Portal game in Unity 3D

Discussion in 'Showcase' started by ggappleid, Jul 18, 2011.

  1. Roachie

    Roachie

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    So this works on iphone ?
  2. ggappleid

    ggappleid

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    Yes, i tried it on iPad2 and it works well, but you need rewrite all shaders. For example shader that cut a part of object do not work, but other looks nice. Also you could optimize meshes
  3. Mold

    Mold

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    Omg cool
  4. RSH1

    RSH1

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    Does this require Unity Pro?
  5. Mauri

    Mauri

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    The Portalizer package needs Unity Pro. Since this is (i guess) also in the game project implemented, you'll definitively need Unity Pro.
  6. I am da bawss

    I am da bawss

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    STOP RIGHT THERE CRIMINAL SCUM !!

    Now that's a whole lot of copyright infringement right there!

    :D
  7. RSH1

    RSH1

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    I'm guessing it uses the render to texture feature of pro
  8. CazicThule

    CazicThule

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    Would anyone who managed to write shaders that work for iPhone mind sharing them please?
  9. Nemox

    Nemox

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    Cool, I've been considering making something like this as well.
  10. Banksy

    Banksy

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    Hi,

    I recently purchased Portalizer asset for Unity4 Pro.

    I have two portals setup .. but afeter entering portal A the ball will not come through portal B even though I have removed anything from behind each portal.. (no collision objects)

    My game is a simple rolling ball style that uses an augmented camera (Vuforia camera )

    I have setup two portals. I can see the mirror effect in each portal... but when my ball enters Portal "A" it suddenly changes material to pink colour then flies off on a strange axis.

    I have followed the Portalizer Readme file. also run the Portalizer example scenes.. they work fine. So I am thinking because I have a special script attached to the ball that changes gravity because of the augmented reality camera. This might be affecting the the object as it enters the portal.

    I am hoping someone can look at the script and maybe be able to counter act the change in gravity...

    Here is an example of the gravity script applied to the ball object.

    void Start () {
    //CameraDevice.Instance.StopAutoFocus();
    if (Screen.orientation == ScreenOrientation.LandscapeLeft) {
    Debug.Log ("LEFT");

    } else if (Screen.orientation == ScreenOrientation.LandscapeRight ) {
    Debug.Log ("RIGHT");
    } else if (Screen.orientation == ScreenOrientation.Portrait ) {
    Debug.Log ("PORTRAIT");
    }
    }

    void FixedUpdate () {

    //CameraDevice.Instance.StopAutoFocus();
    if (Screen.orientation == ScreenOrientation.LandscapeLeft) {
    Physics.gravity = new Vector3 (Input.acceleration.y * grav , -Input.acceleration.x * grav , -Input.acceleration.z * grav);
    } else if (Screen.orientation == ScreenOrientation.LandscapeRight ) {
    Physics.gravity = new Vector3 (-Input.acceleration.y * grav , Input.acceleration.x * grav , -Input.acceleration.z * grav);
    } else if (Screen.orientation == ScreenOrientation.Portrait ) {
    Physics.gravity = new Vector3 (Input.acceleration.x * grav , Input.acceleration.y * grav , -Input.acceleration.z * grav);
    }



    note: I am building to iPad2.
    Last edited: Apr 25, 2013
  11. Zebron123

    Zebron123

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    Dude, please fix the continue button in the pause menu. I restarts the level, not resuming it.
  12. Gogin

    Gogin

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