopLeft,
    171.     TopRight,
    172.     BottomLeft,
    173.     BottomRight,
    174.     Middle,
    175.     MiddleLeft,
    176.     MiddleRight,
    177.     none
    178. };
    179.  
     
  14. Ankit-Priyarup

    Ankit-Priyarup

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    You have to first create an orthographic camera
    Then create a new list item in HUDlist in the attached picture you can see i did created one of name Meter (It is 0M that is displayed on the top left corner of screen)
    Set GameObject ID (A specific name for gameobject it is used to call that gameobject from any other script)
    Root is gameobject
    Type is the type of gameobject like text mesh, Sprite, Mesh Renderer
     

    Attached Files:

  15. Ankit-Priyarup

    Ankit-Priyarup

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    Finally at the end you can see (Attached images)
    Screenshot (214).png Screenshot (215).png
    that it works with all kind of screen resoultions
     
  16. Adam-Buckner

    Adam-Buckner

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    Wow! Thank you! I'll have to give this a go and see how it works.
     
  17. Ankit-Priyarup

    Ankit-Priyarup

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    I think I can help you with a script of mine. It saves and load scoreboard data that is saved on your server.
     
  18. Ankit-Priyarup

    Ankit-Priyarup

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    Any feedback to my HUD script
     
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  19. Ankit-Priyarup

    Ankit-Priyarup

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    1) For multi touch pinch zoom and de-zoom you can try unity technologies video tutorial here

    2) For making background not move but platform do move you can make background the children of Main Camera i.e. to be moved while moving from one side to another.

    3) For bomber asteroid you can use OnCollisionEnter function of asteroid. In that function you have to do two things first is to enable an explosion particle. You can get lots of explosion particles from asset store.
    Make explosion particle child of ball and set it to non active then then with script set it enable by .gameobject.SetActive(true); then using rigidbody.AddExplosionForce(power, explosionPos, radius, 3.0F);

    4) For moving elevator up and down you can use two methods 1 is to frame an animation for it and other is to create a script that will move the gameobject from it's initial position to final position in a specific time period using Vector3.Lerp
     
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  20. FURKANKAHVECI

    FURKANKAHVECI

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    Awesome thank you!
     
    Last edited: Dec 28, 2018
  21. Ankit-Priyarup

    Ankit-Priyarup

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    I've a question that - how to build video file if we are preparing a unity animation project. Capturing screen don't work because it captures in low quality, i want something that render in very good runtime
     
  22. Ankit-Priyarup

    Ankit-Priyarup

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    #Megastry
    watch part 2 making an angry birds style game you will get an idea
     
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  23. dstew

    dstew

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    Live Training Subject suggestion #1:

    Would love some training providing Easy, Normal, and Hard game difficulty. Control number of enemies, power ups, etc, as an example.
     
    Last edited: Jul 10, 2014
  24. Shadeless

    Shadeless

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    Tile Engine and TileMap Live Training pleasee! :D
    Or anything about Level Design for 2D games.
     
  25. dstew

    dstew

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    Aug 4, 2012
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    Live Training Subject suggestion #2:

    How to provide user settable game settings / features.
    Things like:
    • Video, Audio, Game Play settings. Video resolution, full screen / windowed mode, rendering options like LOD and mipmapping.
    • Audio volumes (master, player, enemy. ambient, etc)
    • Game difficulty, Network settings, etc.
     
  26. Adam-Buckner

    Adam-Buckner

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    We can look into this for a class subject.

    In the meantime, think of this as logic...

    You need something to hold the player's preference of the preferred level of difficulty -
    See PlayerPrefs: http://docs.unity3d.com/ScriptReference/PlayerPrefs.html

    Once you have a value for player prefs (either an int, or string or whatever), you next need to think about your game.

    Take the Space Shooter Tutorial, for example:
    http://unity3d.com/learn/tutorials/projects/space-shooter

    When you follow this tutorial, there is a number of hazards that come at the player. In the "done" folder, there is a scene with enemy ships. The hazards and ships only take 1 hit to destroy,\

    Think what would make the level more difficult: More hazards more often, hazards that take 2 hits to destroy, enemy ships that shoot... etc.

    Then think about your logic:

    IF - my player has chosen easy - THEN - spawn slow moving asteroids
    IF - my player has chosen insanely hard - THEN spawn fast moving asteroids that take 3 hits to kill, spawn shards that can kill the player AND spawn Enemy Ships that shoot bolts back at the player that take 2 hits to kill.

    This should be fairly easy to put together once you have completed Space Shooter and looked at PlayerPrefs.
     
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  27. Adam-Buckner

    Adam-Buckner

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    A lot of this would also be covered by having settings saved in PlayerPrefs.

    PlayerPrefs can be saved thru a GUI that you write.
     
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  28. Adam-Buckner

    Adam-Buckner

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    I'm not sure what you mean by a 3 star point score system? If you mean, at the end of a level, awarding 1-3 stars to the player?

    If so, you simply need to know what your values are:

    if (player scores 1-4) award 1 star
    if (player scores 5-8) award 2 stars
    if (player scores 9-10) award 3 stars

    So - you need a method to look at the score for each level, and then award stars.

    Adding a second asteroid to a level is simply making an array or list to hold a different asteroid (or more) and picking randomly from the list. You can see this in action in the "done" folder on the Space Shooter project.

    I don't really understand what you mean by:
    "And Multi touch zoom to asteroid and un zoom script tutorial "

    Can you try again to describe what you want?
     
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  29. Adam-Buckner

    Adam-Buckner

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    I'm not sure we can describe in one session an entire tile engine! (There are several on the Asset Store...) but I do have a session planned on addressing the basics of tiling backgrounds.
     
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  30. VasqProd

    VasqProd

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    Hello Adam,
    I have been coding for a while now for iOS and Android.
    However, I am pretty new to Unity.
    I have successfully completed the "Angry Birds" Training Session, but I am struggling to respawn the asteroid into the band instead of calling a restart function.
    For example, I would like to give the user 3 tries before calling Restart.
    So the asteroid must be shot, watched, and a new asteroid should be setup in the band.

    I am not asking for exact code but I would love to be pointed in the correct direction on how best to do this.
    Thank you!
     
  31. Adam-Buckner

    Adam-Buckner

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    I would think of states when looking at resetting the projectile on the band.

    As opposed to resetting the level, you need to reset the state of the asteroid and the camera.

    You will need a way to save and set the starting state of the projectile and slingshot. This will include recreating the spring and other items that are destroyed, or changing the destruction to some other flag - like a boolean or disabling the component (??)

    Thinking about it, at the end of the volley, the camera is at the far side of the game area, so I would reset the state of the projectile while the camera is not looking at it, and then bring the camera back. The camera could be snapped back in one frame or animated/lerped back over time.

    With your saved "starting' state, your void Reset() {} function should reset back to the starting state, then initiate the aniation/lerp on the camera.

    There should also be some way of keeping track of your 'tries" - most likely a private int which is incremented each try.

    Your Reset function should check this tries variable, and if the player has had enough tries, then you need to then check the state of the game and either pass or fail the player.

    This also means you will need to keep track of the state of your game! So you'll need some storage container(s) to do this, and your Reset function will need to check these.

    Does this make sense? Or are you looking for more specific detail?
     
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  32. VasqProd

    VasqProd

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    by storage container do you mean:
    Code (csharp):
    1.     public class foo{
    2.            int bar;
    3.     }
    Which will exist in a parent class?

    If so I will work on it and get back to you.
    Thank you for the response!
     
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  33. Ippokratis

    Ippokratis

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    Well, I understand what you are saying.
    I face the following situation : I have < 6h per week available atm for coding. I need some hours to transcribe the scripts, so I hesitate doing so. A simple pastebin link could save me hours, really !
     
  34. zDemonhunter99

    zDemonhunter99

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    I don't have any sort of question. Just came here to thank Adam for all his hardwork and effort. So, thank you and keep up the good work. :)
     
  35. Adam-Buckner

    Adam-Buckner

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    Whoops, missed this one.

    You can store your starting state in any way you want.

    You could have a class or just declare these in the script.

    Something like: (And I'm just making this up as I type...)

    Code (csharp):
    1. public int maxTries;
    2. public Transform projectile;
    3. private int tryCount;
    4. private Vector3 startingPosition;
    If this was in a class, say, like "Starting Position":
    Code (csharp):
    1. [System.Serializable]
    2. public class StartingPosition {
    3.    public int maxTries;
    4.    public Transform projectile;
    5.    private int tryCount;
    6.    private Vector3 startingPosition;
    7. }
    ... you would need to have an instance of this class:

    Code (csharp):
    1. public StartingPosition startingPosition;
    Next you'd initailze these. Drag the asteroid onto the Projectile property, and probably in Start:

    Code (csharp):
    1. void Start () {
    2.    startingPosition.tryCount = 0;
    3.    startingPosition.startingPosition = projectile.position;
    4. }
    If you are not using a class, omit the "startingPosition."

    Then in each try you'd need to increment the tryCount every time you fire:

    Code (csharp):
    1. tryCount++
    .... and when the ball stops rolling or leaves the play area, you'd need a check:

    Code (csharp):
    1. if (tryCount >= maxTries) {
    2.    NewLevel();   // Where NewLevel() restarts the game, sets the next level, or whatever...
    3. } else {
    4.    ResetLevel();   // Where ResetLevel (Or Retry, or whatever you want to call it...) puts the asteroid back...
    5. }
    If this doesn't make sense or work for you, post again.

    [edit]

    As I think about this, you'd also need to grab your camera and it's position:

    Code (csharp):
    1. public Transform cameraTransform;
    2. put Vector3 cameraStartPosition;
    ...and initialize this to the camera's starting position in Start as well:

    Code (csharp):
    1. cameraStartPosition = cameraTransform.position;
    and then you'd want to modify your camera to move back to the start position.

    If you just set it with:

    Code (csharp):
    1. cameraTransform.position = cameraStartPosition;
    ... it will simply snap back to the start position immediately.

    More elegant would be to look at Vector3.Lerp or Vector3.MoveTowards in a function that makes the camera smoothly move back to the start position where the fixed and ready asteroid will be there.

    -

    It is also worth noting that in this project, we have used the spring joint as a flag to signal whether or not the projectile has been launched. Your ResetLevel function will also need to replace this joint, or you will need to change the level so the spring joint it not destroyed, but disabled, and change the checks against that... and then you will need to re-enable the spring joint... so - be careful for other changes that may need to be made due to the original project expecting only one go at the level.
     
    Last edited: Jul 26, 2014
  36. Neylian

    Neylian

    Joined:
    Sep 19, 2013
    Posts:
    4
    Guys,

    May I ask you when live training is done to upload 1080p video otherwise everything below this and you cant see anything what the tutor is doing, this especially goes for scripting lessons. Watched "Live Training 10th July 2014 - Communicating between Components & GameObjects" - very hard to see a thing. And I think it would be a good practice for all tutors to scale up scripting font a bit. (pardon me he rescaled it later)

    Thank you.
     
    JayJennings likes this.
  37. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    When the archive material is below 1080p, it is due to a technical issue.

    I will review that session and see what I can do.
     
  38. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    Adam,

    Ive been playing about with the wheel colliders for a couple of weeks now and im struggling with getting, maybe not physically correct movement, but getting the car to stay stable. looking around ive found an 'anti-roll' concept which im struggling implementing.

    tutorials and documentation seem few and far between on the great tinterweb as far as ive found. ill keep digging, not giving up yet :)

    I have looked through the car tutorial thats on the asset store, but its quite overwhelming (whilst also trying to change code from JS to C#) and it appears that the wheel colliders are coded in scripts attached to the actual wheel meshes and created at runtime.

    For a future session would it be possible to go through the design and implementation of a simple stable car using wheel colliders.

    Cheers
    DaZ
     
  39. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
    I've not played with wheel colliders for quite some time, and then it was to make a train. I'll put this on the list and see what I can get out there.
     
  40. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    youre late on the go, cheers for that, thank you :)

    also noted a nice wee addition that i stumbled upon as a handy little shortcut.
    .
    While playing the scene when ive got a split view, clicking on an item in the heirarchy then mouse over the scene view frame selecting with 'F' to see it, focuses the item in the scene view which is fine, but if you double press 'F' (tap F twice) it locks the focus so it tracks it all the time and only stops tracking until you click inside the sceneview :) so i can play in game view whilst retaining focus at all times on the object in question.
     
  41. rahuxx

    rahuxx

    Joined:
    May 8, 2009
    Posts:
    537
    C# tutorial for all API will be great.
    Specially it will be good for those who are more graphical artists then programmers
     
  42. jaybean123

    jaybean123

    Joined:
    Jul 29, 2014
    Posts:
    2
    in how to make a angry bird game I have done something wrong with the script and it says Assets/scrips/progectiledrag.js(1,6): UCE0001: ';' expected. Insert a semicolon at the end. I am not sure what to do
     
  43. OboShape

    OboShape

    Joined:
    Feb 17, 2014
    Posts:
    836
    Last edited: Jul 29, 2014
  44. jaybean123

    jaybean123

    Joined:
    Jul 29, 2014
    Posts:
    2
  45. AJDB

    AJDB

    Joined:
    Aug 1, 2014
    Posts:
    16
    Hello, did not take long for here, and I followed classes Angry Birds, but I have a couple of mistakes.
    The first is that when the game is reset, will not let me drag the asteroid, at first yes, but after restarting, nothing. I disabled the house, and does not give me problems, so you have to be there. I have reviewed the layers, and it's fine. Let's see if I can lend a hand and tell me it can be.
    The other, not if it is an error. Unity package I used is the standard, and every time I give the game play animation of the smoke particles is playing, but I added the script will play in the Kill function. Can you tell me where I can get the parcel as used, and if an error is where you can be?.

    Regards, and thank you very much for the tutorials, they have helped me a lot, but still left me even more, to learn. Thank you.
     
  46. Neylian

    Neylian

    Joined:
    Sep 19, 2013
    Posts:
    4
    Did you use some kind of translator, because this soooo does not make any sence! o_O Or is it only me? :confused:
     
  47. AJDB

    AJDB

    Joined:
    Aug 1, 2014
    Posts:
    16
    Yo uso un tradcutor. Lo siento por la traducción.
    A ver si de todos modos puedo ayudar.: (
     
  48. Chiroptera

    Chiroptera

    Joined:
    Apr 16, 2014
    Posts:
    4
    It would be great if you could do a live-training about editor and editorwindow scripting that goes a bit beyond the example in the documentation. How to represent a list of objects with icons to select for example, or how to do more complex things by combining scrollbars, dropdowns, begin horizontal etc. to make functional structured windows.
    I try to create a window to help our leveldesigner. It should read in all the prefabs, so that the leveldesigner can just select an item adjust settings like the transform, add special components (i.e. scripts) and do so for single items or multiple items with the multiple items stored in a list so that he can adjust some variables to be different for each individual object and others be the same for all. And then instantiate the object(s).
    I started this project but got stuck halfway, so it would be awesome if you could help me and others who might have similar problems get a firmer understanding of the possibilities and ways to script editorwindows.
     
  49. Louhikarme

    Louhikarme

    Joined:
    Apr 21, 2014
    Posts:
    4
    Hi The live tutorials have been great (though i haven't been able to watch any of them actually live). :) what i would like to see sometime in the future is tutorial about runtime terrain editing. the manual is bit lacking on examples. or is runtime terrain editing considered more advanced topic?
     
  50. lLIGHTNINGl

    lLIGHTNINGl

    Joined:
    Sep 6, 2014
    Posts:
    3
    1: How do I add a profile picture?
    2: How do I join in this online programmer training thing?

    :)
     
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