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@JT5D
Created January 3, 2014 19:59
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We can't make this file beautiful and searchable because it's too large.
created_utc,score,domain,id,title,author,ups,downs,num_comments,permalink,selftext,link_flair_text,over_18,thumbnail,subreddit_id,edited,link_flair_css_class,author_flair_css_class,is_self,name,url,distinguished
1370263731.0,239,imgur.com,1fkt4b,I made a Glitch post-process effect for Unity3D [x-post from glitch_art],-haniel-,257,18,38,http://www.reddit.com/r/Unity3D/comments/1fkt4b/i_made_a_glitch_postprocess_effect_for_unity3d/,,,False,http://f.thumbs.redditmedia.com/C0nkN98btKXQ6qV5.jpg,t5_2qwj8,False,,,False,t3_1fkt4b,http://imgur.com/4VafjMt,
1369130125.0,187,pocketgamer.biz,1er7ng,"Unity goes free on Android and iOS: Basic license drops charge, compensation on offer",Boyatsea82,203,16,41,http://www.reddit.com/r/Unity3D/comments/1er7ng/unity_goes_free_on_android_and_ios_basic_license/,,,False,http://a.thumbs.redditmedia.com/AWM3-ZXXvAJpSzRB.jpg,t5_2qwj8,False,,,False,t3_1er7ng,http://www.pocketgamer.biz/r/PG.Biz/Unity+news/news.asp?c=51030,
1375044797.0,140,i.imgur.com,1j8fw4,Random Unity3d tip: Making empty Gameobject visible only in editor,tequibo_,148,8,22,http://www.reddit.com/r/Unity3D/comments/1j8fw4/random_unity3d_tip_making_empty_gameobject/,,,False,http://c.thumbs.redditmedia.com/WYoYrAGZzrWTfBN2.jpg,t5_2qwj8,False,,,False,t3_1j8fw4,http://i.imgur.com/XSUC8Sv.gif,
1365181656.0,129,i.imgur.com,1bqsd0,Another Unity3d tip: show private variables in the inspector(thanks to u/AlwaysBananas),tequibo_,143,14,21,http://www.reddit.com/r/Unity3D/comments/1bqsd0/another_unity3d_tip_show_private_variables_in_the/,,,False,http://c.thumbs.redditmedia.com/2NC8C7TR_fb6KZRz.jpg,t5_2qwj8,False,,,False,t3_1bqsd0,http://i.imgur.com/OZ1Mgxf.gif,
1374496922.0,120,unity3d.com,1it49b,Unity 4.2 is out!,SiggiGG,138,18,123,http://www.reddit.com/r/Unity3D/comments/1it49b/unity_42_is_out/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_1it49b,http://unity3d.com/unity/whats-new/unity-4.2,
1363965726.0,112,i.imgur.com,1aswk5,"Is it me, or the next blizzard game (Hearthstone) is made using Unity ?",itsgama,123,11,32,http://www.reddit.com/r/Unity3D/comments/1aswk5/is_it_me_or_the_next_blizzard_game_hearthstone_is/,,,False,http://d.thumbs.redditmedia.com/V16anaCNcdRL7gq3.jpg,t5_2qwj8,False,,,False,t3_1aswk5,http://i.imgur.com/JQvQprV.jpg,
1376570696.0,102,youtu.be,1key8w,"I can't ""art"", but I've made a super-simple tutorial for making 3d models in Blender for use in Unity 3d.",quill18,114,12,29,http://www.reddit.com/r/Unity3D/comments/1key8w/i_cant_art_but_ive_made_a_supersimple_tutorial/,,,False,http://a.thumbs.redditmedia.com/FaLqsLz9pr9pYmRl.jpg,t5_2qwj8,False,,,False,t3_1key8w,http://youtu.be/oLdSq3PaNd4,
1371731810.0,99,youtube.com,1gq1ut,Fracturing and Destruction tool for Unity,UGTools,107,8,48,http://www.reddit.com/r/Unity3D/comments/1gq1ut/fracturing_and_destruction_tool_for_unity/,,,False,http://e.thumbs.redditmedia.com/1slg-g6-x6CS6z8L.jpg,t5_2qwj8,False,,,False,t3_1gq1ut,http://www.youtube.com/watch?v=mdRs-6GKNwQ,
1352904027.0,91,unity3d.com,136k8o,Unity3d 4.0 has been released,SiggiGG,100,9,40,http://www.reddit.com/r/Unity3D/comments/136k8o/unity3d_40_has_been_released/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_136k8o,http://unity3d.com/promo/unity4/,
1352982464.0,87,unitygems.com,138ix1,New site for Unity tutorials & articles that go beyond the basic introduction,whydoidoitcom,98,11,26,http://www.reddit.com/r/Unity3D/comments/138ix1/new_site_for_unity_tutorials_articles_that_go/,,,False,http://f.thumbs.redditmedia.com/xrKZG-e8CQvF1SXe.jpg,t5_2qwj8,False,,,False,t3_138ix1,http://unitygems.com/,
1375881202.0,85,self.Unity3D,1jvq24,I have released some Shaders for your use!,Prodigga,90,5,34,http://www.reddit.com/r/Unity3D/comments/1jvq24/i_have_released_some_shaders_for_your_use/,"Hey guys. So I decided to package up the shaders I have been working on lately, and put them up on Gumroad. You can find them here! https://gumroad.com/l/VOxv
Here are some gifs of the 3 shaders in action!
1) [Clip Shader] (http://i.imgur.com/AnBVEGw.gif)
2) [Surface Cover Shader] (http://i.imgur.com/D6yGVBG.gif)
3) [Pulse Shader] (http://i.imgur.com/Kul8qqy.gif)
It is a ""pay what you want"" pack. (Yes, $0 counts too! So you can try them/use them for free!).
Enjoy! I was going to post on /r/gameassets but this seems a little too specific for Unity!
Edit:
For those who like stats! Here is the first day (well, more like half a day!). Reddit was a massive help! So many people using these shaders! :D
http://imgur.com/v1odNKy.png
Reddit has been the most successful so far. Facebook is a bit more personal so the conversion rate is much higher, but views are much lower. Twitter is just full of grumpy butts. The other sources are 'viral'.",,False,self,t5_2qwj8,1375925220.0,,,True,t3_1jvq24,http://www.reddit.com/r/Unity3D/comments/1jvq24/i_have_released_some_shaders_for_your_use/,
1366109638.0,83,self.Unity3D,1cgd62,Unity Official Tutorials - destroy us!,willgoldstone,99,16,55,http://www.reddit.com/r/Unity3D/comments/1cgd62/unity_official_tutorials_destroy_us/,"Hi guys, my name is Will and I'm in charge of a team that's delivering the new tutorial stuff at Unity3d.com, I wanted to jump on here, link you guys to them and ask you to rip them to shreds!
We're not afraid of criticism, and will also happily take any suggestions on other content and features you'd like to see added to the site, cheers in advance..
http://unity3d.com/learn/tutorials/modules",,False,self,t5_2qwj8,False,,,True,t3_1cgd62,http://www.reddit.com/r/Unity3D/comments/1cgd62/unity_official_tutorials_destroy_us/,
1373461946.0,83,paladinstudios.com,1i06rh,How to make a multiplayer game in Unity,PaladinStudios,96,13,12,http://www.reddit.com/r/Unity3D/comments/1i06rh/how_to_make_a_multiplayer_game_in_unity/,,,False,http://a.thumbs.redditmedia.com/5-wrGmPfmZ_E9K6l.jpg,t5_2qwj8,False,,,False,t3_1i06rh,http://www.paladinstudios.com/2013/07/10/how-to-create-a-multiplayer-game-with-unity/,
1372363574.0,83,blogs.unity3d.com,1h78by,Microsoft Announces Partnership with Unity,evilotaku,93,10,59,http://www.reddit.com/r/Unity3D/comments/1h78by/microsoft_announces_partnership_with_unity/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_1h78by,http://blogs.unity3d.com/2013/06/27/build-conference/,
1372958580.0,79,kickstarter.com,1hn6iq,"Lacuna Passage, the game I've been developing with Unity is now on Kickstarter!",x70x,92,13,18,http://www.reddit.com/r/Unity3D/comments/1hn6iq/lacuna_passage_the_game_ive_been_developing_with/,,,False,http://c.thumbs.redditmedia.com/lAo0bv1koUqU-__z.jpg,t5_2qwj8,False,,,False,t3_1hn6iq,http://www.kickstarter.com/projects/tylerowen/lacuna-passage,
1350459725.0,79,u3d.as,11mcim,Almost 1gb of free motion capture animations somehow got past my radar on the asset store...,jasperstocker,87,8,12,http://www.reddit.com/r/Unity3D/comments/11mcim/almost_1gb_of_free_motion_capture_animations/,,,False,http://e.thumbs.redditmedia.com/5ZW3JZ6bFdOkj2bX.jpg,t5_2qwj8,False,,,False,t3_11mcim,http://u3d.as/content/unity-technologies/cmu-mocap-archive-part-1/1AL,
1346028954.0,81,richardfine.co.uk,yvnq2,Unity Lifetime Infographic,jasperstocker,89,8,13,http://www.reddit.com/r/Unity3D/comments/yvnq2/unity_lifetime_infographic/,,,False,http://b.thumbs.redditmedia.com/TER6dSdeDcpC7gxs.jpg,t5_2qwj8,False,,,False,t3_yvnq2,http://www.richardfine.co.uk/junk/unity%20lifetime.png,
1364280866.0,79,self.Unity3D,1b12av,"over 100 Unity3d Tutorials [ DOTA, FPS, RPGs, Networking, Javascript, C# ]FREE scripts included!",jesseetzler,97,18,15,http://www.reddit.com/r/Unity3D/comments/1b12av/over_100_unity3d_tutorials_dota_fps_rpgs/,"I've been busy working on lots of tutorials and combined there over 100 tutorials ( even though my series for unity only says 99 there are a few C# tutorials as well). Some people might remember me from posting a while ago but I put a lot of effort into creating even more tutorials :) Hopefully these help a lot of people out! Enjoy!
Feedback and suggestions for new tutorials are always welcome.
http://www.youtube.com/user/JesseEtzler0
",,False,self,t5_2qwj8,False,,,True,t3_1b12av,http://www.reddit.com/r/Unity3D/comments/1b12av/over_100_unity3d_tutorials_dota_fps_rpgs/,
1363908666.0,78,prnewswire.com,1arkym,Sony and Unity Technologies form a strategic partnership. Looks like a PS4/PS3/Vita export option might be on the horizon!,grantmoore3d,84,6,25,http://www.reddit.com/r/Unity3D/comments/1arkym/sony_and_unity_technologies_form_a_strategic/,,,False,http://b.thumbs.redditmedia.com/XkDpLU8TSPWlUECU.jpg,t5_2qwj8,False,,,False,t3_1arkym,http://www.prnewswire.com/news-releases/sony-computer-entertainment-and-unity-technologies-form-strategic-partnership-to-offer-unity-for-playstation4-playstation3-playstationvita-and-playstationmobile-199444581.html,
1342602745.0,77,devmag.org.za,wr2ny,50 Tips for Working with Unity (Best Practices),fecal_brunch,88,11,18,http://www.reddit.com/r/Unity3D/comments/wr2ny/50_tips_for_working_with_unity_best_practices/,,,False,http://a.thumbs.redditmedia.com/Iz_nk2zHyoSukeBT.jpg,t5_2qwj8,False,,,False,t3_wr2ny,http://devmag.org.za/2012/07/12/50-tips-for-working-with-unity-best-practices/,
1376349598.0,78,xdavidleon.tumblr.com,1k8of0,Tutorial: Simple Zelda Dungeon Generation,Kuothe,85,7,9,http://www.reddit.com/r/Unity3D/comments/1k8of0/tutorial_simple_zelda_dungeon_generation/,,,False,http://b.thumbs.redditmedia.com/6fVpjhy6kLFxXh21.jpg,t5_2qwj8,False,,,False,t3_1k8of0,http://xdavidleon.tumblr.com/post/58097415717/zelda-dungeon-generation-in-unity3d,
1365609041.0,81,twitter.com,1c2hnt,"Notch has been playing with Unity. Except more visitors to /r/unity3d (Low Rez Shader: Funny, Hipsterish, or just plain Signature Style?)",quill18,101,20,74,http://www.reddit.com/r/Unity3D/comments/1c2hnt/notch_has_been_playing_with_unity_except_more/,,,False,http://e.thumbs.redditmedia.com/-jHmEO7ijChgLpf4.jpg,t5_2qwj8,False,,,False,t3_1c2hnt,https://twitter.com/notch/status/321787611352023040,
1366218435.0,70,youtube.com,1cjkt3,Learn C# Coding for Unity 3D - 18 Free HD Videos Tutorials on Youtube,richUnity,84,14,9,http://www.reddit.com/r/Unity3D/comments/1cjkt3/learn_c_coding_for_unity_3d_18_free_hd_videos/,,,False,http://f.thumbs.redditmedia.com/tdTUhanvo_KbXXsq.jpg,t5_2qwj8,False,,,False,t3_1cjkt3,http://www.youtube.com/playlist?feature=edit_ok&list=PLSUKqZA5TxvBGJLioAglEeGgHB0LvXRb9,
1371493860.0,71,i.imgur.com,1gj4dx,"Making a co-op FPS in Unity, this is one of the characters: Derek.",koyima,91,20,21,http://www.reddit.com/r/Unity3D/comments/1gj4dx/making_a_coop_fps_in_unity_this_is_one_of_the/,,,False,http://a.thumbs.redditmedia.com/gMHOmGbPbqvG-WkB.jpg,t5_2qwj8,False,,,False,t3_1gj4dx,http://i.imgur.com/DifoImM.jpg,
1359138747.0,72,rivaltheory.com,179nvl,Now Free: The #1 AI Engine on Unity3D,RT_Jester,88,16,20,http://www.reddit.com/r/Unity3D/comments/179nvl/now_free_the_1_ai_engine_on_unity3d/,,,False,default,t5_2qwj8,False,,,False,t3_179nvl,http://rivaltheory.com/downloadindie,
1370970783.0,72,oddworld.com,1g4s8c,New Oddworld title for PS4 is created with Unity!,tristanAG,86,14,13,http://www.reddit.com/r/Unity3D/comments/1g4s8c/new_oddworld_title_for_ps4_is_created_with_unity/,,,False,http://d.thumbs.redditmedia.com/zwDLXmdwqizr2cYu.jpg,t5_2qwj8,False,,,False,t3_1g4s8c,http://www.oddworld.com/2013/06/sony-announces-oddworld-new-n-tasty-for-ps4/,
1357842906.0,70,codingjargames.com,16brxt,Truly Interactive Tutorials for Unity Basics,CodingJar,76,6,21,http://www.reddit.com/r/Unity3D/comments/16brxt/truly_interactive_tutorials_for_unity_basics/,,,False,http://e.thumbs.redditmedia.com/ExG4dlVI3I1uRhHv.jpg,t5_2qwj8,False,,,False,t3_16brxt,http://www.codingjargames.com/blog/2013/01/10/interactive-unity-tutorials/,
1316948635.0,69,self.Unity3D,kqs0e,"Dear Mods, please fix the CSS",farooqaaa,71,2,18,http://www.reddit.com/r/Unity3D/comments/kqs0e/dear_mods_please_fix_the_css/,Or make me a mod and I'll fix it.,,False,self,t5_2qwj8,True,,,True,t3_kqs0e,http://www.reddit.com/r/Unity3D/comments/kqs0e/dear_mods_please_fix_the_css/,
1361550672.0,65,blogs.unity3d.com,190zx6,Unity co-founder leaves to make games,pateras,74,9,8,http://www.reddit.com/r/Unity3D/comments/190zx6/unity_cofounder_leaves_to_make_games/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_190zx6,http://blogs.unity3d.com/2013/02/21/time-to-move-on-to-something-else/,
1369319063.0,70,store.unity3d.com,1ewkc4,Unity Pro now available through a $75/month subscription. (12 month minimum),BennFried,84,14,59,http://www.reddit.com/r/Unity3D/comments/1ewkc4/unity_pro_now_available_through_a_75month/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_1ewkc4,https://store.unity3d.com/products/subscription,
1362852227.0,65,assetstore.unity3d.com,19z9sk,"NASA releases free Unity3D assets based on shuttles, rockets, landers, and EVA suits",thomar,76,11,5,http://www.reddit.com/r/Unity3D/comments/19z9sk/nasa_releases_free_unity3d_assets_based_on/,,,False,default,t5_2qwj8,False,,,False,t3_19z9sk,https://www.assetstore.unity3d.com/#/content/756,
1351797008.0,67,unity3d.com,12h01d,Unity 4.0 public beta is out,SiggiGG,72,5,27,http://www.reddit.com/r/Unity3D/comments/12h01d/unity_40_public_beta_is_out/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_12h01d,http://unity3d.com/unity/beta/download,
1375115090.0,67,youtube.com,1ja8nc,New to Unity3D and want to make a game? This Tutorial features everything of your hearts desire. The episodes are titled with what is being done in them and you can easily jump to what you want to do.,PutridPleasure,76,9,9,http://www.reddit.com/r/Unity3D/comments/1ja8nc/new_to_unity3d_and_want_to_make_a_game_this/,,,False,http://c.thumbs.redditmedia.com/gQ-4a6HsUJk3i8mJ.jpg,t5_2qwj8,False,,,False,t3_1ja8nc,http://www.youtube.com/watch?v=YYqzz1dy3Ak,
1348116417.0,66,eurogamer.net,106ere,"Nintendo licenses Unity engine for Wii U, both in-house and out",alvivar,76,10,4,http://www.reddit.com/r/Unity3D/comments/106ere/nintendo_licenses_unity_engine_for_wii_u_both/,,,False,default,t5_2qwj8,False,,,False,t3_106ere,http://www.eurogamer.net/articles/2012-09-19-nintendo-licenses-unity-engine-for-wii-u-both-in-house-and-out,
1371586146.0,64,youtube.com,1glusv,Cooking With Unity: A 3 minute game and an apology,drakfyre,73,9,36,http://www.reddit.com/r/Unity3D/comments/1glusv/cooking_with_unity_a_3_minute_game_and_an_apology/,,,False,http://c.thumbs.redditmedia.com/vD_sOXx5i1o9qO18.jpg,t5_2qwj8,False,,,False,t3_1glusv,http://www.youtube.com/watch?v=i30menw6gvU&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=56,
1355841587.0,63,youtube.com,151wnt,Destructible Objects: A super-simple tutorial for Unity and Blender. [By Request],quill18,70,7,12,http://www.reddit.com/r/Unity3D/comments/151wnt/destructible_objects_a_supersimple_tutorial_for/,,,False,http://d.thumbs.redditmedia.com/BKvl63jlFnKJu4yo.jpg,t5_2qwj8,False,,,False,t3_151wnt,http://www.youtube.com/watch?v=D6Ay4c6v9rs&feature=share&list=PLbghT7MmckI6FPAZfn2HBdOu-JGSZ39vS,
1369265544.0,57,xdavidleon.tumblr.com,1eva2x,Roguelike Development in Unity Tutorial: Part I,Kuothe,67,10,27,http://www.reddit.com/r/Unity3D/comments/1eva2x/roguelike_development_in_unity_tutorial_part_i/,,,False,http://c.thumbs.redditmedia.com/YffIWCyWZo8nktK2.jpg,t5_2qwj8,False,,,False,t3_1eva2x,http://xdavidleon.tumblr.com/post/51104205836/roguelike-development-in-unity-part-i,
1359929465.0,63,youtube.com,17tuzq,Unity3D 2d Game Time-lapse (Boom Bears) made in ~30 hours,jerkosaur,76,13,19,http://www.reddit.com/r/Unity3D/comments/17tuzq/unity3d_2d_game_timelapse_boom_bears_made_in_30/,,,False,http://c.thumbs.redditmedia.com/syjKQRVGdVg2662b.jpg,t5_2qwj8,False,,,False,t3_17tuzq,http://www.youtube.com/watch?v=iiJ_JfvsaJc,
1373367352.0,60,worldsfactory.net,1hxeyu,Unity engine just reached 2 million users,thor81,72,12,3,http://www.reddit.com/r/Unity3D/comments/1hxeyu/unity_engine_just_reached_2_million_users/,,,False,default,t5_2qwj8,False,,,False,t3_1hxeyu,http://www.worldsfactory.net/2013/07/09/unity-engine-just-reached-2-million-users,
1363264598.0,60,unity3d.com,1aa48g,Unity 4.1 is out!,SiggiGG,67,7,45,http://www.reddit.com/r/Unity3D/comments/1aa48g/unity_41_is_out/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_1aa48g,http://unity3d.com/unity/whats-new/,
1358922933.0,58,youtube.com,173z6v,Up to 32 Unity 3D Tutorials now! Easy to follow and free scripts! For anyone who missed my other post,jesseetzler,60,2,13,http://www.reddit.com/r/Unity3D/comments/173z6v/up_to_32_unity_3d_tutorials_now_easy_to_follow/,,,False,default,t5_2qwj8,False,,,False,t3_173z6v,http://www.youtube.com/user/JesseEtzler0,
1370599460.0,55,self.Unity3D,1fuqon,"We just uploaded a devblog about how we made EVE-VR - a virtual reality dogfighting game set in the EVE universe. It was done in Unity, and we'd be happy to talk about what we did and our experiences.",combatdave,65,10,4,http://www.reddit.com/r/Unity3D/comments/1fuqon/we_just_uploaded_a_devblog_about_how_we_made/,"[Link to the dev blog.](http://community.eveonline.com/news/dev-blogs/eve-vr-an-experiment-in-bringing-virtual-reality-to-the-eve-universe/)
You can read a lot about the project there, but we didn't put in too many Unity-specific details. I was a programmer on the team and I love Unity, so I'd be happy to talk with you guys a bit about what we did if there's any interest :)",,False,self,t5_2qwj8,False,,,True,t3_1fuqon,http://www.reddit.com/r/Unity3D/comments/1fuqon/we_just_uploaded_a_devblog_about_how_we_made/,
1366798773.0,53,blogs.unity3d.com,1d02ar,Unity is sunsetting Flash,WWWEH,68,15,31,http://www.reddit.com/r/Unity3D/comments/1d02ar/unity_is_sunsetting_flash/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_1d02ar,http://blogs.unity3d.com/2013/04/23/sunsetting-flash/,
1368638342.0,51,self.Unity3D,1ee65w,Having wonky collisions? rigidbodies being weird? objects going through walls? Look here,Rhames,61,10,36,http://www.reddit.com/r/Unity3D/comments/1ee65w/having_wonky_collisions_rigidbodies_being_weird/,"So, Ive seen lots of people lately asking questions about why their physics setup isnt working as expected. In most cases I come by, its caused by people moving their character/whatever with the Transform, and still expecting collisions to be accurate, which is a rookie mistake. So I decided to make a short post with a few rules of thumb. Look here:
These are a few rules of thumb in regards to physics.
* A rigidbody is simply something that tells the physics engine to watch this object.
* A collider is something that tells the physics engine where an object should collide with other objects. If the collider is a trigger, the engine will tell you when a collision happens (Collision detection), but will leave it to you to decide what to do upon collision (Collision response). If its not a trigger, the physics engine will handle collision response appropriately.
* If you want collision on something it needs a collider. If this collider should move it **MUST** have a rigidbody.
* if you want 100% fine control over that rigidbody (say, for a platformer character), it should be kinematic, and you should manipulate it with rigidbody.MovePosition() and rigidbody.MoveRotation(). Never **EVER** use the transform to move physics objects. Thats like sticking a fork into a toaster, scrambling it around and expecting the toaster to deliver toast :)
* If you want to collide with objects that does never move (obstacles, walls etc), they should also have a collider, but not a rigidbody. This tells the physics engine that these objects will never move, and they are ignored when it does collision calculations (BOOM! you just saved compuation time for the fancy effects stuff)
* If you want more realistic motion with a physics object, put a dynamic (non-kinematic) rigidbody on it, and give it a collider. Move it by using AddForce. Momentum delivered courtesy of PhysX, if you adjust the drag settings correctly.
* if you are moving a rigibody over several frames, be sure to do it in FixedUpdate. If not, the physics engine is unable to calculate m/s properly, because Update is not run at a fixed interval. It runs as fast as it can (in most cases)
* If things are still moving through walls, try enabling ""Continuous"" collision detection on the rigidbodies that move. Its slower to calculate, but more precise.",,False,self,t5_2qwj8,1368638539.0,,,True,t3_1ee65w,http://www.reddit.com/r/Unity3D/comments/1ee65w/having_wonky_collisions_rigidbodies_being_weird/,
1353196049.0,56,whydoidoit.com,13dheb,Unity Serializer - free save game asset for Unity using JSON + compressed binary formats,whydoidoitcom,59,3,6,http://www.reddit.com/r/Unity3D/comments/13dheb/unity_serializer_free_save_game_asset_for_unity/,,,False,http://a.thumbs.redditmedia.com/zFdK3QFiIrST-b60.jpg,t5_2qwj8,False,,,False,t3_13dheb,http://whydoidoit.com/unityserializer/,
1366388397.0,55,self.Unity3D,1cokm3,Extending the Unity Editor: A guide to creating custom tools,zaikman,58,3,7,http://www.reddit.com/r/Unity3D/comments/1cokm3/extending_the_unity_editor_a_guide_to_creating/,"Last night I gave a presentation at the monthly Seattle Unity Meetup on how to write custom tools in the Unity Editor. My presentation was kind of all over the place since I tried to cover a broad range of material for both beginners and experienced users. Overall I think it went really well and I thought this community could also benefit from it since the Unity documentation for editor extensions is, well, abysmal.
I built an accompanying Unity project which includes six different Editor scripts that implement a variety of different tools, with thoroughly commented code throughout. The different tools include
* A custom texture importer
* A custom component inspector
* A multi-object material applicator
* A multi-camera viewer (Pro only!)
* [A node-based graph editor](http://i.imgur.com/P1h7JtX.png), a la Strumpy's Shader Editor or Unreal's Kismet
I'll try to answer any questions that pop up in the thread, or you can PM/e-mail me directly! I'm open to corrections or suggestions for improvements as well, if you guys spot any erroneous information.
Slides: http://bit.ly/ZAiODe
Code: http://bit.ly/XTCbvZ",,False,self,t5_2qwj8,False,,,True,t3_1cokm3,http://www.reddit.com/r/Unity3D/comments/1cokm3/extending_the_unity_editor_a_guide_to_creating/,
1363780275.0,55,unity3d.com,1anovq,Unity has launched a new learning center,SiggiGG,56,1,4,http://www.reddit.com/r/Unity3D/comments/1anovq/unity_has_launched_a_new_learning_center/,,,False,default,t5_2qwj8,False,,,False,t3_1anovq,http://unity3d.com/learn,
1360167968.0,51,youtube.com,1806ol,"First look at out Real World Terrain system running inside Unity, build a terrain for virtually any point on the Earth for your game or simulation.",SpookyCat,56,5,16,http://www.reddit.com/r/Unity3D/comments/1806ol/first_look_at_out_real_world_terrain_system/,,,False,http://c.thumbs.redditmedia.com/PH4JSM6bXj8dAA82.jpg,t5_2qwj8,False,,,False,t3_1806ol,http://www.youtube.com/watch?v=YyU54RvPfvM,
1376358657.0,56,imgur.com,1k8zh4,Was trying to procedurally generate a particle system; ended up generating the Death Star by accident,adamvan101,64,8,5,http://www.reddit.com/r/Unity3D/comments/1k8zh4/was_trying_to_procedurally_generate_a_particle/,,,False,http://e.thumbs.redditmedia.com/LV6C3JWDNR67T064.jpg,t5_2qwj8,False,,,False,t3_1k8zh4,http://imgur.com/jB7GYc7,
1376039353.0,54,catlikecoding.com,1k0lpv,Drawing 3d graphs in Unity using particles,Wiggles69,61,7,10,http://www.reddit.com/r/Unity3D/comments/1k0lpv/drawing_3d_graphs_in_unity_using_particles/,,,False,http://f.thumbs.redditmedia.com/nS78fSxr_wC0d9yA.jpg,t5_2qwj8,False,,,False,t3_1k0lpv,http://catlikecoding.com/unity/tutorials/graphs/,
1367270403.0,55,youtube.com,1dd4vu,Microsoft uses unity with the new Illumiroom concept - [5:29],Speedfreak501,60,5,19,http://www.reddit.com/r/Unity3D/comments/1dd4vu/microsoft_uses_unity_with_the_new_illumiroom/,,,False,http://a.thumbs.redditmedia.com/stM8-4yeEl2VpVFx.jpg,t5_2qwj8,False,,,False,t3_1dd4vu,https://www.youtube.com/watch?v=sJ4hWa6y710,
1365017161.0,57,youtube.com,1blvby,"Realtime water reflection, refraction and physics - Nucleotide | Game development diary #12",MrIJM,64,7,6,http://www.reddit.com/r/Unity3D/comments/1blvby/realtime_water_reflection_refraction_and_physics/,,,False,http://b.thumbs.redditmedia.com/ODQWXB_wXh7RHmrO.jpg,t5_2qwj8,False,,,False,t3_1blvby,http://www.youtube.com/watch?v=wZ3FUR9t9wM,
1362100676.0,50,youtube.com,19fm8z,A Super Simple First-Person Shooter Tutorial for Unity 3D,quill18,59,9,14,http://www.reddit.com/r/Unity3D/comments/19fm8z/a_super_simple_firstperson_shooter_tutorial_for/,,,False,http://f.thumbs.redditmedia.com/7myu95ps1wwTch65.jpg,t5_2qwj8,False,,,False,t3_19fm8z,http://www.youtube.com/watch?v=mbm9lPB5GPw&list=PLbghT7MmckI4su9oKnoLuoRYLUvKlek7j&feature=mh_lolz,
1375918959.0,51,kickstarter.com,1jx4ga,"Max from Cooking With Unity here! Proton Pulse Rift, our Unity3d Oculus Rift game, is LIVE on KickStarter!",drakfyre,61,10,29,http://www.reddit.com/r/Unity3D/comments/1jx4ga/max_from_cooking_with_unity_here_proton_pulse/,,,False,http://d.thumbs.redditmedia.com/DCCOhI8QTxUklfLc.jpg,t5_2qwj8,False,,,False,t3_1jx4ga,http://www.kickstarter.com/projects/protonpulse/proton-pulse-rift,
1375468052.0,52,youtube.com,1jkv0e,Bento recently released a huge update for Uni2D that includes freeform 2D deformation and built-in skeletal animation. Have any of you tried this yet?,rxninja,62,10,14,http://www.reddit.com/r/Unity3D/comments/1jkv0e/bento_recently_released_a_huge_update_for_uni2d/,,,False,http://b.thumbs.redditmedia.com/jdaMSWqXD1hMTzim.jpg,t5_2qwj8,False,,,False,t3_1jkv0e,http://www.youtube.com/watch?v=C_bw-UF1PjU,
1365171115.0,56,i.imgur.com,1bqeso,Random Unity3d tip: how to add add multiple prefabs in component's list in the editor,tequibo_,57,1,12,http://www.reddit.com/r/Unity3D/comments/1bqeso/random_unity3d_tip_how_to_add_add_multiple/,,,False,default,t5_2qwj8,False,,,False,t3_1bqeso,http://i.imgur.com/EvUal1l.gif,
1358617744.0,52,youtube.com,16vtuf,A very easy to follow Multiplayer Tutorial for Unity 3d. (A Space Sim Game!) Source included.,quill18,53,1,12,http://www.reddit.com/r/Unity3D/comments/16vtuf/a_very_easy_to_follow_multiplayer_tutorial_for/,,,False,http://f.thumbs.redditmedia.com/_ouK15U3VPefpo_S.jpg,t5_2qwj8,False,,,False,t3_16vtuf,http://www.youtube.com/watch?v=2-1pofOjvmU,
1340039666.0,53,video.unity3d.com,v8crf,Introducing Unity 4,maxwood,60,7,34,http://www.reddit.com/r/Unity3D/comments/v8crf/introducing_unity_4/,,,False,http://d.thumbs.redditmedia.com/34UzOVtrIYCD2SPW.jpg,t5_2qwj8,False,,,False,t3_v8crf,http://video.unity3d.com/video/6420694,
1365808350.0,51,youtube.com,1c8lhh,"Project Eternity, an isometric game - made in Unity - looks absolutely amazing. [ending shows Unity3D level]",TekTekDude,58,7,17,http://www.reddit.com/r/Unity3D/comments/1c8lhh/project_eternity_an_isometric_game_made_in_unity/,,,False,http://e.thumbs.redditmedia.com/cFQsHH-AbH8yjGhX.jpg,t5_2qwj8,False,,,False,t3_1c8lhh,http://www.youtube.com/watch?v=AUleDEFkUtE,
1373901776.0,52,paladinstudios.com,1icduu,So how do you go about building levels in Unity? Here are some simple tips and tricks to help level designing become a lot easier.,PaladinStudios,57,5,0,http://www.reddit.com/r/Unity3D/comments/1icduu/so_how_do_you_go_about_building_levels_in_unity/,,,False,http://a.thumbs.redditmedia.com/xHU5oQLdQpJYHxGN.jpg,t5_2qwj8,False,,,False,t3_1icduu,http://www.paladinstudios.com/2013/07/15/building-levels-in-unity-part-3-of-3/,
1367941541.0,49,youtube.com,1dv84a,Cooking With Unity - Star Fox Style 3d Rail Shooter Part 2,drakfyre,57,8,10,http://www.reddit.com/r/Unity3D/comments/1dv84a/cooking_with_unity_star_fox_style_3d_rail_shooter/,,,False,http://e.thumbs.redditmedia.com/aZM2fK-T8qiLITKR.jpg,t5_2qwj8,False,,,False,t3_1dv84a,http://www.youtube.com/watch?v=Lvgh2nyVzJ0&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=52,
1366731476.0,53,self.Unity3D,1cxvo4,"Hi /r/Unity3D, I just finished porting the sfxr engine to Unity! Comments welcome!",zehfernando,59,6,11,http://www.reddit.com/r/Unity3D/comments/1cxvo4/hi_runity3d_i_just_finished_porting_the_sfxr/,"Sfxr is a realtime audio generator for game-like audio effects. You can use it to play audio without audio assets, and to play ""mutated"" version of the audio. I ported its as3sfxr's real-time API to Unity and called it ""usfxr"".
[The source (and a lengthier explanation)](https://github.com/zeh/usfxr)
[A video (by the as3sfxr author) that explains the concept behind using sfxr dynamically](https://vimeo.com/15769163)
[An (ugly) game-like example](http://hosted.zehfernando.com/ludumdare/usfxr/)
I'm new to Unity development, and I've created this in preparation to Ludum Dare, so comments on structure and implementation are welcome!",,False,self,t5_2qwj8,False,,,True,t3_1cxvo4,http://www.reddit.com/r/Unity3D/comments/1cxvo4/hi_runity3d_i_just_finished_porting_the_sfxr/,
1371678839.0,47,lifegoesongame.com,1goo28,How we made the burning knight death effect in Life Goes On,lgogame,58,11,6,http://www.reddit.com/r/Unity3D/comments/1goo28/how_we_made_the_burning_knight_death_effect_in/,,,False,http://e.thumbs.redditmedia.com/KFI3jsj7Nf78R9qv.jpg,t5_2qwj8,False,,,False,t3_1goo28,http://lifegoesongame.com/blog/developing-flamethrower-death-effects/,
1358082066.0,48,musegames.com,16hn4d,Didn't know how I missed this (already searched in here) but these are actually good lightning prefabs for your games! (Quite old but still usable after wiggling it around!),bbqburner,53,5,7,http://www.reddit.com/r/Unity3D/comments/16hn4d/didnt_know_how_i_missed_this_already_searched_in/,,,False,http://e.thumbs.redditmedia.com/Pue0dbWMNBNYESlF.jpg,t5_2qwj8,False,,,False,t3_16hn4d,http://musegames.com/contest,
1369755324.0,48,self.Unity3D,1f7cbw,New Unity pro rental plan seems ridiculously high,quantumchaos,59,11,49,http://www.reddit.com/r/Unity3D/comments/1f7cbw/new_unity_pro_rental_plan_seems_ridiculously_high/,"i received an email presenting a new rental plan for unity pro only $75 a month + $75 for android pro or +$75 for ios pro. this in comparison to say adobe cloud is ridiculously high. in adobe cloud you can rent the entire master collection(every adobe software they produce) for $50 a month. its not so much the price per month that has me laughing its the turn around. after a year of renting unity you just paid the equivalent of 2/3rds of the full license. it would take 4 years of renting adobe master collection to do the equivalent.
granted unity's free version is a very useable solution but i just don't see many using this rental service if they don't get anything to own at the end of the 20 months for that price.
$75 1 year subscription or pay $90 month to month.",,False,self,t5_2qwj8,1369755755.0,,,True,t3_1f7cbw,http://www.reddit.com/r/Unity3D/comments/1f7cbw/new_unity_pro_rental_plan_seems_ridiculously_high/,
1362078678.0,49,youtube.com,19eu2p,New rope editor for Unity3D just released,UGTools,51,2,2,http://www.reddit.com/r/Unity3D/comments/19eu2p/new_rope_editor_for_unity3d_just_released/,,,False,http://b.thumbs.redditmedia.com/9u88NZ81Xx8jeq3C.jpg,t5_2qwj8,False,,,False,t3_19eu2p,http://www.youtube.com/watch?v=h0-ftrWIvr0,
1364489974.0,43,randomseedgames.com,1b6q24,Creating highly detailed 3D HUD components [x-post from /r/gamedev],x70x,49,6,16,http://www.reddit.com/r/Unity3D/comments/1b6q24/creating_highly_detailed_3d_hud_components_xpost/,,,False,http://b.thumbs.redditmedia.com/-vF_ltEVSqMWgGA1.jpg,t5_2qwj8,False,,,False,t3_1b6q24,http://randomseedgames.com/blog/2013/3/27/lacuna-passage-devlog-6-using-highly-detailed-3d-components-in-your-first-person-hud,
1349967264.0,45,forum.unity3d.com,11b7lv,Photoshop to NGUI for Unity.,patzab,50,5,3,http://www.reddit.com/r/Unity3D/comments/11b7lv/photoshop_to_ngui_for_unity/,,,False,http://f.thumbs.redditmedia.com/gWqunZVtSws5VxZY.jpg,t5_2qwj8,False,,,False,t3_11b7lv,http://forum.unity3d.com/threads/154134-Create-your-Game-GUI-from-Photoshop-to-Unity-%28N-GUI%29-%28Sprites-Buttons-Dynamic-Text%29,
1341006280.0,43,blogs.unity3d.com,vtdbm,Unity technologies blog post about new GUI system,tristanAG,52,9,12,http://www.reddit.com/r/Unity3D/comments/vtdbm/unity_technologies_blog_post_about_new_gui_system/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_vtdbm,http://blogs.unity3d.com/2012/06/29/the-new-gui/,
1358246758.0,40,youtube.com,16m1or,Cooking With Unity - Episode 37: FPS Part 4,drakfyre,46,6,18,http://www.reddit.com/r/Unity3D/comments/16m1or/cooking_with_unity_episode_37_fps_part_4/,,,False,http://e.thumbs.redditmedia.com/KBpgd9rPLIkvGYqF.jpg,t5_2qwj8,False,,,False,t3_16m1or,http://www.youtube.com/watch?v=FmUAjUbQ1H0&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=37,
1354008854.0,48,unitygems.com,13v7rw,A* Pathfinding & Navmesh Creation Tutorial now available on Unity Gems,whydoidoitcom,50,2,4,http://www.reddit.com/r/Unity3D/comments/13v7rw/a_pathfinding_navmesh_creation_tutorial_now/,,,False,http://a.thumbs.redditmedia.com/cJkk0GTk2nD3vX1Z.jpg,t5_2qwj8,False,,,False,t3_13v7rw,http://unitygems.com/astar-1-journeys-start-single-step/,
1347488826.0,46,self.Unity3D,zsg9p,"[crosspost] ""BSP"" Tool for Unity 3D that lets you build, texture, edit, and more, right in the engine. Inspired by ""Hammer"".",yahodahan,53,7,27,http://www.reddit.com/r/Unity3D/comments/zsg9p/crosspost_bsp_tool_for_unity_3d_that_lets_you/,"(sorry if ""crossposting"" the wrong way, new to reddit)
Link: http://redd.it/zs551
Excerpt:
""ProBuilder"" is a tool for building, texturing, and editing geometry within the Unity 3D game engine, no external programs needed. It brings much needed ""BSP"" style functionality to Unity, with the ease and artist-friendly approach that makes Unity great.
While the tool is technically at version ""1.6"", I only just officially launched it at ""www.sixbysevenstudio.com/probuilder"", and would love to get some feedback and comments regarding the tool. If you are just interested in the tool, jump on over that link, and please leave a comment if you have any thoughts/feedback/etc- much appreciated!
videos, as requested: Building geometry: http://www.youtube.com/watch?v=CFRyVjm9QPc
Texturing and UVs: http://www.youtube.com/watch?v=D4CsydxCOEk
I felt some folks might be interested in how the tool came to be:
...",,False,self,t5_2qwj8,False,,,True,t3_zsg9p,http://www.reddit.com/r/Unity3D/comments/zsg9p/crosspost_bsp_tool_for_unity_3d_that_lets_you/,
1372137374.0,44,self.Unity3D,1h0r67,What is your favorite free assest from the Asset Store?,2funnyhumor,49,5,37,http://www.reddit.com/r/Unity3D/comments/1h0r67/what_is_your_favorite_free_assest_from_the_asset/,"I would like to know what you guys like that is free!
*Edit*
**List Of Your Favorite Unity Assets:**
-[Decal System](http://u3d.as/content/edelweiss-interactive/decal-system/36o)
-[iTween](http://itween.pixelplacement.com/index.php)
-[Swarm Connect](http://swarmconnect.com/login?redirect=admin/docs/sdk)
-[Photon](http://www.exitgames.com/Photon/Unity)
-[Orthello 2d](http://forum.unity3d.com/threads/95827-Orthello-2D-Framework-100-FREE)
-[Tree Creator Assets](http://docs.unity3d.com/Documentation/Components/class-Tree.html)
-[Lightmapping Extended](http://u3d.as/content/michael-stevenson/lightmapping-extended/3SF)
-[GoKit](http://forum.unity3d.com/threads/133823-Prime31-GoKit-Tween-Library-Live)
-[Detonator Framework](https://www.assetstore.unity3d.com/#/content/1)
-[Stumpy Shader](https://www.assetstore.unity3d.com/#/content/456)
-[Playmaker](https://www.assetstore.unity3d.com/#/content/368) (Not free, but cool)
-[StrangeIoC](http://thirdmotion.github.io/strangeioc/index.html) (Coming Soon to the Asset Store)
-[RAIN Indie](http://u3d.as/content/rival-theory-/rain-indie-/43a)
-[HOTween](http://www.holoville.com/hotween/download.html)
-[A* Pathfinding](http://arongranberg.com/astar/front)
***More to come***
[List Of 100 Free Unity Assets](http://ethicalgames.wordpress.com/2013/06/25/unity-asset-store-100-free-assets-in-my-new-unity-asset-store-guide/)
*Credit To /u/richUnity for the list of 100 free assets*",,False,self,t5_2qwj8,1372224780.0,,,True,t3_1h0r67,http://www.reddit.com/r/Unity3D/comments/1h0r67/what_is_your_favorite_free_assest_from_the_asset/,
1366915924.0,43,self.Unity3D,1d3ma9,What can I do to make my game slow and inefficient?,quitefunny,49,6,61,http://www.reddit.com/r/Unity3D/comments/1d3ma9/what_can_i_do_to_make_my_game_slow_and_inefficient/,"Instead of posting the age-old question, ""How do I increase the FPS,"" I thought I'd mix things up a bit.
What can I do to *slow down* a game?
What's the best way to increase draw calls, process unnecessarily, lower FPS, and generally make my game gross unplayable garbage?
What are some mistakes you've seen or made that can causes a dramatic drop in efficiency?",,False,self,t5_2qwj8,False,,,True,t3_1d3ma9,http://www.reddit.com/r/Unity3D/comments/1d3ma9/what_can_i_do_to_make_my_game_slow_and_inefficient/,
1358696831.0,42,code.dk,16xkob,I made a 2d sidescroller script if anyone are interested,zipmic,46,4,16,http://www.reddit.com/r/Unity3D/comments/16xkob/i_made_a_2d_sidescroller_script_if_anyone_are/,,,False,http://b.thumbs.redditmedia.com/6Xsp7M7968Exb_vy.jpg,t5_2qwj8,False,,,False,t3_16xkob,http://code.dk/portfolio/code/,
1343384372.0,47,forum.unity3d.com,x8p67,Creepiest job advert I've seen in ages.,aDFP,52,5,12,http://www.reddit.com/r/Unity3D/comments/x8p67/creepiest_job_advert_ive_seen_in_ages/,,,False,default,t5_2qwj8,False,,,False,t3_x8p67,http://forum.unity3d.com/threads/145008-Robotics-amp-software-company-in-Germany-Deutschland-is-looking-for-a-female-artist,
1373779939.0,40,self.Unity3D,1i9fv3,Dynamic 3D Water (webdemo),ReliCWeb,46,6,66,http://www.reddit.com/r/Unity3D/comments/1i9fv3/dynamic_3d_water_webdemo/,"UPDATE: It's been accepted to the [Asset Store](https://www.assetstore.unity3d.com/#/content/9697)($30)! (new reddit post announcing launch: [link](http://www.reddit.com/r/Unity3D/comments/1j4n1p/dynamicwater3d_live_on_the_asset_store_webdemo/)).
I've been working on side project for a while and wondered if there would be any interest in a possible Asset Store release.
First, here's the [web demo](https://dl.dropboxusercontent.com/u/96629022/water.html). A direct link to the [Windows build](https://dl.dropboxusercontent.com/u/96629022/DynamicWater3D.zip).
(Updated 07/20/2013 - Now includes obstruction textures, non-square planes, and Ultra quality!)
It is a dynamic water system designed with Unity Indie. The water surface is a high-poly plane mesh that is modified at runtime. It allows basic user interaction, character/object interaction, static obstructions, and buoyant objects. The simulation algorithm is based off of the Tessendorf Papers on Interactive Water Surfaces. The buoyancy is derived from the voxel-based buoyancy from the community ocean project.
As it uses Unity Indie, it is completely CPU-bound, so performance takes a hit. I've been toying with DX11 Compute Shaders for GPGPU processing, but not quite there yet.
What would be a good price for something like this? Maybe $15-25? (UPDATE: Leaning more towards the $30 mark)
EDIT: I get around 400-500 fps on my rig (i5-2500k @ 4.5, 24GB RAM, 560GTX 2GB). I'll add the ability to toggle vsync (or just include a 'benchmark' quality level with vsync disabled) in a future update before release. (UPDATE: Added vsync toggle to downloadable desktop build)
EDIT 2: By the way, if you want to see some neat (albeit unplanned) ""features"", go to the Buoyancy example, reset all to defaults, set the Input Damping to 1, and draw on the surface. The input deformation becomes ""permanent"", at least until you lower the damping value below 1 again. I just thought that was cool :)
EDIT 3: For those curious, the water shader is from Hard Surface Shaders Free (awesome package!). The deck planks, pool noodles, and player camo (in the Character Example) are all Substances from the 18 Free Substances package. The other materials are just basic Bumped Specular. The Substances are what mainly contributed to the web demo being only 1MB in size, the deck planks used to be 1024x1024 diffuse & normal textures, now they take up about 8kb :)
Edit 4: New updates! Added obstruction textures w/examples, a rectangular example, a VSync toggle to the desktop build (for benchmarks), and an ""Ultra"" quality level.",,False,self,t5_2qwj8,1374880180.0,,,True,t3_1i9fv3,http://www.reddit.com/r/Unity3D/comments/1i9fv3/dynamic_3d_water_webdemo/,
1373312870.0,43,self.Unity3D,1hvus6,Max from Cooking With Unity here; I am doing a mini-AMA today on /r/gamedev,drakfyre,45,2,5,http://www.reddit.com/r/Unity3D/comments/1hvus6/max_from_cooking_with_unity_here_i_am_doing_a/,"If you guys want to ask questions and get some answers, well, you could probably either email me at pushypixels@pushypixels.com, or really just ask them anywhere I show up and I'll answer them! But if you go [HERE to /r/gamedev](http://www.reddit.com/r/gamedev/comments/1hvu61/how_to_get_a_job_in_the_games_industry/) and ask them, the answers will be all nicely collated for other folks wo have similar questions!
The AMA is also partially to raise awareness of my latest video, [How to get a job in the Games Industry](http://www.youtube.com/watch?v=ZxoUEWQnLOc), which is a different format than my usual videos but I think it has some really important ground-level information about the games industry that will help people out. It's not Unity focused but it applies to anyone who wants to do game dev professionally.",,False,self,t5_2qwj8,False,,,True,t3_1hvus6,http://www.reddit.com/r/Unity3D/comments/1hvus6/max_from_cooking_with_unity_here_i_am_doing_a/,
1373038029.0,40,paladinstudios.com,1hp0h7,"So how do you go about building a level in Unity? This blog post by Matthias explains the first steps: Sculpting the terrain, adding textures, and adding the water parts.",PaladinStudios,49,9,20,http://www.reddit.com/r/Unity3D/comments/1hp0h7/so_how_do_you_go_about_building_a_level_in_unity/,,,False,http://a.thumbs.redditmedia.com/m_Z0KNrS8OQuHs46.jpg,t5_2qwj8,False,,,False,t3_1hp0h7,http://www.paladinstudios.com/2013/07/05/building-levels-in-unity-part-1-of-3/,
1365999878.0,42,youtube.com,1cdcn1,My newest attempt at a sky in Unity (Turned out pretty nice IMO),Sinuousity,47,5,24,http://www.reddit.com/r/Unity3D/comments/1cdcn1/my_newest_attempt_at_a_sky_in_unity_turned_out/,,,False,http://b.thumbs.redditmedia.com/rvNLcPlFp8rvBjWI.jpg,t5_2qwj8,False,,,False,t3_1cdcn1,http://www.youtube.com/watch?v=PK9TrVOD9-s&feature=youtu.be,
1361803076.0,42,self.Unity3D,196yio,Modular City Kit for Unity Game Engine,JamesArndt,51,9,12,http://www.reddit.com/r/Unity3D/comments/196yio/modular_city_kit_for_unity_game_engine/,"In the vein of giving back to the community, here is another cool freebie. These are low poly modular street sections and buildings that can be used to populate your own city in Unity. The video demonstrates how to use the pieces and contains the download link for the Unity project source. Enjoy!
http://www.youtube.com/watch?v=IiXrnBp17K0&list=UU8wwKKr-GpntrUnFpN15kVw&index=2
**Link to image of project kit - http://dl.dropbox.com/u/16956434/WebsiteFREEBIES/MCK_Screenshot01.png**
If you'd like several other free Unity project downloads visit:
**www.fatboxsoftware.com**
Look under the ""Resources"" tab on the site for the Unity projects.",,False,self,t5_2qwj8,1361803304.0,,,True,t3_196yio,http://www.reddit.com/r/Unity3D/comments/196yio/modular_city_kit_for_unity_game_engine/,
1373420665.0,42,self.Unity3D,1hz7l9,Can we start a Q/A thread about how costly certain processes are in Unity?,gatorblade94,43,1,33,http://www.reddit.com/r/Unity3D/comments/1hz7l9/can_we_start_a_qa_thread_about_how_costly_certain/,"I don't know if many people are like me but I don't know too much about how expensive certain functions are. So I was wondering if I could list some things and people could add to the list, while those who understand this stuff better than us could give us some answers on how expensive they are. Just to get started:
1. The GetComponent function of an already found GameObject. (for instance, when you have already assigned the Game Object to a public variable then call GetComponent on it.)
2. Does scale effect efficiency (for instance the difference between the same transform being scaled to 0.001, to 1, or to 10000).
3. How do game objects that are currently disabled effect efficiency? Let's say I have 1000 disabled game objects.
4. Coroutine WaitForSecond: does length effect cost? Does it matter if I wait for 100000 seconds or 1 second (assuming that nothing is running alongside either of them)?
5. Several different animations running simultaneously.
6. Length/amount of curves within a single animation.
[EDIT] Added:
7.How does a SendMessage() on a known GameObject compare to GetComponent<IntendedScript>() and a function call?
This is just a list to get started. Please feel free to add your own in the comments and I will add them to the list!
Also, some of these may seem a bit silly, but I am simply asking theoretically for curiosity's sake.
Thanks in advanced for contributing!",,False,self,t5_2qwj8,1373431170.0,,,True,t3_1hz7l9,http://www.reddit.com/r/Unity3D/comments/1hz7l9/can_we_start_a_qa_thread_about_how_costly_certain/,
1364075533.0,41,youtube.com,1avpwh,"Hey guys, I just released a new update + gameplay video for my crazy fast roguelike FPS, Paranautical Activity. Feedback/Questions appreciated!",SpooderW,52,11,20,http://www.reddit.com/r/Unity3D/comments/1avpwh/hey_guys_i_just_released_a_new_update_gameplay/,,,False,http://a.thumbs.redditmedia.com/eFRL5ojm-EFHGK5r.jpg,t5_2qwj8,False,,,False,t3_1avpwh,http://www.youtube.com/watch?v=hD-MPmmW3_A,
1361650450.0,41,youtu.be,193eju,The very first result of my experiences with game design and Unity3D [gameplay video trailer!],Zenzizenzic_,44,3,32,http://www.reddit.com/r/Unity3D/comments/193eju/the_very_first_result_of_my_experiences_with_game/,,,False,http://a.thumbs.redditmedia.com/VT3OAhBs0YKrll9r.jpg,t5_2qwj8,False,,,False,t3_193eju,http://youtu.be/J5eiKekgIWk,
1344986356.0,42,self.Unity3D,y8beq,"Finally, a proper decal system for Unity and its free",Hightree,46,4,7,http://www.reddit.com/r/Unity3D/comments/y8beq/finally_a_proper_decal_system_for_unity_and_its/,"Check out this great [decal system](http://u3d.as/content/edelweiss-interactive/decal-system/36o). It looks very solid and is well documented. It supports LODs, lightmaps, is draw-call optimized and has very good editor integration.",,False,self,t5_2qwj8,False,,,True,t3_y8beq,http://www.reddit.com/r/Unity3D/comments/y8beq/finally_a_proper_decal_system_for_unity_and_its/,
1375624620.0,38,mobile.tutsplus.com,1joh96,quite a handy collection of 3d person camera's:,GideonDeJong,41,3,3,http://www.reddit.com/r/Unity3D/comments/1joh96/quite_a_handy_collection_of_3d_person_cameras/,,,False,http://d.thumbs.redditmedia.com/oetzQ4-rUPcBd0QW.jpg,t5_2qwj8,False,,,False,t3_1joh96,http://mobile.tutsplus.com/tutorials/game-engine/unity3d-third-person-cameras/,
1371791786.0,37,youtube.com,1gs0sw,Cooking With Unity: 3 minute game OUTTAKES,drakfyre,44,7,11,http://www.reddit.com/r/Unity3D/comments/1gs0sw/cooking_with_unity_3_minute_game_outtakes/,,,False,http://b.thumbs.redditmedia.com/t8gJXjjATUmUaiUI.jpg,t5_2qwj8,False,,,False,t3_1gs0sw,http://www.youtube.com/watch?v=6QD5vgeVmXM,
1371108769.0,38,self.Unity3D,1g97jz,Any interest in tutorials covering art pipeline (using Maya) with respect to a game being made in Unity?,burtonposey,41,3,22,http://www.reddit.com/r/Unity3D/comments/1g97jz/any_interest_in_tutorials_covering_art_pipeline/,"I'm shooting some tutorials for a team member right now, this first set specifically for the pipeline concerning optimizing a model, unwrapping it, baking ambient occlusion textures within Maya in preparation for use in Unity3d. We have a particular process that has helped us maximize texture space.
Do you guys feel that this type of thing is relevant to posting in here? In all of the videos I've shot so far, I haven't touched Unity, but the end result is definitely going to be represented in Unity. I personally feel that there's a lot of gaps in people's knowledge that is basically ""oh yeah, let's make a game and use Unity... wait I don't know anything about 3d modeling, so it looks like I might have to just buy or use free assets for the rest of my gamedev life"".
Let me know your thoughts. Just on the one part of the pipeline alone I've got about 2 hours or so of video that I'm going to post to YouTube in parts. I just wanted to know if it was relevant to anyones interests here. If so, I can post it. I just didn't want to get downvoted for sharing something that's part of the process, but not always in Unity. Continuing the tutorial, I'll cover how I rig the asset for animation, how to process and perhaps invoke the asset's animations into Unity (i won't be doing the animations myself).
My aim is just to help people and, as I mentioned earlier, fill in the gaps in people's understanding about how to make a 3d game in Unity.",,False,self,t5_2qwj8,False,,,True,t3_1g97jz,http://www.reddit.com/r/Unity3D/comments/1g97jz/any_interest_in_tutorials_covering_art_pipeline/,
1369748891.0,43,xdavidleon.tumblr.com,1f75hh,Tutorial: Roguelike Development in Unity Pt 2,Kuothe,47,4,11,http://www.reddit.com/r/Unity3D/comments/1f75hh/tutorial_roguelike_development_in_unity_pt_2/,,,False,http://c.thumbs.redditmedia.com/_Jg52I2BLXmMZIH8.jpg,t5_2qwj8,False,,,False,t3_1f75hh,http://xdavidleon.tumblr.com/post/51558519390/roguelike-development-in-unity-part-ii,
1367247269.0,42,ludumdare.com,1dc9be,"48 hours? That's enough time to make a multiplayer FPS game, right? (My [LD26] entry, made with Unity 3d.)",quill18,44,2,17,http://www.reddit.com/r/Unity3D/comments/1dc9be/48_hours_thats_enough_time_to_make_a_multiplayer/,,,False,http://a.thumbs.redditmedia.com/3HZEb-5ildXvkD7H.jpg,t5_2qwj8,False,,,False,t3_1dc9be,http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7862,
1361232898.0,42,self.Unity3D,18s923,GameTextures.com + 50 Free Materials,seaseme,44,2,26,http://www.reddit.com/r/Unity3D/comments/18s923/gametexturescom_50_free_materials/,"Hey guys!
*I posted this months ago over in /r/unity, only to find out that it was almost completely deserted. Hope that's okay!*
I wanted to invite you guys to check out my site http://www.gametextures.com - Think of it as sort of like CGTextures, but for video game materials. We have around 1,000 tiled materials now, all made by artists and completely ready to use in game. They all include normal maps, specular maps, height maps, gloss maps, DX11 Height Maps, etc.
We've been open since September 2012, and have been working very hard on everything. Since we opened, we've added around 500 new materials, and upgraded the website quite a bit.
I'd love to get all of your take on it! What do you think of our library? Obviously the site is still a work in progress, but it's definitely getting there!
If you want some free samples of what we do, here's 50!
https://www.dropbox.com/s/srd7y8wuqsl0jbi/GameTextures.Com%20Textures.zip
*[Non-commercial license](http://gametextures.com/index.php/non-commercial-license/?___store=default)*
Enjoy the materials, they're super high quality and we're very proud of them.
**edit**
**Here, have 20% off for a lifetime! coupon code: cuzwecan**
",,False,self,t5_2qwj8,1361308175.0,,,True,t3_18s923,http://www.reddit.com/r/Unity3D/comments/18s923/gametexturescom_50_free_materials/,
1373954736.0,39,youtu.be,1iea9j,A small environment I've been practising on with store assets. Suggestions for improvement most welcome.,hugepedlar,43,4,16,http://www.reddit.com/r/Unity3D/comments/1iea9j/a_small_environment_ive_been_practising_on_with/,,,False,http://e.thumbs.redditmedia.com/ToQbIzIrlraFFA5d.jpg,t5_2qwj8,False,,,False,t3_1iea9j,http://youtu.be/AETcQ3PoFtM,
1365920835.0,41,self.Unity3D,1cbc14,I just started the Cooking With Unity series by Pushy Pixels and I *love* that he leaves in all the mistakes he makes among the way.,MBoffin,48,7,18,http://www.reddit.com/r/Unity3D/comments/1cbc14/i_just_started_the_cooking_with_unity_series_by/,"I've only done the first two episodes so far, but I love that he leaves in the mistakes he makes, but even more importantly, *he leaves in how he debugs his mistakes.* I'm a competent programmer (or at least I used to be), and getting into Unity has been a ""getting back in the saddle"" type of experience for me.
A lot of tutorials are great because they are polished to a shine and perfectly walk you through something, *but....* That's not how real life works. In real life, people make stupid errors and forget mundane details (Michael!!). So it's great when I'm following along and he makes a mistake and then goes through how he corrects it. It's refreshing and comforting for someone just getting into this.
Some may say that it drags because of that, but it actually is nice because it gives me time while following along to spot the error and fix it myself before he notices his own error. And it provides an element of ""achievement get!"" if I spot, and correct, one of his errors before he does. It's a good self-confidence boost. :)
I don't know if this is how the rest of the series goes, but I'm liking it so far. I am also liking the gradual progression of what is introduced when.
**Edit:** Aaaand... I just noticed my title typo. :\ But while I'm here editing, here's the link to the [Cooking With Unity](http://www.youtube.com/playlist?list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN) playlist on YouTube.",,False,self,t5_2qwj8,1365969644.0,,,True,t3_1cbc14,http://www.reddit.com/r/Unity3D/comments/1cbc14/i_just_started_the_cooking_with_unity_series_by/,
1371896404.0,41,youtube.com,1gulwo,Voxel physics demonstration with Cubiquity and Unity3D,DavidWilliams81,46,5,20,http://www.reddit.com/r/Unity3D/comments/1gulwo/voxel_physics_demonstration_with_cubiquity_and/,,,False,http://d.thumbs.redditmedia.com/yViEgDjf9P4_0w7-.jpg,t5_2qwj8,False,,,False,t3_1gulwo,http://www.youtube.com/watch?v=d5RjcXvDMeY,
1371289691.0,36,blogs.unity3d.com,1ge6b5,"A good workflow to smoothly import 2D content into Unity, Part I",Omario,44,8,0,http://www.reddit.com/r/Unity3D/comments/1ge6b5/a_good_workflow_to_smoothly_import_2d_content/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_1ge6b5,http://blogs.unity3d.com/2013/05/17/a-good-workflow-to-smoothly-import-2d-content-into-unity-part-i-authoring-and-exporting/,
1370364532.0,39,youtube.com,1fnso3,Cooking With Unity: Star Fox Style Rail Shooter Part 5,drakfyre,45,6,5,http://www.reddit.com/r/Unity3D/comments/1fnso3/cooking_with_unity_star_fox_style_rail_shooter/,,,False,http://c.thumbs.redditmedia.com/jug0m-CmjkZyBJMz.jpg,t5_2qwj8,False,,,False,t3_1fnso3,http://www.youtube.com/watch?v=JlzmpJ3g33c&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=55,
1369171045.0,38,vimeo.com,1esg7k,"It's over a year old, but I'd like to bring everyone's attention to this gorgeous pub scene.",quitefunny,45,7,12,http://www.reddit.com/r/Unity3D/comments/1esg7k/its_over_a_year_old_but_id_like_to_bring/,,,False,http://c.thumbs.redditmedia.com/pJJzo4hzM_CFrpXh.jpg,t5_2qwj8,False,,,False,t3_1esg7k,https://vimeo.com/34018897,
1365986376.0,38,youtube.com,1ccwnw,Competition is a GOOD THING. The Havok developers have announced that Havok will be free soon. Looks like Unity has some more competition!,TekTekDude,48,10,22,http://www.reddit.com/r/Unity3D/comments/1ccwnw/competition_is_a_good_thing_the_havok_developers/,,,False,default,t5_2qwj8,False,,,False,t3_1ccwnw,http://www.youtube.com/watch?v=cQnrll8H-z4,
1364246880.0,39,i.imgur.com,1azz0c,New banner for r/Unity3D,ac21217,53,14,10,http://www.reddit.com/r/Unity3D/comments/1azz0c/new_banner_for_runity3d/,,,False,http://b.thumbs.redditmedia.com/7PdBNoWrl6v3WIeI.jpg,t5_2qwj8,False,,,False,t3_1azz0c,http://i.imgur.com/jAt8jt2.png,
1341384875.0,36,cakeboatgames.com,w0sac,optimizing your Unity games for Mobile devices (article),jerkosaur,48,12,5,http://www.reddit.com/r/Unity3D/comments/w0sac/optimizing_your_unity_games_for_mobile_devices/,,,False,http://f.thumbs.redditmedia.com/4kMYytXYi90IU-W_.jpg,t5_2qwj8,False,,,False,t3_w0sac,http://www.cakeboatgames.com/mobile-optimization-and-you/,
1374698409.0,37,self.Unity3D,1izbd2,"I made a tutorial about version control with Unity, Source Tree, Mercurial and Bitbucket",Stray_Train,43,6,17,http://www.reddit.com/r/Unity3D/comments/1izbd2/i_made_a_tutorial_about_version_control_with/,[I hope it's useful to someone](http://makegamessa.com/discussion/811#Item_1),,False,self,t5_2qwj8,False,,,True,t3_1izbd2,http://www.reddit.com/r/Unity3D/comments/1izbd2/i_made_a_tutorial_about_version_control_with/,
1366295738.0,38,randomseedgames.com,1clvkd,"How we are utilizing the Asset Store and Unity plugins in the creation of Lacuna Passage, a first-person Mars exploration game.",x70x,41,3,13,http://www.reddit.com/r/Unity3D/comments/1clvkd/how_we_are_utilizing_the_asset_store_and_unity/,,,False,http://d.thumbs.redditmedia.com/PxHKftsm_7FIZA6i.jpg,t5_2qwj8,False,,,False,t3_1clvkd,http://randomseedgames.com/blog/2013/4/18/devlog-9-the-power-of-unity-plugins,
1362912834.0,37,andrewfray.wordpress.com,1a0phi,"Reducing Memory Usage in Unity, C# and .NET/Mono",tenpn,43,6,15,http://www.reddit.com/r/Unity3D/comments/1a0phi/reducing_memory_usage_in_unity_c_and_netmono/,,,False,http://a.thumbs.redditmedia.com/eirMHe-dp5gkOvsN.jpg,t5_2qwj8,False,,,False,t3_1a0phi,http://andrewfray.wordpress.com/2013/02/04/reducing-memory-usage-in-unity-c-and-netmono/,
1350195997.0,41,dl.dropbox.com,11g9h3,Just wanted to share some tutorials I've made before,AnomalousUnderdog,47,6,14,http://www.reddit.com/r/Unity3D/comments/11g9h3/just_wanted_to_share_some_tutorials_ive_made/,,,False,default,t5_2qwj8,False,,,False,t3_11g9h3,http://dl.dropbox.com/u/25260770/UnityLessons/index.htm,
1348937309.0,38,catlikecoding.com,10o7un,These tutorials value more than sum of many books I've read,huylenq,49,11,9,http://www.reddit.com/r/Unity3D/comments/10o7un/these_tutorials_value_more_than_sum_of_many_books/,,,False,default,t5_2qwj8,False,,,False,t3_10o7un,http://catlikecoding.com/unity/tutorials/,
1333728170.0,36,altdevblogaday.com,rwevs,#AltDevBlogADay » The Top 6 Misconceptions I Had About Unity,lathomas64,38,2,2,http://www.reddit.com/r/Unity3D/comments/rwevs/altdevblogaday_the_top_6_misconceptions_i_had/,,,False,http://b.thumbs.redditmedia.com/4kCxCTNezBHHPu1y.jpg,t5_2qwj8,False,,,False,t3_rwevs,http://altdevblogaday.com/2011/05/23/the-top-6-misconceptions-i-had-about-unity/,
1363630154.0,37,youtube.com,1ajceu,"[Unity 3d Tutorial] Procedural Mesh Generation: Drawing ""SimCity""-style roads.",quill18,40,3,13,http://www.reddit.com/r/Unity3D/comments/1ajceu/unity_3d_tutorial_procedural_mesh_generation/,,,False,http://f.thumbs.redditmedia.com/hK3QOhZb0x4xDr8q.jpg,t5_2qwj8,False,,,False,t3_1ajceu,http://www.youtube.com/watch?v=3RlKf7Q8CYM&feature=share&list=PLbghT7MmckI6Tm0jUrhLZG8sEBI1hgCL8,
1359551081.0,37,adobe.com,17k4ms,Flash exporter no longer requires 9% royalty to Adobe!,fhmiv,45,8,7,http://www.reddit.com/r/Unity3D/comments/17k4ms/flash_exporter_no_longer_requires_9_royalty_to/,,,False,http://f.thumbs.redditmedia.com/88SOhU0rpMfNjDiM.jpg,t5_2qwj8,False,,,False,t3_17k4ms,http://www.adobe.com/devnet/flashplayer/articles/premium-features.html,
1358898318.0,36,youtube.com,1735x5,"Got challenged to make a game like warZ, Here's the alpha",dissent9119191191,46,10,18,http://www.reddit.com/r/Unity3D/comments/1735x5/got_challenged_to_make_a_game_like_warz_heres_the/,,,False,http://c.thumbs.redditmedia.com/OcRbRFOG2DW7VOdb.jpg,t5_2qwj8,False,,,False,t3_1735x5,http://www.youtube.com/watch?v=5VeZODDFMnE,
1330449662.0,37,self.Unity3D,q9w98,Small collection of Unity Tutorials (for eventual Sticky),unidentifiable,43,6,14,http://www.reddit.com/r/Unity3D/comments/q9w98/small_collection_of_unity_tutorials_for_eventual/,"I've been gathering unity tutorial sites for a short while, and thought I'd share my meagre collection:
[Walker Boy Studio](http://walkerboystudio.com/html/unity_course_syllabus.html) - Huge collection of about 250 videos ranging from 2-15 minutes long. Hosted on Vimeo, videos can occasionally be frustrating to navigate due to inconsistent naming (eg, video 1-30 follows 1-18 with apparently no 19 through 29). Code is done in JS.
[Unity Cookie](http://cgcookie.com/unity/category/tutorials/) - Another massive collection. Less awkward to navigate, but not as detailed as the Walker Boy material. CGCookie is also putting together a ""documentary"" of sorts that follows the creation of their game EatSheep including concept art, asset creation, programming in unity and publishing. Code is done in JS, but C# is also mentioned and used.
[BurgZerg Arcade](http://www.burgzergarcade.com/tutorials) - A ~~small~~ collection of tutorials, largely covering the basics and whatever suits the author's fancy at the moment. Unsure of what language he codes in, I just found this one. **EDIT:** It's C#. Also don't be fooled by how small it looks on the surface, each link is a *topic* which opens to dozens upon dozens of videos.
[3D Buzz](http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=1ec1a7be9c0d4cf9e7a31525250a30ff) - Tutorials covering the fundamentals and a smattering of other topics. Very nice collection detailing creation of ""my first level"", etc. Code is done in C#.
------
Let's get a nice Sidebar-able post going! Share your tutorial discoveries or tutorials of your own!",,False,self,t5_2qwj8,True,,,True,t3_q9w98,http://www.reddit.com/r/Unity3D/comments/q9w98/small_collection_of_unity_tutorials_for_eventual/,
1373646876.0,35,paladinstudios.com,1i5tuw,So how do you go about building levels in Unity? In the second post of the series Matthias delves into environmental objects and modular tile-based level design.,PaladinStudios,42,7,9,http://www.reddit.com/r/Unity3D/comments/1i5tuw/so_how_do_you_go_about_building_levels_in_unity/,,,False,http://c.thumbs.redditmedia.com/nJstc3jYQUwrUei2.jpg,t5_2qwj8,False,,,False,t3_1i5tuw,http://www.paladinstudios.com/2013/07/12/building-levels-in-unity-part-2-of-3/,
1369255445.0,35,tools.garry.tv,1euwoo,Unity Eval,garryjnewman,45,10,25,http://www.reddit.com/r/Unity3D/comments/1euwoo/unity_eval/,,,False,default,t5_2qwj8,False,,,False,t3_1euwoo,http://tools.garry.tv/unityeval/,
1364954670.0,35,self.Unity3D,1bk5zy,Ghost of a Tale: A 3D action-adventure game created by the former supervising animator and animation director of Dreamworks and Universal Studios. [IndieGoGo][x-post from /r/IndieGaming],DimetappWUT,46,11,7,http://www.reddit.com/r/Unity3D/comments/1bk5zy/ghost_of_a_tale_a_3d_actionadventure_game_created/,"[Ghost of a Tale IndieGoGo campaign](http://www.indiegogo.com/projects/ghost-of-a-tale)
[Imgur gallery](http://imgur.com/a/gSiu5)
[Alpha Trailer](http://www.youtube.com/watch?v=sOi04BRQI1k)
'""Ghost of a Tale"" is a third-person video game where you play a little mouse in a dangerous world . . . '
I've been following this project for a while now (since it initially used CryEngine3), and I feel it's something that shouldn't be ignored. The animations are great, the world is pretty, and I think it could be something pretty special if it gets funded.
The dev mentioned that switching to Unity had helped immensely in its ease of use, so I'm glad it's progressing faster than it did on CryEngine3.",,False,self,t5_2qwj8,False,,,True,t3_1bk5zy,http://www.reddit.com/r/Unity3D/comments/1bk5zy/ghost_of_a_tale_a_3d_actionadventure_game_created/,
1359046838.0,36,walkerboystudio.com,1774b3,"Found this site while searching for Unity tutorials, really good.",fatmancomingthrough,43,7,9,http://www.reddit.com/r/Unity3D/comments/1774b3/found_this_site_while_searching_for_unity/,,,False,http://a.thumbs.redditmedia.com/r4_BFGqS6DOy0T1N.jpg,t5_2qwj8,False,,,False,t3_1774b3,http://www.walkerboystudio.com/html/unity_training___free__.html,
1355880318.0,34,youtube.com,1530gi,Cooking With Unity - Episode 35: FPS Part 2,drakfyre,41,7,11,http://www.reddit.com/r/Unity3D/comments/1530gi/cooking_with_unity_episode_35_fps_part_2/,,,False,http://f.thumbs.redditmedia.com/7iCOxTgCxjogDtl5.jpg,t5_2qwj8,False,,,False,t3_1530gi,http://www.youtube.com/watch?v=psvuv6dC63g&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=35,
1355166843.0,35,self.Unity3D,14m9im,Holding the Shift key exposes handles to physics colliders!,zaikman,44,9,15,http://www.reddit.com/r/Unity3D/comments/14m9im/holding_the_shift_key_exposes_handles_to_physics/,"Maybe this was already common knowledge, but I just discovered this last week. In the Scene view, holding down Shift will enable handles on the primitive colliders (Box, Sphere and Capsule) that you can use to modify the size of the shape.
I *hate* resizing box colliders, because if you want to make a non-uniform change along an axis you have to adjust the size, then adjust the center. With handles, you can drag the faces about all willy nilly and it handles the adjustment of the center point for you.",,False,self,t5_2qwj8,False,,,True,t3_14m9im,http://www.reddit.com/r/Unity3D/comments/14m9im/holding_the_shift_key_exposes_handles_to_physics/,
1348764489.0,36,self.Unity3D,10kja5,"Rovio's sequel to Angry Birds, Bad Piggies, is made with Unity",MattRix,40,4,18,http://www.reddit.com/r/Unity3D/comments/10kja5/rovios_sequel_to_angry_birds_bad_piggies_is_made/,"I think this will do even more to legitimize Unity as a development platform, not that it really needs the help.
iOS: http://itunes.apple.com/us/app/bad-piggies/id533451786?mt=8
Android: https://play.google.com/store/apps/details?id=com.rovio.BadPiggies
PC: http://shop.angrybirds.com/eu/bad-piggies-pc-version.html#.UGSC4Y3A80U
Mac: http://itunes.apple.com/us/app/bad-piggies/id561410603?mt=12",,False,self,t5_2qwj8,False,,,True,t3_10kja5,http://www.reddit.com/r/Unity3D/comments/10kja5/rovios_sequel_to_angry_birds_bad_piggies_is_made/,
1375291991.0,34,self.Unity3D,1jfmfb,Procedural Planets Source,claypool1,34,0,16,http://www.reddit.com/r/Unity3D/comments/1jfmfb/procedural_planets_source/,"I have reached the point that I have done what I wanted to in Unity by created a planet with a procedural surface and Quad Tree based LOD. Instead of letting this project die like it seems most of these do I have decided to release the Unity Package containing all of the source for my procedural planets. The source is very messy and relatively uncommented but it shouldn't be too hard to find out what is going on. Here are some pics:
[Pre-Atmospheric Shader implementation](http://i.imgur.com/vBVNSQz.png)
[Sunset](http://i.imgur.com/MJ8U72j.png)
[Moon from planet](http://i.imgur.com/LZzvQjk.png)
[Planet From Moon](http://i.imgur.com/UmsWuTa.png)
I have not yet implemented oceans and the blending function on the ground shader needs to be reworked a whole lot.
Anyways, you can download the package [HERE](http://www.mediafire.com/download/cl6lc2mg9nngzi7/PlanetPackageDistro.unitypackage). The scene you see here in this package are is the SinglePlanetAtmoTest.
Feel free to use this however you want to.
",,False,self,t5_2qwj8,False,,,True,t3_1jfmfb,http://www.reddit.com/r/Unity3D/comments/1jfmfb/procedural_planets_source/,
1374222925.0,36,youtube.com,1imclj,"Space Invaders, with Cooking with Unity! Great results, first ever Unity project!",gibbonofdoom,40,4,6,http://www.reddit.com/r/Unity3D/comments/1imclj/space_invaders_with_cooking_with_unity_great/,,,False,http://f.thumbs.redditmedia.com/b9VmLEZzuWaERztk.jpg,t5_2qwj8,False,,,False,t3_1imclj,https://www.youtube.com/watch?v=nY6rmE0pKqo,
1370802307.0,35,youtube.com,1fzrcg,No Heroes - Early look at the new Gun Customization System,DrunkenLizardGames,43,8,7,http://www.reddit.com/r/Unity3D/comments/1fzrcg/no_heroes_early_look_at_the_new_gun_customization/,,,False,http://a.thumbs.redditmedia.com/E-lD7sXRJhS6qmxN.jpg,t5_2qwj8,False,,,False,t3_1fzrcg,http://www.youtube.com/watch?v=gB19o9vRZVE,
1357692248.0,34,i.imgur.com,167u97,A particle simulation I've been working on in Unity,thomar,37,3,12,http://www.reddit.com/r/Unity3D/comments/167u97/a_particle_simulation_ive_been_working_on_in_unity/,,,False,http://a.thumbs.redditmedia.com/AtxDyC2gti9To1w0.jpg,t5_2qwj8,False,,,False,t3_167u97,http://i.imgur.com/gmLmR.jpg,
1352479839.0,37,sizefivegames.com,12x4c0,"Great read about creating a 2D game in Unity, by Dan Marshal explaining his approach on The Swindle's development",Pnikosis,44,7,3,http://www.reddit.com/r/Unity3D/comments/12x4c0/great_read_about_creating_a_2d_game_in_unity_by/,,,False,default,t5_2qwj8,False,,,False,t3_12x4c0,http://www.sizefivegames.com/2012/11/07/using-unity3d-for-the-swindles-2d/,
1349931943.0,32,self.Unity3D,11anaa,I made a shader to apply backface culling to an entire wall mesh at once. How's it look?,2DArray,36,4,8,http://www.reddit.com/r/Unity3D/comments/11anaa/i_made_a_shader_to_apply_backface_culling_to_an/,"[Click me](http://i.imgur.com/zd7xi.gif)
I was planning on just fading the walls out when the camera was behind them, but using partial transparency messes up all the z-sorting and makes everything look really gross. Instead, this shader uses cutoff alpha with world-space bands that shrink to nothing as the mesh becomes less visible.
Also hip-hip-hooray for Strumpy's lovely Shader Editor!",,False,self,t5_2qwj8,False,,,True,t3_11anaa,http://www.reddit.com/r/Unity3D/comments/11anaa/i_made_a_shader_to_apply_backface_culling_to_an/,
1367535416.0,33,i.imgur.com,1dkzpv,So this is what my game looks like now. I should probably stop and make it more functional...,historymaker118,46,13,29,http://www.reddit.com/r/Unity3D/comments/1dkzpv/so_this_is_what_my_game_looks_like_now_i_should/,,,False,http://f.thumbs.redditmedia.com/izp2aNdOjE4ZrZaM.jpg,t5_2qwj8,False,,,False,t3_1dkzpv,http://i.imgur.com/dIzoUuL.jpg,
1366481116.0,33,gamedraw.mixeddimensions.com,1cr3n4,"For Unity3D Users: You can now create, edit, texture & optimize 3D content within Unity using GameDraw Free or GameDraw Pro",baha_njm,37,4,23,http://www.reddit.com/r/Unity3D/comments/1cr3n4/for_unity3d_users_you_can_now_create_edit_texture/,,,False,http://e.thumbs.redditmedia.com/tjE34eYo9dcI8NYF.jpg,t5_2qwj8,False,,,False,t3_1cr3n4,http://gamedraw.mixeddimensions.com/,
1364813128.0,34,youtube.com,1bey1w,Cooking With Unity - Episode 48: Kindof Myst Part 1,drakfyre,41,7,7,http://www.reddit.com/r/Unity3D/comments/1bey1w/cooking_with_unity_episode_48_kindof_myst_part_1/,,,False,http://b.thumbs.redditmedia.com/J63ffuj3EIvehzcU.jpg,t5_2qwj8,False,,,False,t3_1bey1w,http://www.youtube.com/watch?v=K6-JpbxjZAA&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=48,
1364373033.0,31,self.Unity3D,1b3mxz,"2D in Unity3D: The City Quest Solution (slides, Xpost from /r/GameDev)",redeyesofnight,34,3,13,http://www.reddit.com/r/Unity3D/comments/1b3mxz/2d_in_unity3d_the_city_quest_solution_slides/,"Hey folks!
We gave a short talk at a local dev meetup tonight, and I wanted to toss out the slides to anyone who might find this useful.
It's about our custom solution to doing 2D in Unity.
We come at it from a relatively high level, but if this is a topic you're interested in, take a look!
If you have any questions, I'd be glad to help fill in the gaps (tomorrow, I'm going to bed now)!
[2D in Unity3D: The City Quest Solution](https://docs.google.com/presentation/d/1AosQxc1cYWOwwyyp3XwtVZj23EHV1X3RaRgAuZWWd50/edit#slide=id.gd131f704_0138)",,False,self,t5_2qwj8,False,,,True,t3_1b3mxz,http://www.reddit.com/r/Unity3D/comments/1b3mxz/2d_in_unity3d_the_city_quest_solution_slides/,
1360257778.0,34,ethicalgames.wordpress.com,182obv,Unity Asset Store – 50 Free Assets to Get Your Game Started!,richUnity,49,15,9,http://www.reddit.com/r/Unity3D/comments/182obv/unity_asset_store_50_free_assets_to_get_your_game/,,,False,http://a.thumbs.redditmedia.com/x_844EKM-a5qRpd6.jpg,t5_2qwj8,False,,,False,t3_182obv,http://ethicalgames.wordpress.com/2013/01/28/unity-asset-store-50-free-assets-to-get-your-game-started/,
1345825909.0,34,mvinetwork.co.uk,yredw,UnityXNA – XNA Inside Unity3D (xpost r/gamedev),numo16,34,0,11,http://www.reddit.com/r/Unity3D/comments/yredw/unityxna_xna_inside_unity3d_xpost_rgamedev/,,,False,http://a.thumbs.redditmedia.com/-op7DLZqkx_vclwr.jpg,t5_2qwj8,False,,,False,t3_yredw,http://mvinetwork.co.uk/2012/07/07/announcing-unityxna-xna-inside-unity3d/,
1344787202.0,32,self.Unity3D,y3hku,"Hey r/Unity3D, I just released the alpha of my open-source 2D framework, Futile. (x-post from r/gamedev)",MattRix,34,2,4,http://www.reddit.com/r/Unity3D/comments/y3hku/hey_runity3d_i_just_released_the_alpha_of_my/,"The main site, with github links, tutorial videos, and other fun stuff:
[http://struct.ca/futile](http://struct.ca/futile)
---------
---------
**The story behind Futile:**
I come from a background using Flash and Cocos2D, but I've always wanted to use Unity because of the cross platform support (and because C# is great). The problem was that all the Unity 2D frameworks I found had tons of integration in the Unity editor, and lots of crazy features, but I just wanted something simple that could be used 100% from code, like all the platforms I was used to.
So I finally bit the bullet, did a bunch of research, and figured out how to create a framework that worked how I want, and it ended up working really well. It was meant to be just a personal thing, but I casually mentioned it on Twitter and a bunch of people seemed to be interested, so I decided I'd make it a bit more presentable and release it.
It does a lot of neat stuff behind the scenes, like custom dynamic batching and stuff, but the core api is really simple and will be super familiar to Flash and Cocos2D developers.
Stuff like:
FContainer container = new FContainer();
container.rotation = 90;
container.x = -50;
FEngine.stage.AddChild(container);
FSprite banana = new FSprite(""Banana.png"");
banana.x = 10;
banana.y = 100;
banana.scaleX = 1.5f;
banana.alpha = 0.5f;
container.AddChild(banana);
It's still in development and basically completely undocumented, but hopefully some people find it useful. It's completely open-source under the MIT license, so you can do whatever you want with it :)
Let me know if you have any questions, feedback, or whatever!
",,False,self,t5_2qwj8,False,,,True,t3_y3hku,http://www.reddit.com/r/Unity3D/comments/y3hku/hey_runity3d_i_just_released_the_alpha_of_my/,
1343659120.0,33,paladinstudios.com,xe4x5,4 Ways to increase the performance of your Unity game,PaladinStudios,38,5,2,http://www.reddit.com/r/Unity3D/comments/xe4x5/4_ways_to_increase_the_performance_of_your_unity/,,,False,http://e.thumbs.redditmedia.com/sW6RS4Dbeqc1zGlv.jpg,t5_2qwj8,False,,,False,t3_xe4x5,http://www.paladinstudios.com/2012/07/30/4-ways-to-increase-performance-of-your-unity-game/,
1336961512.0,36,youtube.com,tltop,Great tutorials... This guy deserves way more views.,Lil_Milk,41,5,12,http://www.reddit.com/r/Unity3D/comments/tltop/great_tutorials_this_guy_deserves_way_more_views/,,,False,http://f.thumbs.redditmedia.com/zpqoUmMqxhSJ5Bnw.jpg,t5_2qwj8,False,,,False,t3_tltop,http://www.youtube.com/user/ETeeskiTutorials,
1372184820.0,34,self.Unity3D,1h1x60,Hey Unity! It's time to get Strange!!!,strangeioc,42,8,30,http://www.reddit.com/r/Unity3D/comments/1h1x60/hey_unity_its_time_to_get_strange/,"http://thirdmotion.github.io/strangeioc/index.html
We open-sourced StrangeIoC just over a week ago. Strange is an Inversion-of-Control (IoC) / Dependency Injection micro-framework for Unity3D, loosely based on the popular and battle-tested Robotlegs Actionscript framework. IoC makes your development faster, more flexible and more modular. Give it a whirl and let us know what you think! (Hint: you'll love it...)",,False,self,t5_2qwj8,False,,,True,t3_1h1x60,http://www.reddit.com/r/Unity3D/comments/1h1x60/hey_unity_its_time_to_get_strange/,
1372029031.0,35,self.Unity3D,1gxn4o,I made an interactive 4D demo - A tesseract,ataxkt,38,3,8,http://www.reddit.com/r/Unity3D/comments/1gxn4o/i_made_an_interactive_4d_demo_a_tesseract/,"I got pretty interested in 4D stuff a while ago, and cobbled this together.
http://tomkail.com/tesseract/
There's source on the webpage if you're interested in seeing how it was made!
I think if you ever wanted to do anything complicated you'd need a custom camera matrix, so this method instead uses procedural mesh generation.
Anyhow, had fun making it, thought I'd share!",,False,self,t5_2qwj8,False,,,True,t3_1gxn4o,http://www.reddit.com/r/Unity3D/comments/1gxn4o/i_made_an_interactive_4d_demo_a_tesseract/,
1369127336.0,32,self.Unity3D,1er69n,"Just announced @ Unite Nordic - Unity Free now includes exporting to iOS, Android, BlackBerry and Windows Store.",aberen,38,6,11,http://www.reddit.com/r/Unity3D/comments/1er69n/just_announced_unite_nordic_unity_free_now/,,,False,self,t5_2qwj8,False,,,True,t3_1er69n,http://www.reddit.com/r/Unity3D/comments/1er69n/just_announced_unite_nordic_unity_free_now/,
1368009503.0,32,self.Unity3D,1dxals,Unity Free Water Buoyancy Effect,Nivorage,37,5,18,http://www.reddit.com/r/Unity3D/comments/1dxals/unity_free_water_buoyancy_effect/,"This effect is what I adapted [from my post a few days ago](http://www.reddit.com/r/gamedev/comments/1dm4jf/2d_water_physics_with_buoyancy_in_unity/) , After the post I got intrigued how I could make this effect more viable and realistic, The project turned from me messing around in unity for an hour and escalated to me working the past few days on it around 8-12 hours. After trying a few different techniques on how this would work a got a rough project working without any bugs.
I have a few good ideas where this could end up but for now I'm going to post what I do have working and see what you guys/gals think.
Project Contents
* WaterBobbing - C# script controlling water bobbing.
* EffectBigSplash - JS script causes a reaction with trigger to cause splash
Scene Contents
* Buoy - Cube under the water causes the bobbing action.
* FallingCube - The cube that falls into the water (holds the water effect)
* TriggerBigSplash - is a cube trigger that causes the water splash reaction
The Scene when you press play will show a cube fall into the water it will then have a splash effect and it is dissipate. the cube will then be bobbing up and down in the water for the rest of the scene the bobbing action is caused by the lower cube ""Buoy"" interpolating between 2 points on the y axis the script is easy enough to follow if you read the comments.
The way i see this project moving forward would be boat physics and i have the basics here ill break down what need to be done and see if you guys/gals have any other ideas. You have a boat the ""Buoy"" from the scene would be the shape of a ships hull and without a mesh render-er then have triggers in the water causing the wave response like on the rotational axis.
I hope this help's you if your using Unity Free as with unity pro you have access to buoyancy control, swimming and much much more. But this is very basic water physics i cant make it so you can swim but very basic water physics with boats will work very effectively.
**I will be making a full tutorial on how I have done this on www.youtube.com/reddragongaming**
[Download Project](http://www.mediafire.com/?coi8hm0f1yr1ze8)",,False,self,t5_2qwj8,False,,,True,t3_1dxals,http://www.reddit.com/r/Unity3D/comments/1dxals/unity_free_water_buoyancy_effect/,
1359449095.0,34,youtube.com,17hkgd,Cooking With Unity - Episode 39: FPS Part 6,drakfyre,39,5,5,http://www.reddit.com/r/Unity3D/comments/17hkgd/cooking_with_unity_episode_39_fps_part_6/,,,False,http://b.thumbs.redditmedia.com/Rb3UpiK4Ss-U5lQI.jpg,t5_2qwj8,False,,,False,t3_17hkgd,http://www.youtube.com/watch?v=mcITok6Tivk&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN,
1332833627.0,33,ustream.tv,rfkxf,"I've started a weekly live web show called ""Cooking With Unity""! Check out the pilot episode!",drakfyre,34,1,29,http://www.reddit.com/r/Unity3D/comments/rfkxf/ive_started_a_weekly_live_web_show_called_cooking/,,,False,http://b.thumbs.redditmedia.com/U66kYCiFxHiC21sO.jpg,t5_2qwj8,False,,,False,t3_rfkxf,http://www.ustream.tv/recorded/21394436,
1376421616.0,32,self.Unity3D,1kapst,MapGen - simple Map generation from a scene's geometry,SXHarrasmentPanda,37,5,3,http://www.reddit.com/r/Unity3D/comments/1kapst/mapgen_simple_map_generation_from_a_scenes/,"I created this script a little while ago for a game I'm working on. It generates a simple texture from your scene which can be used as a map, or at least used as a starting point in creating a more detailed map.
For example, from [this scene](http://i.imgur.com/JBIXMBF.png) it created [this texture](http://i.imgur.com/OVtbCaa.png).
I thought some of you may find this helpful in creating precise top-down maps for your games, so [here it is](https://docs.google.com/file/d/0BzYZBfhNvGWlRmNNa2pKcmw5VUE/edit?usp=sharing). Includes the scripts, a readme/tutorial txt file and an example scene/texture.",,False,self,t5_2qwj8,False,,,True,t3_1kapst,http://www.reddit.com/r/Unity3D/comments/1kapst/mapgen_simple_map_generation_from_a_scenes/,
1375815800.0,35,unityide.com,1jtvkv,UnIDE - The IDE for Unity,thatmiddleway,38,3,33,http://www.reddit.com/r/Unity3D/comments/1jtvkv/unide_the_ide_for_unity/,,,False,http://d.thumbs.redditmedia.com/zXGUOXBw6m2y_1ki.jpg,t5_2qwj8,False,,,False,t3_1jtvkv,http://unityide.com/,
1375763794.0,33,self.Unity3D,1jsisq,"For those wanting to setup a Unity MasterServer on an Amazon EC2 64-bit Linux machine, here's a quick tip.",IntOverflowException,33,0,5,http://www.reddit.com/r/Unity3D/comments/1jsisq/for_those_wanting_to_setup_a_unity_masterserver/,"You will get a compiler error with g++ version >= 4.7
I had to degrade my g++ down to 4.4 to get a working build.
The simple way to do this is to:
$ sudo apt-get install g++-4.4
$ sudo ln -s /usr/bin/g++-4.4 /usr/bin/g++
$ make
$ ./MasterServer
Two hours of debugging and since there's no real explanation on the internet yet (trust me, I tried googling it), this is the only solution that worked for me.
Hope this helps someone!
If anyone wants, I'll post a guide on setting up your own server for a master. It's not that bad.",,False,self,t5_2qwj8,1375789489.0,,,True,t3_1jsisq,http://www.reddit.com/r/Unity3D/comments/1jsisq/for_those_wanting_to_setup_a_unity_masterserver/,
1372728232.0,28,assetstore.unity3d.com,1hgtg9,"""Unity Merge"", an editor extension for merging Unity scenes / prefabs / GameObjects, now on the Asset Store for $15! Works with Unity Free.",jonomf,35,7,29,http://www.reddit.com/r/Unity3D/comments/1hgtg9/unity_merge_an_editor_extension_for_merging_unity/,,,False,http://c.thumbs.redditmedia.com/1mz400cdCs0rxZTz.jpg,t5_2qwj8,False,,,False,t3_1hgtg9,https://www.assetstore.unity3d.com/#/content/9733,
1370008455.0,30,marmoset.co,1fej8y,Skyshop | Photorealistic HDR shaders for Unity 3D free & pro,c0astwise,37,7,11,http://www.reddit.com/r/Unity3D/comments/1fej8y/skyshop_photorealistic_hdr_shaders_for_unity_3d/,,,False,default,t5_2qwj8,False,,,False,t3_1fej8y,http://www.marmoset.co/skyshop,
1357639863.0,31,youtube.com,166duc,Cooking With Unity - Episode 36: FPS Part 3 (Pathfinding!),drakfyre,35,4,17,http://www.reddit.com/r/Unity3D/comments/166duc/cooking_with_unity_episode_36_fps_part_3/,,,False,http://c.thumbs.redditmedia.com/on2qfkn7lENQec2z.jpg,t5_2qwj8,False,,,False,t3_166duc,http://www.youtube.com/watch?v=oVM3cS4_jDk,
1356905839.0,34,youtu.be,15owhb,Uniduino: Arduino for Unity,edwonia,43,9,13,http://www.reddit.com/r/Unity3D/comments/15owhb/uniduino_arduino_for_unity/,,,False,http://b.thumbs.redditmedia.com/qQ-k0qLzLcNnCO8y.jpg,t5_2qwj8,False,,,False,t3_15owhb,http://youtu.be/EdSnjB-GIGg,
1354552526.0,31,blog.coherent-labs.com,147fjm,What can Unity 4 and DirectX 11 do together?,CoherentLabs,36,5,0,http://www.reddit.com/r/Unity3D/comments/147fjm/what_can_unity_4_and_directx_11_do_together/,,,False,http://d.thumbs.redditmedia.com/d0NIzGn8jEyhISCW.jpg,t5_2qwj8,False,,,False,t3_147fjm,http://blog.coherent-labs.com/2012/12/unity-4-directx-11.html,
1376437145.0,31,gardenknightgames.com,1kban0,Optimizing your Unity games for Mobile devices (article),jerkosaur,41,10,16,http://www.reddit.com/r/Unity3D/comments/1kban0/optimizing_your_unity_games_for_mobile_devices/,,,False,http://f.thumbs.redditmedia.com/4kMYytXYi90IU-W_.jpg,t5_2qwj8,False,,,False,t3_1kban0,http://www.gardenknightgames.com/game-optimization-and-you/,
1376115981.0,30,imgur.com,1k2sub,"[Walkthrough] Using the ""Distributed Version Control"" package to set up a new Unity project that uses Mercurial and syncs up to Bitbucket.org",MBoffin,33,3,10,http://www.reddit.com/r/Unity3D/comments/1k2sub/walkthrough_using_the_distributed_version_control/,,,False,http://f.thumbs.redditmedia.com/G1MTY29Y2j1JsLNk.jpg,t5_2qwj8,False,,,False,t3_1k2sub,http://imgur.com/a/rCtjx,
1375281109.0,29,labs.leapmotion.com,1jf81m,First-person character controller made for the Leap Motion controller.,mycall,35,6,1,http://www.reddit.com/r/Unity3D/comments/1jf81m/firstperson_character_controller_made_for_the/,,,False,http://e.thumbs.redditmedia.com/CAQ8pwvMZX2vGBYF.jpg,t5_2qwj8,False,,,False,t3_1jf81m,http://labs.leapmotion.com/post/56895085172/simplified-first-person-controller-with-object-carrying,
1363870694.0,32,youtube.com,1aq9ne,Character animation and water physics - Nucleotide | Game development diary #11,MrIJM,36,4,5,http://www.reddit.com/r/Unity3D/comments/1aq9ne/character_animation_and_water_physics_nucleotide/,,,False,http://c.thumbs.redditmedia.com/RszuQwX3q3AGegqP.jpg,t5_2qwj8,False,,,False,t3_1aq9ne,http://www.youtube.com/watch?v=e6Pa94y-85c,
1363110183.0,27,youtube.com,1a5pnt,Capture your own facial animations with FaceShift and use them in Unity with the animated morphing feature in MegaFiers.,SpookyCat,32,5,8,http://www.reddit.com/r/Unity3D/comments/1a5pnt/capture_your_own_facial_animations_with_faceshift/,,,False,http://c.thumbs.redditmedia.com/QBZ-kVasMmmkIsVJ.jpg,t5_2qwj8,False,,,False,t3_1a5pnt,http://www.youtube.com/watch?v=TvLvWo0TzbM,
1362235958.0,28,dannygoodayle.com,19iup2,Making your first Augmented Reality project with Unity within 10 minutes,DGoodayle,32,4,15,http://www.reddit.com/r/Unity3D/comments/19iup2/making_your_first_augmented_reality_project_with/,,,False,http://f.thumbs.redditmedia.com/rm1duu1VsmgS96oe.jpg,t5_2qwj8,False,,,False,t3_19iup2,http://www.dannygoodayle.com/2013/03/01/making-your-first-project-with-unity-and-augmented-reality/,
1360659471.0,30,youtube.com,18day9,"Cooking With Unity - Episode 41: ""Shaderlicious""",drakfyre,36,6,7,http://www.reddit.com/r/Unity3D/comments/18day9/cooking_with_unity_episode_41_shaderlicious/,,,False,http://f.thumbs.redditmedia.com/cXPBOOl0iC9yoCBY.jpg,t5_2qwj8,False,,,False,t3_18day9,http://www.youtube.com/watch?v=9y4BskIx5jk&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=41,
1369758244.0,31,youtube.com,1f7fuz,Cooking With Unity: Star Fox Style Rail Shooter Part 4,drakfyre,38,7,15,http://www.reddit.com/r/Unity3D/comments/1f7fuz/cooking_with_unity_star_fox_style_rail_shooter/,,,False,http://a.thumbs.redditmedia.com/jWvynpqcEuXj7z96.jpg,t5_2qwj8,False,,,False,t3_1f7fuz,http://www.youtube.com/watch?v=48RcBo0kVHU&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=54,
1358369114.0,31,self.Unity3D,16perr,Has anyone on here made a game with Unity that sells on steam?,nuebien,38,7,28,http://www.reddit.com/r/Unity3D/comments/16perr/has_anyone_on_here_made_a_game_with_unity_that/,Really just looking for any success stories. :),,False,self,t5_2qwj8,False,,,True,t3_16perr,http://www.reddit.com/r/Unity3D/comments/16perr/has_anyone_on_here_made_a_game_with_unity_that/,
1353617565.0,30,youtube.com,13mwjh,"Cooking With Unity Episode 31: RTS Part 3, also, we've moved! Check us out on YouTube!",drakfyre,33,3,27,http://www.reddit.com/r/Unity3D/comments/13mwjh/cooking_with_unity_episode_31_rts_part_3_also/,,,False,http://b.thumbs.redditmedia.com/_mvDUP5UzC5OnLhm.jpg,t5_2qwj8,False,,,False,t3_13mwjh,http://www.youtube.com/watch?v=kQz9RuSLEok&feature=BFa&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN,
1346900610.0,28,redactedgame.com,zfi6p,Procedurally Creating the Interior of a Building,jasperstocker,32,4,7,http://www.reddit.com/r/Unity3D/comments/zfi6p/procedurally_creating_the_interior_of_a_building/,,,False,http://d.thumbs.redditmedia.com/GsCqhZYar87vUr5W.jpg,t5_2qwj8,False,,,False,t3_zfi6p,http://www.redactedgame.com/?p=106,
1374052009.0,27,u3d.as,1ih4nx,Visual Novel/Conversation tool for Unity3D,Tsumik1,30,3,8,http://www.reddit.com/r/Unity3D/comments/1ih4nx/visual_novelconversation_tool_for_unity3d/,,,False,http://c.thumbs.redditmedia.com/1mz400cdCs0rxZTz.jpg,t5_2qwj8,False,,,False,t3_1ih4nx,http://u3d.as/53c,
1374031321.0,30,self.Unity3D,1ign0q,"Our CTO Just posted two mini tools to his blog, too small for free asset store assets but here's the code.",JanusKain,33,3,4,http://www.reddit.com/r/Unity3D/comments/1ign0q/our_cto_just_posted_two_mini_tools_to_his_blog/,"He doesn't have a Reddit account so he made me post it.
[How to copy and paste Unity Animation Curves from one animation curve to another!](http://www.joshuaglazer.com/blog/copy-and-paste-unity-animation-curves-extract-animation-curve-from-animation/)
[Quick inspector calculator for editing properties in editor with math!](http://www.joshuaglazer.com/blog/inspector-calculator-evaluating-math-inside-unity3d-inspector-fields/)",,False,self,t5_2qwj8,False,,,True,t3_1ign0q,http://www.reddit.com/r/Unity3D/comments/1ign0q/our_cto_just_posted_two_mini_tools_to_his_blog/,
1369515883.0,28,self.Unity3D,1f1q9u,"So with mobile platforms becoming free, does anyone have any good guides for IOS and Android games?",Simerty,33,5,5,http://www.reddit.com/r/Unity3D/comments/1f1q9u/so_with_mobile_platforms_becoming_free_does/,Just out of curiosity.,,False,self,t5_2qwj8,False,,,True,t3_1f1q9u,http://www.reddit.com/r/Unity3D/comments/1f1q9u/so_with_mobile_platforms_becoming_free_does/,
1368199409.0,28,unity3d.com,1e2mok,'Ghost of a Tale' profiled in the Unity gallery,ElDoradoGold,38,10,13,http://www.reddit.com/r/Unity3D/comments/1e2mok/ghost_of_a_tale_profiled_in_the_unity_gallery/,,,False,http://a.thumbs.redditmedia.com/3JiNHX38bUkNew66.jpg,t5_2qwj8,False,,,False,t3_1e2mok,http://unity3d.com/gallery/made-with-unity/profiles/lionel-gallat-ghost-of-a-tale,
1365209259.0,27,self.Unity3D,1brr0e,What are the 10 ten errors/mistakes newbies make when first learning Unity?,richUnity,28,1,50,http://www.reddit.com/r/Unity3D/comments/1brr0e/what_are_the_10_ten_errorsmistakes_newbies_make/,I'm trying to compile a list of the top 10 most common mistakes people new to Unity make when they first get started. Greatly appreciate your input. Thanks,,False,self,t5_2qwj8,False,,,True,t3_1brr0e,http://www.reddit.com/r/Unity3D/comments/1brr0e/what_are_the_10_ten_errorsmistakes_newbies_make/,
1360583285.0,27,krillbite.com,18ayvr,"Hi r/Unity! We have finally published our free experimental side-project, what do you think?",Bromlebass,31,4,20,http://www.reddit.com/r/Unity3D/comments/18ayvr/hi_runity_we_have_finally_published_our_free/,,,False,http://b.thumbs.redditmedia.com/sf2RkKHtQ_dJ50h7.jpg,t5_2qwj8,False,,,False,t3_18ayvr,http://www.krillbite.com/theplan/,
1359738753.0,27,u3d.as,17pb5b,Free AI Engine Now Available on The Asset Store for Unity 4 and 3.5: RAIN{indie} (3.5 link in comments.) ,RT_Jester,30,3,7,http://www.reddit.com/r/Unity3D/comments/17pb5b/free_ai_engine_now_available_on_the_asset_store/,,,False,default,t5_2qwj8,False,,,False,t3_17pb5b,http://u3d.as/content/rival-theory-/rain-indie-/43a,
1359386983.0,29,forum.unity3d.com,17fjx8,Create your own realistic world using Busy World AI,Stroking_My_Neckbear,33,4,9,http://www.reddit.com/r/Unity3D/comments/17fjx8/create_your_own_realistic_world_using_busy_world/,,,False,http://f.thumbs.redditmedia.com/pEoh1Av-5cRyAnv5.jpg,t5_2qwj8,False,,,False,t3_17fjx8,http://forum.unity3d.com/threads/168065-Busy-World-AI-RELEASED,
1351385363.0,29,youtu.be,127531,"A video of me quickly modelling a basic object for our unity3d game, what do you think?",minax,34,5,8,http://www.reddit.com/r/Unity3D/comments/127531/a_video_of_me_quickly_modelling_a_basic_object/,,,False,http://f.thumbs.redditmedia.com/rlfUB2LXOQpBAeAw.jpg,t5_2qwj8,False,,,False,t3_127531,http://youtu.be/Y4jXIzJtsyY,
1342508231.0,30,cookingwithunity.com,wovfw,Cooking With Unity - Episode 17: Colliders and Physics,drakfyre,33,3,3,http://www.reddit.com/r/Unity3D/comments/wovfw/cooking_with_unity_episode_17_colliders_and/,,,False,http://f.thumbs.redditmedia.com/fazFew9ISIQCBVFq.jpg,t5_2qwj8,False,,,False,t3_wovfw,http://www.cookingwithunity.com/b/325184351,
1334637995.0,29,ustream.tv,sdqnn,Episode 4 of Cooking with Unity is now available! This episode we start work on a 3d first person puzzle game.,drakfyre,32,3,11,http://www.reddit.com/r/Unity3D/comments/sdqnn/episode_4_of_cooking_with_unity_is_now_available/,,,False,http://b.thumbs.redditmedia.com/u6uMMZ2aa4bg6VJy.jpg,t5_2qwj8,False,,,False,t3_sdqnn,http://www.ustream.tv/recorded/21908842,
1373636329.0,29,vimeo.com,1i5h3k,Houdini Engine: Package Houdini node networks and use them in Unity or Maya,coquifrogs,31,2,2,http://www.reddit.com/r/Unity3D/comments/1i5h3k/houdini_engine_package_houdini_node_networks_and/,,,False,http://d.thumbs.redditmedia.com/hBQ_PpSp52Mk_emo.jpg,t5_2qwj8,False,,,False,t3_1i5h3k,http://vimeo.com/70073569,
1368559700.0,29,youtube.com,1ec0es,Cooking With Unity: Star Fox (Barrel Roll!),drakfyre,33,4,21,http://www.reddit.com/r/Unity3D/comments/1ec0es/cooking_with_unity_star_fox_barrel_roll/,,,False,http://a.thumbs.redditmedia.com/TAddRBE9O3miFRkf.jpg,t5_2qwj8,False,,,False,t3_1ec0es,http://www.youtube.com/watch?v=MAXIXUa__g0&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=53,
1360192691.0,27,youtube.com,1812h6,Braid style rewind in Unity3D,DarKKendO,30,3,17,http://www.reddit.com/r/Unity3D/comments/1812h6/braid_style_rewind_in_unity3d/,,,False,http://d.thumbs.redditmedia.com/WUegWQVc63WtFgko.jpg,t5_2qwj8,False,,,False,t3_1812h6,http://www.youtube.com/watch?v=Cw_H6kjy5IY,
1356743593.0,25,redframe-game.com,15log6,Creating Architectural Lighting with Unity & Mental Ray,boxfort,32,7,10,http://www.reddit.com/r/Unity3D/comments/15log6/creating_architectural_lighting_with_unity_mental/,,,False,http://a.thumbs.redditmedia.com/BFVAQyfK5z0wmdpr.jpg,t5_2qwj8,False,,,False,t3_15log6,http://redframe-game.com/blog/lightmap-workflow-part-2-architectural-lighting/,
1356506706.0,27,youtube.com,15gj3e,Intro to Game Design: Basic Unity Example - YouTube,digijin,29,2,3,http://www.reddit.com/r/Unity3D/comments/15gj3e/intro_to_game_design_basic_unity_example_youtube/,,,False,http://b.thumbs.redditmedia.com/jvCk8CKgWXFRZTIg.jpg,t5_2qwj8,False,,,False,t3_15gj3e,http://www.youtube.com/watch?v=tax1XLK2tvY,
1352164282.0,27,youtube.com,12p99v,Our first Unity 3d Game! Phoenix Run - YouTube,felinearts,34,7,12,http://www.reddit.com/r/Unity3D/comments/12p99v/our_first_unity_3d_game_phoenix_run_youtube/,,,False,http://b.thumbs.redditmedia.com/AsqI716WEyapa6BC.jpg,t5_2qwj8,False,,,False,t3_12p99v,http://www.youtube.com/watch?v=KFIgg7GklAE&feature=g-crec-u,
1346202152.0,28,edge-online.com,yzsf1,"TIL that without Mirror's Edge, there would be no Beast lighting engine.",jasperstocker,31,3,2,http://www.reddit.com/r/Unity3D/comments/yzsf1/til_that_without_mirrors_edge_there_would_be_no/,,,False,http://d.thumbs.redditmedia.com/B44Nmlp37MvTMUb3.jpg,t5_2qwj8,False,,,False,t3_yzsf1,http://www.edge-online.com/features/mirror%E2%80%99s-edge-building-impossible?page=1,
1344432539.0,26,youtube.com,xvoia,Infinite terrain generation tool I'm working on.,digijin,28,2,25,http://www.reddit.com/r/Unity3D/comments/xvoia/infinite_terrain_generation_tool_im_working_on/,,,False,http://e.thumbs.redditmedia.com/PBvI_sdpnOhOB_zd.jpg,t5_2qwj8,False,,,False,t3_xvoia,http://www.youtube.com/watch?v=9y_vd-bwy2I,
1337059430.0,28,ustream.tv,tnr9o,Start making a Tower Defense game by watching my latest episode of Cooking With Unity!,drakfyre,31,3,13,http://www.reddit.com/r/Unity3D/comments/tnr9o/start_making_a_tower_defense_game_by_watching_my/,,,False,http://f.thumbs.redditmedia.com/2pE7yp80TLnc_8vq.jpg,t5_2qwj8,False,,,False,t3_tnr9o,http://www.ustream.tv/recorded/22597516,
1329544050.0,27,walkerboystudio.com,puy59,Walker Boys Studio - Very nice selection of free Unity tutorials,burtonposey,32,5,9,http://www.reddit.com/r/Unity3D/comments/puy59/walker_boys_studio_very_nice_selection_of_free/,,,False,http://d.thumbs.redditmedia.com/0j87n6K9PNOvbFBi.jpg,t5_2qwj8,False,,,False,t3_puy59,http://www.walkerboystudio.com/html/unity_training___free__.html,
1376516931.0,27,forum.unity3d.com,1kdljs,"Warning: Unity 4.2.0 breaks standard Unity render fog on Android 2.3, 4.0, 4.2, possibly others...",metaleap,32,5,11,http://www.reddit.com/r/Unity3D/comments/1kdljs/warning_unity_420_breaks_standard_unity_render/,,,False,default,t5_2qwj8,False,,,False,t3_1kdljs,http://forum.unity3d.com/threads/184486-Upgrade-to-Unity4-removes-fog-on-android-2-3,
1337226639.0,25,kickstarter.com,tr4wp,"inXile choose Unity to develop Wasteland 2, including a Linux version (also in Unity)",alvivar,31,6,4,http://www.reddit.com/r/Unity3D/comments/tr4wp/inxile_choose_unity_to_develop_wasteland_2/,,,False,http://e.thumbs.redditmedia.com/Lrl-qmeN3ez4x1Ed.jpg,t5_2qwj8,False,,,False,t3_tr4wp,http://www.kickstarter.com/projects/inxile/wasteland-2/posts/228226,
1332526143.0,24,self.Unity3D,raa58,The Best 2D Tools and Plugins for Unity,B0Y0,28,4,16,http://www.reddit.com/r/Unity3D/comments/raa58/the_best_2d_tools_and_plugins_for_unity/,"**Unity 2D Plugins** (in no particular order)
Ragespline ($75) 2D vector drawing & editing
* http://u3d.as/content/juhakiili-oy/rage-spline/1DK
* #3 Top Paid
2D Toolkit ($65)
* http://unikronsoftware.com/2dtoolkit/
* #4 Top Paid
ex2D ($35) 2D sprite manager
* http://u3d.as/content/ex-dev-team/ex2d/2eJ
* #6 Top Paid
* Good performance on mobile devices
* Unity Editor
* Focused on animations
Sprite Manager 2 ($150)
* http://u3d.as/content/ab-software/sprite-manager-2-/1rf
Orthello (Free or $35)
* http://www.wyrmtale.com/products/unity3d-components/orthello-pro
* #2 Top Free Scripting
* Needs external texture packer
Texture Packer (Free) UTILITY texture packer (not unity plugin)
* http://www.texturepacker.com/
iTween (Free) tweening package
* http://itween.pixelplacement.com/index.php
* #4 Top Free, #1 Top Free Scripting
Ragepixel (Free) direct in-unity pixel draw/animator
* http://ragepixel.com/download/
* #7 Top Free Editor Extension
**Gui**
NGUI: Next-Gen UI ($95) UI system / event framework
* http://u3d.as/content/tasharen-entertainment/ngui-next-gen-ui/2vh
* #2 Top Paid App, #1 Top Paid GUI App
iGUI ($200) WYSIWYG GUI framework
* http://u3d.as/content/avam-studios/i-gui/1CD
* #2 Top Paid GUI App
ezGUI ($200) Gui framework
* http://www.anbsoft.com/middleware/ezgui/
* Optimized for mobile devices
[The List, in a google doc.](https://docs.google.com/document/d/1QEtNVvuifmYMzTDEi0O0NWUUxYbKBlh8pWkK5S4UTiw/edit)
**NOTES**
I'm trying to compile a list of the best paid and free options for 2D game development on Unity. So far these are the ones I've collected from tutorials and the asset store. What I'd like to get is more feedback from the community that uses these things as to what their strengths and weaknesses are, other plugins that would fit, and whatever other details.
Add'l comments: Some of these are on sale in the March Madness sale, but I'm just listing the regular price.
The Google Doc is set to let people leave comments on items. I can change it to open editing if people are interested/think it would work.
The list is mostly plugins, except for an external texture packer utility to round out one of the plugins. I'm debating opening it up to include things like Qubicle or Paint3D.",,False,self,t5_2qwj8,True,,,True,t3_raa58,http://www.reddit.com/r/Unity3D/comments/raa58/the_best_2d_tools_and_plugins_for_unity/,
1329248904.0,28,unity3d.com,ppixv,Unity 3.5 has been released - Find out what's new,jafarykos,30,2,24,http://www.reddit.com/r/Unity3D/comments/ppixv/unity_35_has_been_released_find_out_whats_new/,,,False,http://e.thumbs.redditmedia.com/1gLVaqJCGW6727Xj.jpg,t5_2qwj8,False,,,False,t3_ppixv,http://unity3d.com/unity/whats-new/unity-3.5,
1375683710.0,27,self.Unity3D,1jq58w,Unity3D Multiplayer,Saevax,30,3,23,http://www.reddit.com/r/Unity3D/comments/1jq58w/unity3d_multiplayer/,"Is there a detailed tutorial, aside from the GTGD which drags on for hours, about unity3D networking?
",,False,self,t5_2qwj8,False,,,True,t3_1jq58w,http://www.reddit.com/r/Unity3D/comments/1jq58w/unity3d_multiplayer/,
1375000095.0,24,self.Unity3D,1j7hgy,"Dynamic Water System (Webplayer, Windows, Android demos included)",LostPolygon,25,1,10,http://www.reddit.com/r/Unity3D/comments/1j7hgy/dynamic_water_system_webplayer_windows_android/,"This is a custom dynamic water physics simulation system designed for Unity Free. Water simulation is achieved by running a wave simulation algorithm and applying it to a high-poly mesh. While this is not a full-scale ocean simulation package, it works really great for small water bodies such as small ponds, pools, fountains etc. Also includes a nice realistic voxel-based buoyancy system.
Links to the demos:
[Webplayer demo](http://docs.zimm.biz/demo/dynamicwater/)
[Direct link to Windows version](http://docs.zimm.biz/demo/dynamicwater/DynamicWater_PC.zip)
[Direct link to Android APK](http://docs.zimm.biz/demo/dynamicwater/DynamicWater.apk)
Some keynotes:
* Compatible with Unity 3.5.7 - 4.2.
* Designed to run as fast as possible on any possible hardware using only Unity Free. As a downside, the simulation is purely CPU-bound.
* Tested to work on Android. It actually shows quite good performance - Motorola Droid 2 runs a 64x64 grid with some buoyant objects at 50 FPS. I'm sure it will run on iOS without problems as well.
* Contains a powerful feature that can increase performance drastically (up to 6x in some cases). Especially useful for low-performance hardware such as found mobile in devices. The caveat is some possible quality degradation, which can be unnoticeable for most scenes, but ruin the quality in some rare occasions.
* Supports static obstruction geometry for achieving non-rectangular shapes. All collider types are supported.
* Buoyancy simulation system is made to be totally separable from water simulation. In fact, you can use it independently for things like air ballons and blimps.
* Allows setting multiple ""splash zones"" on a single water instance (see Waterfall demo).
* User-friendly editor interface.
* Code is written in a way that allows extending the asset for your needs easily. See [docs](http://docs.zimm.biz/dynamicwater/) (Docs are in early state now, but will be updated before release).
Demos include two scenes that are optimized for mobile. (Note that Waterfall scene is not optimized for mobile in *any* way and will most certainly lag *a lot*)
It has already been submitted to the Asset Store a few days ago, so I am waiting for approval soon.
Thanks for checking this out, I'd be really glad to hear feedback from you :)
*P.S.* Just to make things clear in case you are experiencing deja vu now: I've started working on this thing at the beginning of the month and I've never thought [someone else](http://www.reddit.com/r/Unity3D/comments/1i9fv3/dynamic_3d_water_webdemo/) will be developing exactly the same thing with almost the same name in the same time. Great minds really do think alike, I presume :)",,False,self,t5_2qwj8,1375083186.0,,,True,t3_1j7hgy,http://www.reddit.com/r/Unity3D/comments/1j7hgy/dynamic_water_system_webplayer_windows_android/,
1374608241.0,24,self.Unity3D,1iwkzv,"Released my first game, Farmer's Field, for iPhone, iPad and Android. It's also free!",JBert000,35,11,20,http://www.reddit.com/r/Unity3D/comments/1iwkzv/released_my_first_game_farmers_field_for_iphone/,"Try the web version:
[Farmer's Field website](http://www.farmersfieldgame.com)
Get it for: [iPhone / iPad / iPod touch](https://itunes.apple.com/ca/app/farmers-field/id674619297?mt=8)
and: [Android](https://play.google.com/store/apps/details?id=com.JB.FF&hl=en)
I've been working on this game since October during my free time with the objective of releasing it for mobile phones. I'm hoping that this will help me find a job in the gaming industry!
Edit: [Facebook page](https://www.facebook.com/FarmersFieldGame)",,False,self,t5_2qwj8,1374610721.0,,,True,t3_1iwkzv,http://www.reddit.com/r/Unity3D/comments/1iwkzv/released_my_first_game_farmers_field_for_iphone/,
1373726859.0,24,self.Unity3D,1i7w84,github: unity3d real multi threading helper class with examples,btxsqdr,30,6,2,http://www.reddit.com/r/Unity3D/comments/1i7w84/github_unity3d_real_multi_threading_helper_class/,"unity3d usually doesn't support real multi-threading for free. [coroutines](http://unitygems.com/coroutines/) are not threads.
so, i did a simple multi-threading solution for our game [proven lands](http://www.reddit.com/r/gamedev/comments/1i7ha7/screenshot_saturday_126_the_screenshottening/cb1q5pq), for its landscape generator and mesh simplifier, which normally would take forever.
i thought that it might help some of you. it's a quick and dirty hack, and i'll improve it by the time, so take it more as an impression of the possibilites and good start with examples. just ask if you need help.
github: [unity multi threading](https://github.com/btxsqdr/unity-multi-threading)",,False,self,t5_2qwj8,1373728680.0,,,True,t3_1i7w84,http://www.reddit.com/r/Unity3D/comments/1i7w84/github_unity3d_real_multi_threading_helper_class/,
1368442174.0,26,youtube.com,1e8kja,Unity not only for games: House generation and smartHome app using Unity3D,ShakaWhenTheWallFell,29,3,10,http://www.reddit.com/r/Unity3D/comments/1e8kja/unity_not_only_for_games_house_generation_and/,,,False,http://a.thumbs.redditmedia.com/1Yo-7D1TN2euNY2f.jpg,t5_2qwj8,False,,,False,t3_1e8kja,http://www.youtube.com/watch?v=-FqiU4pM3Gs,
1367176903.0,26,youtube.com,1dacs6,Boolean RT inside Unity Game Engine,Taslaq,28,2,2,http://www.reddit.com/r/Unity3D/comments/1dacs6/boolean_rt_inside_unity_game_engine/,,,False,http://f.thumbs.redditmedia.com/m6dzgYrzkcxqSV1w.jpg,t5_2qwj8,False,,,False,t3_1dacs6,http://www.youtube.com/watch?v=hqZ6aws9uT8,
1366378970.0,26,twitch.tv,1cocgr,I'm going to be doing a Photon Unity Networking tutorial livestream tomorrow (April 20) at 1600 UTC. (more details in comment),quill18,29,3,11,http://www.reddit.com/r/Unity3D/comments/1cocgr/im_going_to_be_doing_a_photon_unity_networking/,,,False,http://f.thumbs.redditmedia.com/0rSF3p-SkYfbehUM.jpg,t5_2qwj8,False,,,False,t3_1cocgr,http://twitch.tv/quill18,
1360461822.0,24,youtube.com,18849o,"[DLG] No Heroes - Update #34 : Unity Pro , heavy environment changes and many improvements",DrunkenLizardGames,30,6,4,http://www.reddit.com/r/Unity3D/comments/18849o/dlg_no_heroes_update_34_unity_pro_heavy/,,,False,http://b.thumbs.redditmedia.com/xspGq-1FwgHf68PO.jpg,t5_2qwj8,False,,,False,t3_18849o,http://www.youtube.com/watch?v=RzV6o4ihocM,
1360370060.0,25,youtube.com,185z1h,Cooking With Unity - Episode 40: FPS Part 7,drakfyre,29,4,3,http://www.reddit.com/r/Unity3D/comments/185z1h/cooking_with_unity_episode_40_fps_part_7/,,,False,http://c.thumbs.redditmedia.com/aDNT4q6QUmhjVSm8.jpg,t5_2qwj8,False,,,False,t3_185z1h,http://www.youtube.com/watch?v=xQR_VSzV-TY&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN,
1360343717.0,23,youtube.com,185240,"Added a fast easy to use Tracked Vehicle system to both MegaFiers and MegaShapes, easily create tank tracks, animate them and link wheel rotation to track movement.",SpookyCat,27,4,0,http://www.reddit.com/r/Unity3D/comments/185240/added_a_fast_easy_to_use_tracked_vehicle_system/,,,False,http://f.thumbs.redditmedia.com/IwL_eBjigmXw15MY.jpg,t5_2qwj8,False,,,False,t3_185240,http://www.youtube.com/watch?v=qmNJsroadl8,
1360209872.0,27,hatsproductions.com,181n2b,Android Intel Devices Don’t Work With Unity,Boco33,27,0,5,http://www.reddit.com/r/Unity3D/comments/181n2b/android_intel_devices_dont_work_with_unity/,,,False,http://f.thumbs.redditmedia.com/AI5FsdvwPGTp9b_5.jpg,t5_2qwj8,False,,,False,t3_181n2b,http://www.hatsproductions.com/blog/game-updates/android-intel-devices-and-unity/,
1356886283.0,23,epicfailinc.org,15oejf,I released my first Unity3D asset! A 2D Tile Management System...sorta....!,Conquerd,31,8,20,http://www.reddit.com/r/Unity3D/comments/15oejf/i_released_my_first_unity3d_asset_a_2d_tile/,,,False,http://a.thumbs.redditmedia.com/y_p5zBtJV9vRhkJ0.jpg,t5_2qwj8,False,,,False,t3_15oejf,http://epicfailinc.org/2012/12/30/2d-tile-management-tool/,
1355101852.0,27,u3d.as,14krzd,"Haven't seen this talked about, but well worth the $10 I dropped on it through the Asset Store: Ultimate FPS Camera",abchiptop,30,3,14,http://www.reddit.com/r/Unity3D/comments/14krzd/havent_seen_this_talked_about_but_well_worth_the/,,,False,default,t5_2qwj8,False,,,False,t3_14krzd,http://u3d.as/content/vision-punk/ultimate-fps-camera/2Jc,
1348446393.0,25,youtube.com,10d86a,Regrowing grass on a Terrain,dansdevblog,36,11,8,http://www.reddit.com/r/Unity3D/comments/10d86a/regrowing_grass_on_a_terrain/,,,False,http://f.thumbs.redditmedia.com/jotVrZ-m-bbl1CyG.jpg,t5_2qwj8,False,,,False,t3_10d86a,http://www.youtube.com/watch?v=J1_OitIwX10&feature=plcp,
1341518128.0,24,blogs.unity3d.com,w3bcp,Unity 4: AAA graphics and performance for your mobile games,burtonposey,30,6,0,http://www.reddit.com/r/Unity3D/comments/w3bcp/unity_4_aaa_graphics_and_performance_for_your/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_w3bcp,http://blogs.unity3d.com/2012/07/05/unity-4-aaa-graphics-and-performance-for-your-mobile-games/,
1338273023.0,25,justin.tv,u9yz4,"Cooking With Unity, Episode 10: More Tower Defense! Now on Justin.tv!",drakfyre,27,2,9,http://www.reddit.com/r/Unity3D/comments/u9yz4/cooking_with_unity_episode_10_more_tower_defense/,,,False,http://f.thumbs.redditmedia.com/twtJi_CDIx8E8WhG.jpg,t5_2qwj8,False,,,False,t3_u9yz4,http://www.justin.tv/cookingwithunity/b/319690363,
1337785825.0,25,unity3d.com,u131t,Asset Store Madness,lathomas64,29,4,26,http://www.reddit.com/r/Unity3D/comments/u131t/asset_store_madness/,,,False,http://a.thumbs.redditmedia.com/5bnMUFFEnPqb8hGl.jpg,t5_2qwj8,False,,,False,t3_u131t,http://unity3d.com/unity/asset-store/,
1335948607.0,25,youtube.com,t318j,Writing Surface Shaders in Unity3D: CGIncludes + Advanced Rim Light,SND_Crow,25,0,3,http://www.reddit.com/r/Unity3D/comments/t318j/writing_surface_shaders_in_unity3d_cgincludes/,,,False,http://d.thumbs.redditmedia.com/jUr6WmN0X2aGizJ3.jpg,t5_2qwj8,False,,,False,t3_t318j,http://www.youtube.com/watch?v=_m-lg6jTe0E,
1334442984.0,23,self.Unity3D,sa1tq,Check out our Multiplayer Space Game made in Unity!,gelftheelf,28,5,19,http://www.reddit.com/r/Unity3D/comments/sa1tq/check_out_our_multiplayer_space_game_made_in_unity/,"About 2 months or so ago I got together with a couple of other redditors I met on /r/gamedev We have never met in person but have been able to work together to build this game (it's almost done).
We named ourselves Red7 Game Studio (we wanted ""red"" in there to hint we met on reddit)
Here is the link to our site/game:
http://www.red7games.com/
Here's a screenshot:
http://www.red7games.com/picture/newmap3.jpg?pictureId=13960863
The 3 of us play every Monday around 10pm or so. Join us! (or feel free to hop on anytime!)",,False,self,t5_2qwj8,False,,,True,t3_sa1tq,http://www.reddit.com/r/Unity3D/comments/sa1tq/check_out_our_multiplayer_space_game_made_in_unity/,
1376167689.0,25,games.ucla.edu,1k3vq0,2d mobile fill rate got ya down? UCLA has it covered.,drakfyre,30,5,9,http://www.reddit.com/r/Unity3D/comments/1k3vq0/2d_mobile_fill_rate_got_ya_down_ucla_has_it/,,,False,http://f.thumbs.redditmedia.com/1OnWhwDvbHILTiAq.jpg,t5_2qwj8,False,,,False,t3_1k3vq0,http://games.ucla.edu/resource/unity-mesh-creator/,
1375973111.0,24,self.Unity3D,1jyhon,"Come play Centerpoint, a massive multiplayer scifi game that we are currently building",3ggsnbakey,28,4,65,http://www.reddit.com/r/Unity3D/comments/1jyhon/come_play_centerpoint_a_massive_multiplayer_scifi/,"EDIT 10:10PM EST
The battle still wages on! Here are a couple updates from what we've learned so far:
**Web Interface**
* Background on the web interface needs to be slowed down
* It's confusing on how to get into the game via the web interface
* The screen aspect ratio for the web interface is causing some issue for some users
* We need a gameplay video / explanation
* Creating a new character for private accounts is broken
**Game Client**
* Laggy for people who are geographically further away from the sever (hosted in Portland, ME lol)
* Trouble getting out of the south base (go through the back door facing south)
* When a player dies, they sometimes keep moving
* You can shoot / kill yourself
* You can fall off the edge of the map and not respawn
* You can't hear the other persons gun or bullets (silent death)
* Hurt indicators are all the noticeable / too fast
Anything we missed? Let us know what you think!
- Max
------------------------------------
EDIT 8:45PM EST
Thanks everyone for all the feedback! Fellow redditors and I currently in game so feel free to hop on a battle!
------------------------------------
Hey All!
My name is Max and I am the lead developer behind Centerpoint, a real-time massively multiplayer game. The goal of the game is to be a cross-platform, persistent MMO + RPG + FPS + RTS (lol) but we're starting small with just a huge, 24/7 death match.
Right now, it's in the earliest stages of development but the game is up and running, ready for you and your friends to just hop on and play. All you need to do is go to the link below and have the Unity Web Player installed.
www.centerpointgame.com
Also! We're doing an Indiegogo campaign soon so keep an eye out for that.
Last but not least, if you find yourself with questions, comments, or suggestions, head over to our reddit!
http://www.reddit.com/r/centerpointgame
",,False,self,t5_2qwj8,1376014284.0,,,True,t3_1jyhon,http://www.reddit.com/r/Unity3D/comments/1jyhon/come_play_centerpoint_a_massive_multiplayer_scifi/,
1375412383.0,22,self.Unity3D,1jjh8v,"What are some great beginner Blender tutorials, preferably tailored for use in Unity?",coldblade2000,26,4,13,http://www.reddit.com/r/Unity3D/comments/1jjh8v/what_are_some_great_beginner_blender_tutorials/,I have been learning 3DS MAX but I discovered that I can't use 3ds if I intend on selling my game. So I've tried using Blender. I forgot all about Blender and how to use it. It took me a freaking hour to make a small shitty house. So what tutorial(s) is good for video game assets? I know barely anything of Blender exclusive things and how to use them,,False,self,t5_2qwj8,False,,,True,t3_1jjh8v,http://www.reddit.com/r/Unity3D/comments/1jjh8v/what_are_some_great_beginner_blender_tutorials/,
1375342512.0,24,self.Unity3D,1jhbqg,Unity Dialogue Engine 75% off today,hugepedlar,27,3,6,http://www.reddit.com/r/Unity3D/comments/1jhbqg/unity_dialogue_engine_75_off_today/,"Link: https://www.assetstore.unity3d.com/#/content/4628
I've been using this for a while, and it's very, very good. Takes a while to get your head round it but when you do you'll love it.
You can easily create dialogue scripts with branching logic, conditional statements, redirection etc. Very simple xml-style language. It also comes with a GameKeys feature. Basically you can set and test for 'keys' within the dialogue script or in code. So you can set up quest keys, currency, inventory, and manipulate these in dialogue (e.g. player chooses yes or no to a quest and a key is set accordingly. Player speaks to an NPC more than once, set a key. NPC gives player an item, set a key).
You can basically make an entire RPG with little more than this plugin. And the latest version comes with an NGUI example.
So yeah it's pretty good. Worth checking out.
**EDIT** Link to a video I made of a test scene using the UDE to build a quest: http://youtu.be/Ub8UbnCmu8I
Example of a dialogue file from the video:
<actors>
<actor>name=Hunter
<actor>name=Player
<dialogue>
<turn>id=1
[who] 1
[next] 3
[require] - HunterMissionStarted 1 2
Hello, I'm looking for a rabbit. For eating. Do you have any?
<turn>id=2
[who] 0
[next] -1
[require] - Arrows 1 6, - DeerMissionStarted 1 10
Come back when you have some arrows for me.
<turn>id=3
[who] 0
[next] -1
[keys] = HunterMissionStarted 1
I do indeed. You can have it if you get me some more arrows so I can go hunting again.
<turn>id=4
[who] 1
[choice]true
[next] 5,7
Here, take them.
Um... no.
<turn>id=5
[who] 0
[next] -1
[keys] - Arrows 1, = ArrowMissionComplete 1, = DeerMissionStarted 1
Thanks. But if I give you my rabbit I'll have nothing to eat.
Tell you what, find me some deer to hunt.
Then you can have as much rabbit as you like. Promise.
<turn>id=6
[who] 0
[next] 4
Have you got me any arrows yet?
<turn>id=7
[who] 0
[next] -1
Whatever. Come back when you're feeling more generous.
<turn>id=10
[who] 0
[next] -1
[require] - DeerFound 1 11
Found any deer yet?
<turn>id=11
[who] 1
[next] 12
I found some deer.
<turn>id=12
[who] 0
[next] -1
[keys] = RabbitMissionComplete 1
Excellent. Here, take this rabbit.
<turn>id=100
[next] -1
[who] 0
[require] - ArrowMissionComplete 1 101
The hunter wields a bow but does not appear to have any arrows.
<turn>id=101
[next] -1
[who] 0
The hunter wields a bow and has a full quiver of arrows.
And a link with more info from the developer: http://forum.unity3d.com/threads/154384-CML-Evolution-Progression-tracking-Dialogue-Save-Shop-and-Inventory-system",,False,self,t5_2qwj8,1375406090.0,,,True,t3_1jhbqg,http://www.reddit.com/r/Unity3D/comments/1jhbqg/unity_dialogue_engine_75_off_today/,
1374758241.0,24,youtube.com,1j0x28,"Bat Pack: 2D Mobile Game, Just Released!",jerkosaur,33,9,6,http://www.reddit.com/r/Unity3D/comments/1j0x28/bat_pack_2d_mobile_game_just_released/,,,False,http://d.thumbs.redditmedia.com/TuftYBaPPYy2ei9E.jpg,t5_2qwj8,False,,,False,t3_1j0x28,https://www.youtube.com/watch?v=9Pv26XLWrHs,
1372598625.0,25,self.Unity3D,1hd3bt,"[Montague's Mount] My semi-autobiographical 18 month trip through mental health, isolation and the Oculus.",fallingbrickwork,27,2,9,http://www.reddit.com/r/Unity3D/comments/1hd3bt/montagues_mount_my_semiautobiographical_18_month/,"Hi all,
I just wanted to take a second to show you the labours of my last 18 months within Unity, Montague's Mount. What initially started off as an experiment in environmental scene setting ended up being a personal trip through my mind.
As a solo developer, working in total isolation, it has been both the most rewarding project i have undertaken, as well as the hardest and most emotionally draining; being semi-autobiographical in nature, there is a lot of 'me' in this chilling story.
I am now coming to the end of the development and just have the Oculus support to implement... i can then take a well earned breather.
In an attempt to get Montague's Mount out to the most people possible, I am currently going through a Steam Greenlight submission and could really do with your 'yes' votes. So, if you could take a minute out of your busy day to head over, check it out and 'give me the thumbs up', your support would be very well received.
http://steamcommunity.com/sharedfiles/filedetails/?id=146521424
Cheers",,False,self,t5_2qwj8,False,,,True,t3_1hd3bt,http://www.reddit.com/r/Unity3D/comments/1hd3bt/montagues_mount_my_semiautobiographical_18_month/,
1372292884.0,24,self.Unity3D,1h596l,"Tips and tricks to get the most out of Unity (free), graphically?",bhavbhav,29,5,14,http://www.reddit.com/r/Unity3D/comments/1h596l/tips_and_tricks_to_get_the_most_out_of_unity_free/,"I know this is kind of an open-ended question, but please indulge me if you can.
I've been a software dev for a while now, and have some experience with Blender. However, I am not an experienced game dev and have just started using Unity- and don't have the dough to shell out for Unity Pro (not that I know it'd be worth it for me? I dunno).
I am finding it really hard to get the feel of my game looking as ""beautiful"" (if you will) as when I render the assets in Blender, and some of it has to do with lack of the built in depth-of-field/hdr/etc. in the free version.
So, I've come to you guys, hoping you have some wisdom to share with me that will make my life easier. I am willing to do a lot of coding/scripting- I am just not sure where to start, and not sure if whatever I am trying can be done in an easier way.
If it helps at all, I am looking to get a sort of [Zen Bound/Zen Bound 2](https://www.google.ca/search?q=zen%20bound&aq=f&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=voXLUd6fLMffqwHqo4CoDQ&biw=1024&bih=514&sei=wYXLUavEM4PQrgGBxIGYAQ#um=1&safe=off&hl=en&tbm=isch&sa=1&q=zen+bound+2&oq=zen+bound+2&gs_l=img.3..0j0i24l9.6585.6995.0.7499.2.2.0.0.0.0.157.286.0j2.2.0...0.0...1c.1.18.img.k5aRlNMupyc&bav=on.2,or.r_cp.r_qf.&bvm=bv.48340889,d.aWM&fp=43ec65ab4b99858d&biw=1024&bih=514&imgdii=_) feel for my game (a lot of wood textures, etc.)
Help a newbie out? Or share whatever knowledge you have- I'm sure it will be helpful for someone!",,False,self,t5_2qwj8,False,,,True,t3_1h596l,http://www.reddit.com/r/Unity3D/comments/1h596l/tips_and_tricks_to_get_the_most_out_of_unity_free/,
1369960003.0,25,lifegoesongame.com,1fdg5j,"Where we started with Unity, and where we are today.",lgogame,31,6,11,http://www.reddit.com/r/Unity3D/comments/1fdg5j/where_we_started_with_unity_and_where_we_are_today/,,,False,http://a.thumbs.redditmedia.com/8ea8BCuV7HaDGjVx.jpg,t5_2qwj8,False,,,False,t3_1fdg5j,http://lifegoesongame.com/blog/first-build/,
1369901241.0,24,self.Unity3D,1fbq6m,Finished my first game (Android)!,Twitchyy,31,7,34,http://www.reddit.com/r/Unity3D/comments/1fbq6m/finished_my_first_game_android/,"It's a little casual endless runner that I put together for Android. [Here's the link to it on the Play Store](https://play.google.com/store/apps/details?id=com.hourfall.spookyrun). I tried compiling it for web player but for some reason I get errors with my scripts on the newest version, though it works fine for Android. [I have an older version on the webplayer, however.](http://dl.dropboxusercontent.com/u/81592662/Game.html)
It's not an amazing, original game, but I learned a lot making it. While it doesn't perform perfectly on Android (first time trying to optimize for mobile), I did learn of a lot of little things you could do to improve it.
The one big hurdle that I had (and still kind of have) is the level generation when the player gets very fast. I use PoolManager to avoid instantiating too much, but some people still say it lags a little. I suppose even when you're moving dozens of objects every few seconds that can get a little laggy. How would I improve that?
Anyway, any feedback would be welcome from anyone who has an Android device (performance, features, etc). I have a high-end Android so unfortunately I don't have a lower end device to see how it runs, and getting Profiler to work is a nightmare.",,False,self,t5_2qwj8,False,,,True,t3_1fbq6m,http://www.reddit.com/r/Unity3D/comments/1fbq6m/finished_my_first_game_android/,
1368807316.0,24,jurassicjunkie.com,1eiw9c,"My First Unity Game - Only been doing it 2 weeks, so go easy on me.",CitadelSaint,29,5,53,http://www.reddit.com/r/Unity3D/comments/1eiw9c/my_first_unity_game_only_been_doing_it_2_weeks_so/,,,False,default,t5_2qwj8,False,,,False,t3_1eiw9c,http://jurassicjunkie.com/game.php,
1366536171.0,23,self.Unity3D,1csjos,Started my new more advanced tutorial series [ Advanced Inventory] More rpg like tutorials coming soon!,jesseetzler,24,1,9,http://www.reddit.com/r/Unity3D/comments/1csjos/started_my_new_more_advanced_tutorial_series/,"Just wanted to let people know that I've started my new more advanced tutorial series after reaching 100 videos. There are now 7 new videos covering an advanced inventory. Future tutorials will cover a questing system and other rpg elements such as boss / enemy AI. Thanks everyone for the support and helping me improve my tutorials with feedback. I now use the proper coding format and I couldn't be more happy while coding now! Bashing my previous coding really helped me improve my skillset and am learning to do things the right way. Please enjoy the new videos and more feedback is always welcome!
[Link to the new tutorial video playlist] (https://www.youtube.com/watch?v=l_GHiYB97BM&list=PLxLNqnnCshwm9ayxqMpeWH4P1SLzrN92-&index=1)",,False,self,t5_2qwj8,False,,,True,t3_1csjos,http://www.reddit.com/r/Unity3D/comments/1csjos/started_my_new_more_advanced_tutorial_series/,
1365451129.0,25,self.Unity3D,1bxsqw,Might & Magic X is being developed using unity.,alien13ufo,27,2,6,http://www.reddit.com/r/Unity3D/comments/1bxsqw/might_magic_x_is_being_developed_using_unity/,Mentioned it in this interview: http://www.celestialheavens.com/viewpage.php?id=818,,False,self,t5_2qwj8,False,,,True,t3_1bxsqw,http://www.reddit.com/r/Unity3D/comments/1bxsqw/might_magic_x_is_being_developed_using_unity/,
1364617861.0,26,self.Unity3D,1baced,Today I made my Very First (tm) Unity game with no tutorial.,JedTheKrampus,31,5,17,http://www.reddit.com/r/Unity3D/comments/1baced/today_i_made_my_very_first_tm_unity_game_with_no/,"I had done some Unity tutorials before, but never really made a game from scratch, and never with any really nontrivial scripts. This is a Pong game with an AI opponent. Use the up and down arrow keys. Play [here](http://dl.dropbox.com/u/15437561/pong_build.html), if you wish. Source scene and code are [here](http://dl.dropbox.com/u/15437561/pong.zip), if you want to criticize the way I did things. (I'm sure there's something I could have done better, and I would rather learn what it was now rather than find out the hard way in a couple of weeks.)
I think I'm starting to get the hang of this, so I'll be working on something much more interesting soon.",,False,self,t5_2qwj8,False,,,True,t3_1baced,http://www.reddit.com/r/Unity3D/comments/1baced/today_i_made_my_very_first_tm_unity_game_with_no/,
1361320475.0,23,self.Unity3D,18uqj4,What are your best/most used plugins from the asset store?,daedius,24,1,20,http://www.reddit.com/r/Unity3D/comments/18uqj4/what_are_your_bestmost_used_plugins_from_the/,"My project is a 2d game and mine are:
- SmoothMoves
- Playmaker
- cInput2",,False,self,t5_2qwj8,False,,,True,t3_18uqj4,http://www.reddit.com/r/Unity3D/comments/18uqj4/what_are_your_bestmost_used_plugins_from_the/,
1333445952.0,26,youtube.com,rqz7t,Video of an improved demo of the dynamic water modifier I recently added to my Unity asset.,SpookyCat,30,4,9,http://www.reddit.com/r/Unity3D/comments/rqz7t/video_of_an_improved_demo_of_the_dynamic_water/,,,False,http://d.thumbs.redditmedia.com/5OPC2pv0ZfraVob9.jpg,t5_2qwj8,False,,,False,t3_rqz7t,http://www.youtube.com/watch?v=XG2zv0-tOM0,
1329158849.0,22,self.Unity3D,pnsac,The r/Unity3d stylesheet has been reset,jafarykos,26,4,16,http://www.reddit.com/r/Unity3D/comments/pnsac/the_runity3d_stylesheet_has_been_reset/,"I really enjoy working with Unity and want to see a more active subreddit for the product. It was quite obvious that the terrible css that this subreddit had was a huge factor in it's non-use. I asked super nicely for moderator status and reset the stylesheet to default.
Now, let's see some cool stories and projects you all are working on!",,False,self,t5_2qwj8,False,,,True,t3_pnsac,http://www.reddit.com/r/Unity3D/comments/pnsac/the_runity3d_stylesheet_has_been_reset/,
1376469362.0,21,vimeo.com,1kc5wx,"A month ago I showed a video of ""Infinite Spectrum"" alpha build, here is the final trailer (download link on the comments)",GDbernardo,26,5,11,http://www.reddit.com/r/Unity3D/comments/1kc5wx/a_month_ago_i_showed_a_video_of_infinite_spectrum/,,,False,http://b.thumbs.redditmedia.com/66ofyNu-PFsYKwag.jpg,t5_2qwj8,False,,,False,t3_1kc5wx,https://vimeo.com/70760952,
1374011940.0,24,youtube.com,1ifyzj,Star Fox Style 3d Rail Shooter Part 8 - Cooking With Unity,drakfyre,26,2,6,http://www.reddit.com/r/Unity3D/comments/1ifyzj/star_fox_style_3d_rail_shooter_part_8_cooking/,,,False,http://c.thumbs.redditmedia.com/YZogZIswAvWD8Qf2.jpg,t5_2qwj8,False,,,False,t3_1ifyzj,http://www.youtube.com/watch?v=32VjepIp3s0&list=PLlHjNcdoyw6XEFFqsnBxNiG5JE_h-PgAw&index=36,
1373133416.0,22,self.Unity3D,1hrapn,My First Complete Game!,PsychoDM,27,5,5,http://www.reddit.com/r/Unity3D/comments/1hrapn/my_first_complete_game/,"[Link!](https://dl.dropboxusercontent.com/u/155644597/URP/URP.html)
I am currently trying to challenge myself by learning something new every week and making a game with what I learned. I'll be making a new game every week for as long as I can. This first one I learned about A* pathfinding. I surprised my friends with It yesterday. Enjoy!
",,False,self,t5_2qwj8,False,,,True,t3_1hrapn,http://www.reddit.com/r/Unity3D/comments/1hrapn/my_first_complete_game/,
1372872730.0,22,vimeo.com,1hkuix,"This is ""Infinte Spectrum"" a game we are making in unity for our final project at school. Tell us what you think",GDbernardo,31,9,20,http://www.reddit.com/r/Unity3D/comments/1hkuix/this_is_infinte_spectrum_a_game_we_are_making_in/,,,False,http://f.thumbs.redditmedia.com/6xPSmvM3YmhyDTnk.jpg,t5_2qwj8,False,,,False,t3_1hkuix,https://vimeo.com/69437434,
1372185097.0,25,youtube.com,1h1xk7,Star Fox Style 3d Rail Shooter Part 6 - Cooking With Unity,drakfyre,27,2,5,http://www.reddit.com/r/Unity3D/comments/1h1xk7/star_fox_style_3d_rail_shooter_part_6_cooking/,,,False,http://e.thumbs.redditmedia.com/ZtDepBCOGoTkzny4.jpg,t5_2qwj8,False,,,False,t3_1h1xk7,http://www.youtube.com/watch?v=hYRFUw5MZqs&list=PLlHjNcdoyw6XEFFqsnBxNiG5JE_h-PgAw&index=34,
1370936791.0,22,alxqs.com,1g3wvl,"Spent the last few weeks learning the Blender/Unity workflow. Here is a big, blue space gorilla. (WIP)",alxqs,27,5,14,http://www.reddit.com/r/Unity3D/comments/1g3wvl/spent_the_last_few_weeks_learning_the/,,,False,default,t5_2qwj8,False,,,False,t3_1g3wvl,http://alxqs.com/unity/spacemonkey.06.10.13/,
1370708309.0,21,self.Unity3D,1fxjgf,Fields of War - a 200 player mech action MMO made with Unity3D,asafsitner,27,6,33,http://www.reddit.com/r/Unity3D/comments/1fxjgf/fields_of_war_a_200_player_mech_action_mmo_made/,"Hello everyone!
Just found out about this subreddit and thought I'd share the game my team and I have been working on.
Fields of War is a massive multiplayer game focusing on large-scale battles, up to 100 vs. 100, with AI bots replacing missing players to keep the war exciting and interesting.
It is a persistent game, meaning there is no end to the fight, and every time you log in to the server you will find it in a different state according to what the other players did in your absence.
Fields of War was developed using almost entirely with Unity3D, the only exception is that we use XaitMap for AI navigation. All the network code is done using the native API.
Fields of War is available for Windows, Mac and Linux platforms and is currently in beta and under active development.
You can find out more about Fields of War on our site: http://www.thermalerosion.com/fow/info/
Thank you for reading! :)",,False,self,t5_2qwj8,False,,,True,t3_1fxjgf,http://www.reddit.com/r/Unity3D/comments/1fxjgf/fields_of_war_a_200_player_mech_action_mmo_made/,
1367900028.0,24,self.Unity3D,1ducti,Dark MonoDev color scheme for you guys.,DoubleElite,29,5,9,http://www.reddit.com/r/Unity3D/comments/1ducti/dark_monodev_color_scheme_for_you_guys/,"I love Sublime Text 2, and I really wish It had everything MonoDevelop does for Unity3D work. My main love was the vast selection of syntax color schemes I could pick from. So naturally I started porting some of them over to MonoDev. I only have one right now, but I'm working on more.
Here's a preview of ""Night"": http://doubleelite.com/wp-content/uploads/2013/04/NightSchemeDisplay.png
And you can get them on my website: http://doubleelite.com/monodevelop-syntax-themes/
Hope you enjoy them, and check back often for more!",,False,self,t5_2qwj8,False,,,True,t3_1ducti,http://www.reddit.com/r/Unity3D/comments/1ducti/dark_monodev_color_scheme_for_you_guys/,
1367307831.0,25,youtube.com,1dedhc,Cooking With Unity 51: Star Fox Style 3d Rail Shooter,drakfyre,32,7,30,http://www.reddit.com/r/Unity3D/comments/1dedhc/cooking_with_unity_51_star_fox_style_3d_rail/,,,False,http://b.thumbs.redditmedia.com/aoyFEF-uiR8SNRVC.jpg,t5_2qwj8,False,,,False,t3_1dedhc,http://www.youtube.com/watch?v=sSGPBJnb2zk&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=51,
1362517919.0,23,youtube.com,19qasm,Cooking With Unity - Episode 44: Pinball Part 2,drakfyre,29,6,2,http://www.reddit.com/r/Unity3D/comments/19qasm/cooking_with_unity_episode_44_pinball_part_2/,,,False,http://e.thumbs.redditmedia.com/wVHSTUevwwHGSaYv.jpg,t5_2qwj8,False,,,False,t3_19qasm,http://www.youtube.com/watch?v=zZhiQkZfwWY&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=44,
1362147160.0,22,youtube.com,19gnqk,"A new short video showing some of the features of my MegaFiers system, includes morphing and point cache, 40+ mesh modifiers, dynamic hoses, tank tracks, books, rubber materials, all sorts of fun stuff.",SpookyCat,28,6,3,http://www.reddit.com/r/Unity3D/comments/19gnqk/a_new_short_video_showing_some_of_the_features_of/,,,False,http://a.thumbs.redditmedia.com/HuJRddCXLhm8-0Pl.jpg,t5_2qwj8,False,,,False,t3_19gnqk,http://www.youtube.com/watch?v=dN8CklvhCeA,
1361305631.0,21,youtube.com,18u6ns,"Cooking With Unity - Episode 42: ""Shadertastic!""",drakfyre,25,4,4,http://www.reddit.com/r/Unity3D/comments/18u6ns/cooking_with_unity_episode_42_shadertastic/,,,False,http://e.thumbs.redditmedia.com/u1tSoDii0lznxpov.jpg,t5_2qwj8,False,,,False,t3_18u6ns,http://www.youtube.com/watch?v=ghYVrB5h1vc&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=42,
1354707444.0,24,pocketgamer.biz,14bh13,Unity: New gambling rules won't impact 99.9% of developers,BoxFactory82,26,2,2,http://www.reddit.com/r/Unity3D/comments/14bh13/unity_new_gambling_rules_wont_impact_999_of/,,,False,http://a.thumbs.redditmedia.com/AWM3-ZXXvAJpSzRB.jpg,t5_2qwj8,False,,,False,t3_14bh13,http://www.pocketgamer.biz/r/PG.Biz/Unity+news/news.asp?c=47059,
1354139367.0,23,self.Unity3D,13yfuq,Finally got some character art for my stealth game! (gif),2DArray,28,5,9,http://www.reddit.com/r/Unity3D/comments/13yfuq/finally_got_some_character_art_for_my_stealth/,"This animation shows him crouching and uncrouching.
[Also he's a weird robot.](http://i.imgur.com/OYAS2.gif)",,False,self,t5_2qwj8,False,,,True,t3_13yfuq,http://www.reddit.com/r/Unity3D/comments/13yfuq/finally_got_some_character_art_for_my_stealth/,
1350986507.0,22,tirania.org,11xtex,"Mono 3.0 is out, WTB Unity3d integration! :)",SiggiGG,26,4,13,http://www.reddit.com/r/Unity3D/comments/11xtex/mono_30_is_out_wtb_unity3d_integration/,,,False,http://c.thumbs.redditmedia.com/Ptt-pUF0A504iWpn.jpg,t5_2qwj8,False,,,False,t3_11xtex,http://tirania.org/blog/archive/2012/Oct-22.html,
1342042090.0,22,youtube.com,wen2u,A bit of footage from a game I'm currently working on.,MrThee,25,3,15,http://www.reddit.com/r/Unity3D/comments/wen2u/a_bit_of_footage_from_a_game_im_currently_working/,,,False,http://b.thumbs.redditmedia.com/ZgCFCZ_I2tyA_Rvy.jpg,t5_2qwj8,False,,,False,t3_wen2u,http://www.youtube.com/watch?v=xwACGPt2ZHo,
1374333388.0,23,youtube.com,1ip448,"Video showing the workflow to get Daz3D characters along with their morphs and clothing into Unity, clothing will continue to deform with the morphs.",SpookyCat,28,5,3,http://www.reddit.com/r/Unity3D/comments/1ip448/video_showing_the_workflow_to_get_daz3d/,,,False,http://d.thumbs.redditmedia.com/nXSnrtKsAPBUFIf3.jpg,t5_2qwj8,False,,,False,t3_1ip448,https://www.youtube.com/watch?v=xQrE6LdIhik,
1373236663.0,22,self.Unity3D,1htrjd,"If you could recommend one book/tutorial series to get me started in Unity, what would it be?",briznady,28,6,20,http://www.reddit.com/r/Unity3D/comments/1htrjd/if_you_could_recommend_one_booktutorial_series_to/,"I'm mainly looking for game programming(preferably C#), but am interested in the visual design side as well.",,False,self,t5_2qwj8,False,,,True,t3_1htrjd,http://www.reddit.com/r/Unity3D/comments/1htrjd/if_you_could_recommend_one_booktutorial_series_to/,
1367873848.0,23,youtube.com,1dte68,"New studio, Just launched our first mobile game made with Unity. All feedback welcome!",Epony,36,13,19,http://www.reddit.com/r/Unity3D/comments/1dte68/new_studio_just_launched_our_first_mobile_game/,,,False,http://e.thumbs.redditmedia.com/OqaNozIg1yVHT7_L.jpg,t5_2qwj8,False,,,False,t3_1dte68,http://www.youtube.com/watch?v=zD0Hf8e3Yz4,
1361463438.0,21,blog.coherent-labs.com,18ykdb,Adding a HTML5 minigame in Unity3D with Coherent UI,CoherentLabs,26,5,10,http://www.reddit.com/r/Unity3D/comments/18ykdb/adding_a_html5_minigame_in_unity3d_with_coherent/,,,False,http://b.thumbs.redditmedia.com/j-XrlHA0HkrIJ_6I.jpg,t5_2qwj8,False,,,False,t3_18ykdb,http://blog.coherent-labs.com/2013/02/html5-game-unity-3d.html,
1358884047.0,22,youtube.com,172mp1,Episode 38 - FPS Part 5 (Advanced Character Decals),drakfyre,26,4,4,http://www.reddit.com/r/Unity3D/comments/172mp1/episode_38_fps_part_5_advanced_character_decals/,,,False,http://a.thumbs.redditmedia.com/5FKRU0PFQKiZIGE6.jpg,t5_2qwj8,False,,,False,t3_172mp1,http://www.youtube.com/watch?v=RDNxtym8Q18&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN,
1333427244.0,24,ustream.tv,rqqas,Second episode of Cooking With Unity is now available to view!,drakfyre,24,0,8,http://www.reddit.com/r/Unity3D/comments/rqqas/second_episode_of_cooking_with_unity_is_now/,,,False,http://c.thumbs.redditmedia.com/Fo3PceuMcUp-yzNP.jpg,t5_2qwj8,False,,,False,t3_rqqas,http://www.ustream.tv/recorded/21559458,
1333205840.0,23,gamefromscratch.com,rmf04,Unity3D book roundup. All current and upcoming Unity books with full details on a single page.,Serapth,24,1,7,http://www.reddit.com/r/Unity3D/comments/rmf04/unity3d_book_roundup_all_current_and_upcoming/,,,False,http://b.thumbs.redditmedia.com/f_41unyC94bySjkI.jpg,t5_2qwj8,False,,,False,t3_rmf04,http://www.gamefromscratch.com/page/Unity-Book-Roundup.aspx,
1367706527.0,20,youtube.com,1dp9e0,"Here is a trailer for our first Unity3D Game, Axiom. Any feedback would be great :)",Omario,29,9,14,http://www.reddit.com/r/Unity3D/comments/1dp9e0/here_is_a_trailer_for_our_first_unity3d_game/,,,False,http://d.thumbs.redditmedia.com/Stewi0xtrl9c93b-.jpg,t5_2qwj8,False,,,False,t3_1dp9e0,http://www.youtube.com/watch?v=AzSztj-hwpA,
1364483932.0,19,blogs.unity3d.com,1b6iiv,"Unity announced new Facebook integration features, including a huge push to increase WebPlayer install base",onewayout,25,6,5,http://www.reddit.com/r/Unity3D/comments/1b6iiv/unity_announced_new_facebook_integration_features/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_1b6iiv,http://blogs.unity3d.com/2013/03/26/unity-and-facebook-are-now-in-a-relationship-and-its-awesome/,
1361297983.0,21,u3d.as,18twof,"Quite possibly the most useful user input library I found for Xbox 360 controller setup. I had an input menu, user configuration persistence, and button mashing setup in <20 minutes",daedius,25,4,1,http://www.reddit.com/r/Unity3D/comments/18twof/quite_possibly_the_most_useful_user_input_library/,,,False,default,t5_2qwj8,False,,,False,t3_18twof,http://u3d.as/content/roidz-software/c-input-2/2NP,
1354268636.0,22,youtube.com,141nx5,Coherent UI in Unity3D with DirectX 11,CoherentLabs,25,3,21,http://www.reddit.com/r/Unity3D/comments/141nx5/coherent_ui_in_unity3d_with_directx_11/,,,False,http://f.thumbs.redditmedia.com/IrECekzTcRHqPmZw.jpg,t5_2qwj8,False,,,False,t3_141nx5,http://www.youtube.com/watch?v=mamUrK2Z5Vk,
1353715268.0,22,unitygems.com,13ova9,New Character AI tutorial on Unity Gems,whydoidoitcom,25,3,9,http://www.reddit.com/r/Unity3D/comments/13ova9/new_character_ai_tutorial_on_unity_gems/,,,False,http://c.thumbs.redditmedia.com/HMvpg67fEdBRBDu2.jpg,t5_2qwj8,False,,,False,t3_13ova9,http://unitygems.com/basic-ai-character/,
1349740866.0,22,self.Unity3D,1160tt,How to: Dynamic Lighting on Sprites (cross post from r/gamedev),aionskull,30,8,12,http://www.reddit.com/r/Unity3D/comments/1160tt/how_to_dynamic_lighting_on_sprites_cross_post/,"I put together a blog post detailing how I'm using normal maps in Unity to dynamically light sprites in Legend of Dungeon:
http://robotloveskitty.tumblr.com/post/33164532086/legend-of-dungeon-dynamic-lighting-on-sprites",,False,self,t5_2qwj8,False,,,True,t3_1160tt,http://www.reddit.com/r/Unity3D/comments/1160tt/how_to_dynamic_lighting_on_sprites_cross_post/,
1348601758.0,21,cookingwithunity.com,10gsaa,Cooking With Unity - Episode 25: Dual Stick Shooter Part 2,drakfyre,25,4,8,http://www.reddit.com/r/Unity3D/comments/10gsaa/cooking_with_unity_episode_25_dual_stick_shooter/,,,False,http://d.thumbs.redditmedia.com/FlU80-ulPtu2NuJQ.jpg,t5_2qwj8,False,,,False,t3_10gsaa,http://www.cookingwithunity.com/b/333380586,
1332753079.0,20,youtu.be,rdz3i,"We just added new weapons, new skin and weapon shader, all new improved Animations and first steps in multiplayer into our FPS game (Update 20)",DrunkenLizardGames,23,3,3,http://www.reddit.com/r/Unity3D/comments/rdz3i/we_just_added_new_weapons_new_skin_and_weapon/,,,False,http://b.thumbs.redditmedia.com/__DZy2r48pmMzbim.jpg,t5_2qwj8,False,,,False,t3_rdz3i,http://youtu.be/ojOgO9oeIGk,
1373506345.0,22,youtube.com,1i1tp4,[Video Tutorial] RAIN{indie} Free Artificial Intelligence Engine Feature Showcase: Graph Modifier,RT_Jester,24,2,8,http://www.reddit.com/r/Unity3D/comments/1i1tp4/video_tutorial_rainindie_free_artificial/,,,False,http://e.thumbs.redditmedia.com/RKqoypJBLlJTktQj.jpg,t5_2qwj8,False,,,False,t3_1i1tp4,http://www.youtube.com/watch?v=x9L_gepMcbE,
1371162684.0,18,self.Unity3D,1gaslz,Need help with 2D in Unity.,TheAmishSpaceMonkey,24,6,13,http://www.reddit.com/r/Unity3D/comments/1gaslz/need_help_with_2d_in_unity/,"I'm just not really sure where to start, I've found a couple if tutorials but most of them are how to make a specific type of game that I'm not really interested in (point and click, side scroller, etc.). Is there any suggestions on tutorials that don't have to do with a specific game type, just a general introduction to making 2D games in Unity?",,False,self,t5_2qwj8,False,,,True,t3_1gaslz,http://www.reddit.com/r/Unity3D/comments/1gaslz/need_help_with_2d_in_unity/,
1366097224.0,20,youtube.com,1cg6jt,Cooking With Unity - Episode 49: Time as a Variable,drakfyre,21,1,10,http://www.reddit.com/r/Unity3D/comments/1cg6jt/cooking_with_unity_episode_49_time_as_a_variable/,,,False,http://a.thumbs.redditmedia.com/L1Hl061m0_2zliuB.jpg,t5_2qwj8,False,,,False,t3_1cg6jt,http://www.youtube.com/watch?v=1sRAamUnISU&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=49,
1365308190.0,20,youtu.be,1bu4kq,Playing with Fire in Unity 4,xenosmash,24,4,10,http://www.reddit.com/r/Unity3D/comments/1bu4kq/playing_with_fire_in_unity_4/,,,False,http://f.thumbs.redditmedia.com/luDeztplTq96GgZ_.jpg,t5_2qwj8,False,,,False,t3_1bu4kq,http://youtu.be/G-K2rtiv80M,
1364336658.0,19,youtube.com,1b2kgy,Cooking With Unity - Pinball Part 4+5,drakfyre,23,4,1,http://www.reddit.com/r/Unity3D/comments/1b2kgy/cooking_with_unity_pinball_part_45/,,,False,http://f.thumbs.redditmedia.com/4pAkGpvQMsq8gfqe.jpg,t5_2qwj8,False,,,False,t3_1b2kgy,http://www.youtube.com/watch?v=XO2wuDTjtN0&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=46,
1363405851.0,21,buildr.jasperstocker.com,1ae5e9,BuildR | Create buildings within Unity3d,groinkick,26,5,12,http://www.reddit.com/r/Unity3D/comments/1ae5e9/buildr_create_buildings_within_unity3d/,,,False,http://d.thumbs.redditmedia.com/X-Cl5St-UexufFiE.jpg,t5_2qwj8,False,,,False,t3_1ae5e9,http://buildr.jasperstocker.com/,
1359220297.0,18,youtube.com,17bkx1,"Video running through all the settings for the new Dynamic Hose feature that we added to MegaFiers and MegaShapes, allows easy connection of two gameobjects with a flexible hose.",SpookyCat,22,4,0,http://www.reddit.com/r/Unity3D/comments/17bkx1/video_running_through_all_the_settings_for_the/,,,False,http://d.thumbs.redditmedia.com/luvzs6cRL1onMX1E.jpg,t5_2qwj8,False,,,False,t3_17bkx1,http://www.youtube.com/watch?v=HVgwVQxxlq0,
1357163494.0,20,self.Unity3D,15uk39,Lightmapping Extended - advanced lightmap settings editor,boxfort,27,7,12,http://www.reddit.com/r/Unity3D/comments/15uk39/lightmapping_extended_advanced_lightmap_settings/,"I've released a free Unity editor tool that exposes all available Beast XML options. There are a bunch of very useful settings that Unity has chosen not to expose in their built-in lightmapping window, and they are all made available with this tool.
Notable features:
* Image-based Lighting
* Monte Carlo GI
* Path Tracer GI
* Multi-integrator renders
* Full control over thread/CPU usage
* Lightmapping presets that can be shared across multiple scenes
**[Download from the Unity Asset Store](https://www.assetstore.unity3d.com/#/content/6071)**
Full source is [available on GitHub](https://github.com/mstevenson/Lightmapping-Extended)
There's also a [Unity forum thread](http://forum.unity3d.com/threads/161319-Lightmapping-Extended-advanced-lightmapping-settings-editor) where you can ask questions and share your renderings.
If you find this tool useful, I'd love to hear your feedback!",,False,self,t5_2qwj8,1357236591.0,,,True,t3_15uk39,http://www.reddit.com/r/Unity3D/comments/15uk39/lightmapping_extended_advanced_lightmap_settings/,
1356249154.0,22,unity3d.com,15bhym,"CG Animated Short Using Unity 4: ""The Butterfly Effect"" by Passion Pictures, creators of the Gorillaz visuals",charliewonders,26,4,6,http://www.reddit.com/r/Unity3D/comments/15bhym/cg_animated_short_using_unity_4_the_butterfly/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_15bhym,http://unity3d.com/promo/butterfly/,
1356120994.0,21,youtube.com,158t72,"Random game I was working on about a year ago, finally decided to release some video of it",jesseetzler,27,6,9,http://www.reddit.com/r/Unity3D/comments/158t72/random_game_i_was_working_on_about_a_year_ago/,,,False,http://d.thumbs.redditmedia.com/-vUljCVyVsCwOmoo.jpg,t5_2qwj8,False,,,False,t3_158t72,https://www.youtube.com/watch?v=I0QEcefNYb8,
1355140774.0,20,blogs.unity3d.com,14lmsf,Node based shader editor and new Mecanim features worked on at Ninja Camp VII,7089tRr,20,0,4,http://www.reddit.com/r/Unity3D/comments/14lmsf/node_based_shader_editor_and_new_mecanim_features/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_14lmsf,http://blogs.unity3d.com/2012/12/07/three-ninja-camp-vii-projects-at-a-glimpse/,
1351259799.0,20,reddit.com,124g0d,What I Learned During the Development of MatchCraft (Unity3D & Free to Play) (x-post),jafarykos,25,5,2,http://www.reddit.com/r/Unity3D/comments/124g0d/what_i_learned_during_the_development_of/,,,False,default,t5_2qwj8,False,,,False,t3_124g0d,http://www.reddit.com/r/gamedev/comments/124ejo/what_i_learned_during_the_development_of/,
1349094630.0,22,blog.gfx47.com,10ra9e,Unity3D custom google search,GFX47,30,8,1,http://www.reddit.com/r/Unity3D/comments/10ra9e/unity3d_custom_google_search/,,,False,http://e.thumbs.redditmedia.com/CO3ikG5wWxS-shWp.jpg,t5_2qwj8,False,,,False,t3_10ra9e,http://blog.gfx47.com/2012/09/04/unity3d-custom-google-search/,
1343821574.0,20,green.tmcnet.com,xi2cw,"Unity releases a new pro add-on bundle aimed at serious games, modeling & simulation",fhmiv,21,1,9,http://www.reddit.com/r/Unity3D/comments/xi2cw/unity_releases_a_new_pro_addon_bundle_aimed_at/,,,False,http://f.thumbs.redditmedia.com/KSseNYMQQkNH7HmM.jpg,t5_2qwj8,False,,,False,t3_xi2cw,http://green.tmcnet.com/news/2012/07/31/6476705.htm,
1342530637.0,21,self.Unity3D,wp6qw,3D Character Creator / Model Manager,tzvier,22,1,23,http://www.reddit.com/r/Unity3D/comments/wp6qw/3d_character_creator_model_manager/,"So after months of work, I'm finally able to show off my 3D character creator / model manager. I'd love to get some feedback on it. You can [play with the demo here.](http://thoughtvandal.com/OneCharacter/OneCharacterPreview.html)
And tutorial / demo videos:
[Intro](http://www.youtube.com/watch?v=U1_egTPSvQw&feature=youtu.be)
[Basics](http://www.youtube.com/watch?v=QFU_JhhKDVI&feature=youtu.be)
[Advanced](http://www.youtube.com/watch?v=B5uurEG4r7c&feature=youtu.be)",,True,nsfw,t5_2qwj8,False,,,True,t3_wp6qw,http://www.reddit.com/r/Unity3D/comments/wp6qw/3d_character_creator_model_manager/,
1341233100.0,20,pixeleap.com,vx6sp,Unity Tutorial: Difference between Start() and Awake() method,Rexonspix,26,6,5,http://www.reddit.com/r/Unity3D/comments/vx6sp/unity_tutorial_difference_between_start_and_awake/,,,False,http://f.thumbs.redditmedia.com/LVKRJi2RBVmVnZ-Y.jpg,t5_2qwj8,False,,,False,t3_vx6sp,http://pixeleap.com/?p=507,
1339689826.0,21,codingjargames.com,v1t77,Animation Utility (No More Cleanup Curves!),CodingJar,26,5,4,http://www.reddit.com/r/Unity3D/comments/v1t77/animation_utility_no_more_cleanup_curves/,,,False,http://a.thumbs.redditmedia.com/P83YRPtlcgoKfxPN.jpg,t5_2qwj8,False,,,False,t3_v1t77,http://www.codingjargames.com/blog/2012/06/14/unity-animation-inspector/,
1336525971.0,19,kickstarter.com,tdwq2,No AAA games made with Unity? A newly formed independent studio backed by an ex-MGS4/Halo producer is in the process of changing that. Link to their Kickstarter! ,thomaspajamas,33,14,14,http://www.reddit.com/r/Unity3D/comments/tdwq2/no_aaa_games_made_with_unity_a_newly_formed/,,,False,http://a.thumbs.redditmedia.com/U1quujGvbf-eGLnT.jpg,t5_2qwj8,False,,,False,t3_tdwq2,http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan,
1333311065.0,20,youtube.com,roeqg,Writing Surface Shaders in Unity3D: BRDF Fake,SND_Crow,25,5,2,http://www.reddit.com/r/Unity3D/comments/roeqg/writing_surface_shaders_in_unity3d_brdf_fake/,,,False,http://b.thumbs.redditmedia.com/sHuwnJmk1JBbS8Ea.jpg,t5_2qwj8,False,,,False,t3_roeqg,http://www.youtube.com/watch?v=_Y_0cgWu5bQ,
1331686209.0,20,youtube.com,qvf0p,I added destruction to my FPS game!,farooqaaa,25,5,5,http://www.reddit.com/r/Unity3D/comments/qvf0p/i_added_destruction_to_my_fps_game/,,,False,http://a.thumbs.redditmedia.com/SLVoEzhLXb-2xdZ0.jpg,t5_2qwj8,False,,,False,t3_qvf0p,http://youtube.com/watch?v=xm51Xnbc-lQ,
1372923162.0,18,self.Unity3D,1hmeva,I finally published my first game Thrust Control! Thank you to everyone who helped me with my newbie questions. I'm offering a 50% discount for Redditors for the next couple of days. Details inside.,hugepedlar,24,6,7,http://www.reddit.com/r/Unity3D/comments/1hmeva/i_finally_published_my_first_game_thrust_control/,"Cross posting from http://www.reddit.com/r/GameDeals/comments/1hk0jk/i_just_published_my_first_game_thrust_control_a/
Use coupon code: REDDIT at https://store.hdmark.com.au - If you want a Desura key after purchasing let me know.
ALSO: Competition time! Beat me at my own game to win a free copy. Someone's already done it so it can't be that hard: https://www.youtube.com/watch?v=dc-b7la1NjQ",,False,self,t5_2qwj8,False,,,True,t3_1hmeva,http://www.reddit.com/r/Unity3D/comments/1hmeva/i_finally_published_my_first_game_thrust_control/,
1372445989.0,20,self.Unity3D,1h9kgy,What version control system do you use with Unity?,bcjordan,21,1,41,http://www.reddit.com/r/Unity3D/comments/1h9kgy/what_version_control_system_do_you_use_with_unity/,"Is the asset server worth the extra cost?
Does anyone have experience versioning Unity projects with SVN / git / Mercurial?",,False,self,t5_2qwj8,False,,,True,t3_1h9kgy,http://www.reddit.com/r/Unity3D/comments/1h9kgy/what_version_control_system_do_you_use_with_unity/,
1372086433.0,18,self.Unity3D,1gyzua,"Serializable System.Type, get it while it's hot!",Rycul,20,2,2,http://www.reddit.com/r/Unity3D/comments/1gyzua/serializable_systemtype_get_it_while_its_hot/,"Recently I had the displeasure to find out that Unity does not in fact serialize System.Type objects. While most people will never need to encounter this inconvenience, some of us do (mostly tool programmers who want to store System.Type and have it serialized so that it exists between runs of Unity).
As a work-around, I wrote a simple little class that can be constructed given a System.Type object and which can give you back a matching System.Type object after de-serialization. It's really very simple in that it's essentially just a convenient wrapper around some fields with the SerializeField attribute and a call to System.Type.GetType(). Nevertheless, it may come in handy for some of us, which is why I'm sharing it here.
**[Download link here](http://bryankeiren.com/files_public/UnityScripts/SerializableSystemType.cs)**
**An example use-case would be:**
You wish to store data for each component that an arbitrary GameObject has. You can't know beforehand which components it will have and you want to be able to add/remove components at any time without having to rewrite your data-keeping class, but you'd also like direct access to the System.Type objects for each component. As a solution you decide to use a dictionary-like approach where the keys are the component types themselves. You can't use System.Type because Unity won't serialize it and you will lose your data.
SerializableSystemType to the rescue! The class already does the hard work for you, all you need to do is use it and access it's SystemType property to gain access to the System.Type you love!",,False,self,t5_2qwj8,1374080521.0,,,True,t3_1gyzua,http://www.reddit.com/r/Unity3D/comments/1gyzua/serializable_systemtype_get_it_while_its_hot/,
1371189835.0,18,self.Unity3D,1gbn2e,Addo Games' Maya -> Photoshop -> Unity Workflow video tutorial/overview - First batch is unwrapping to start of texturing only,burtonposey,24,6,3,http://www.reddit.com/r/Unity3D/comments/1gbn2e/addo_games_maya_photoshop_unity_workflow_video/,"Hey guys,
Firstly, thank you all so much for [your enthusiasm on me sharing any of this](http://www.reddit.com/r/Unity3D/comments/1g97jz/any_interest_in_tutorials_covering_art_pipeline/). I felt I should ask since in what I have recorded thus far I only have a part of the pipeline that concerns itself with Unity, but I don't actually get there just yet. I promise I will get there though. I can even show you how this guy will fire, though that part might seem a bit complicated in my already large codebase.
I'm going to keep updating this thread with links as they finish uploading. If there's not a link for it yet, there's no video uploaded to YouTube yet. Feel free to subscribe to my YouTube channel as well as I'd like to keep doing this and perhaps do some QA ones (though I was thinking about getting a Livestream.com account for that so it's in realtime with only 10 second delay in HD quality).
Our assets aren't incredibly complicated as you'll see, which I think helps me with being able to only take as long as I have to explain it (it's still kinda long). I try to take every opportunity to help the viewer get some insight into more effective use of Maya and be thinking about the needs of the artists on your team as well as concerns with efficiency when you take your assets into Unity. I also wanted this to be as real as possible, so I think i make a few mistakes along the way and you get to see how (and if, up to you) I recover, ;).
* [Part 1 - Overview and Introduction](http://www.youtube.com/watch?v=RxaJFmdPZBA) (21m 36s)
* [Part 2 - Mesh optimization](http://www.youtube.com/watch?v=Qhyu_o9bcF4) (16m 30s)
* [Part 2.5 - Initial Unwrapping](http://www.youtube.com/watch?v=IKgpq0T62Ak) - *recommend watching if you're new to unwrapping. If not, you're probably fine skipping to Part 3* (22m 17s)
* [Part 3 - Finishing up the final parts of the unwrap](http://www.youtube.com/watch?v=5UgXVbf66r0). Here I discuss an exception to mirroring the UVs (14m 03s)
* [Part 4 - Ambient Occlusion](http://www.youtube.com/watch?v=wjWYqAfmG0s) - Getting the object set up for and starting to try to find the right settings for an ambient occlusion (AO) texture bake (9m 28s)
* [Part 5 - AO & UV Map Export](http://www.youtube.com/watch?v=h7ogT8E6We0) - Finishing touches on our AO bake, exporting UV maps for use in Photoshop, setting up a PSD with our AO and UVs represented 12m 52s)
* [Part 6 - Finale](http://www.youtube.com/watch?v=97nf4xMAoKc) - getting the mesh exported for painting on and viewing within Photoshop and a brief introduction to what that process looks like (7m 40s)
Thanks again. Also consider checking out our blog www.addogames.com We have a big few months ahead of us trying to get the game (Robots Love Ice Cream) out before the Fall season is upon us, but you can follow our updates there as well as a [TIGSource DevLog](http://forums.tigsource.com/index.php?topic=20441.0) I try to keep up with for more programming related aspects
final edit: added part 6 link, put missing times on videos",,False,self,t5_2qwj8,1371199342.0,,,True,t3_1gbn2e,http://www.reddit.com/r/Unity3D/comments/1gbn2e/addo_games_maya_photoshop_unity_workflow_video/,
1369741452.0,17,andrewfray.wordpress.com,1f6zpw,"All the new little things in Unity 4.2, via the Unite Nordic keynote",tenpn,28,11,9,http://www.reddit.com/r/Unity3D/comments/1f6zpw/all_the_new_little_things_in_unity_42_via_the/,,,False,http://a.thumbs.redditmedia.com/eirMHe-dp5gkOvsN.jpg,t5_2qwj8,False,,,False,t3_1f6zpw,http://andrewfray.wordpress.com/2013/05/28/unity-4-2-features-write-up/,
1369424206.0,20,self.Unity3D,1ezmld,Finished my first game ever.,Gix_Neidhaart,29,9,31,http://www.reddit.com/r/Unity3D/comments/1ezmld/finished_my_first_game_ever/,"So, i ~~finished~~ made my first game ever. For the last couple of weeks i have been learning how to code in c# and learning unity. I'm a complete beginner at both and are having really fun learning along the way. I took the introduction course on the unity website and kind of expanded from the example project there. I even learned how to make and import some really simple models too!
You roll around the ball and collect cubes. You can jump too if you press ""j"", but only if you found the red cube.
Here's the link: https://dl.dropboxusercontent.com/u/11533246/rolling/rollingBall.html
Maybe i'll add sounds to it next? =)
Edit: Now with sounds! (And music from http://www.nosoapradio.us/)
Edit2: And some very, very simple textures! (Note: I really need to learn more about texturing)
More edits: Feedback makes me edit. =)",,False,self,t5_2qwj8,1369443339.0,,,True,t3_1ezmld,http://www.reddit.com/r/Unity3D/comments/1ezmld/finished_my_first_game_ever/,
1368470030.0,20,unitycoder.com,1e9cr1,Feedback on [GameDraw for Unity] from a fellow developer,Taslaq,27,7,2,http://www.reddit.com/r/Unity3D/comments/1e9cr1/feedback_on_gamedraw_for_unity_from_a_fellow/,,,False,http://a.thumbs.redditmedia.com/XCFdlk2RBWB8KftB.jpg,t5_2qwj8,False,,,False,t3_1e9cr1,http://unitycoder.com/blog/2013/05/13/gamedraw-first-impressions/,
1367147843.0,18,self.Unity3D,1d9mtv,What's your OSX Setup for coding C# in Unity?,jasperstocker,22,4,32,http://www.reddit.com/r/Unity3D/comments/1d9mtv/whats_your_osx_setup_for_coding_c_in_unity/,"Hey everyone. I've been hankering after a better setup than the default Unity+Monodevelop. It's passable, but I need more bang when I'm coding than the very basic stuff it provides (I'm thinking something closer to VS+Resharper which sounds constantly like the dogs doo-dars when I read about it).
Looking around I can't find anything concrete enough on OSX to change my current setup. I'm getting close to switching my dev environment to Windows. I'm using OSX out of convenience mostly, I prefer neither operating system so that's not an issue. I'm working off my MBP and I tend to use my wife's 27"" iMac as a second screen. If I use Windows, I'll have to ditch all that and the whole setup would become a whole lot less convenient.
I'd prefer to stick with OSX, but maybe it's time I should break off this relationship. Any advice would be GREATLY appreciated.
Thanks
**UPDATE:**
So my first trial will go into a Parallels setup, running both Unity and Visual Studio in the virtual environment. It allows me to use the iMac screen as a second monitor (completely forgot about VMs as an option - stupid me). I'll see how it goes! I'm interested in xamarin too and will give that a whirl when I've got comfortable with the first experiment.
Thanks for your comments!",,False,self,t5_2qwj8,1367229964.0,,,True,t3_1d9mtv,http://www.reddit.com/r/Unity3D/comments/1d9mtv/whats_your_osx_setup_for_coding_c_in_unity/,
1366992324.0,19,self.Unity3D,1d5sge,My new blog with a tutorial on a minecraft-clone terrain,RixGameDev,23,4,13,http://www.reddit.com/r/Unity3D/comments/1d5sge/my_new_blog_with_a_tutorial_on_a_minecraftclone/,"Hi there,
I started a blog a few days ago and posted some kind of tutorial on the making of a [Voxel Engine](http://learninggeekblog.files.wordpress.com/2013/04/1-final-result.jpg?w=660). There is probably a better way to do it but it is how I got my feet wet on the topic.
It can also serve as a good introduction to unity for some beginner. I tried to explain the processes step by step so it should be pretty easy to grasp. Full code source is available on Part 3(which will probably be edited because it's pretty simple as of now).
I would be interested in getting feedback from you on how to make better tutorial, what you would like me to talk about and criticism in anyway.
So here is the link, thanks!
http://learninggeekblog.wordpress.com/
RixGame
edit : Next article will probably be about the analyze of the code some minecraft engine that I'll find on the internet.",,False,self,t5_2qwj8,1367004899.0,,,True,t3_1d5sge,http://www.reddit.com/r/Unity3D/comments/1d5sge/my_new_blog_with_a_tutorial_on_a_minecraftclone/,
1365776952.0,20,youtube.com,1c7gyo,"Mega Wrap system updated and improved to allow easy wrapping of non skinned meshes onto deforming skinned ones, easily add clothing, hair etc without the need to rig or create matching deformations.",SpookyCat,23,3,3,http://www.reddit.com/r/Unity3D/comments/1c7gyo/mega_wrap_system_updated_and_improved_to_allow/,,,False,http://b.thumbs.redditmedia.com/bf72F3jwoEIWNGf7.jpg,t5_2qwj8,False,,,False,t3_1c7gyo,http://www.youtube.com/watch?v=5_9IrX1cGQU,
1361443441.0,18,youtube.com,18y54c,How to make a Offscreen Target Indicator Arrow in Unity,digijin,22,4,7,http://www.reddit.com/r/Unity3D/comments/18y54c/how_to_make_a_offscreen_target_indicator_arrow_in/,,,False,http://b.thumbs.redditmedia.com/91Z2HN0B1z9iKHVy.jpg,t5_2qwj8,False,,,False,t3_18y54c,http://www.youtube.com/watch?v=gAQpR1GN0Os,
1360747335.0,20,unity3d.com,18fqvj,24 hour Unity Asset Store sale (22 hours left),tgraupmann,21,1,16,http://www.reddit.com/r/Unity3D/comments/18fqvj/24_hour_unity_asset_store_sale_22_hours_left/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_18fqvj,http://unity3d.com/asset-store/,
1358814134.0,19,youtube.com,170tk9,Text Effects plugin for Unity 4.0 (coming soon),fenderrio,21,2,17,http://www.reddit.com/r/Unity3D/comments/170tk9/text_effects_plugin_for_unity_40_coming_soon/,,,False,http://d.thumbs.redditmedia.com/W70eLM49Wr43iFXK.jpg,t5_2qwj8,False,,,False,t3_170tk9,http://www.youtube.com/watch?v=q_ICKLNRG2U,
1355362669.0,17,self.Unity3D,14rd59,Free Basic FPS Horror Package Update,MadToLove,19,2,7,http://www.reddit.com/r/Unity3D/comments/14rd59/free_basic_fps_horror_package_update/,"This project is not strictly for Horror games of course. Some of these scripts you can use in any type of game. In fact most of them you can.
Link to download the free project files here on the Unity Forum.
http://forum.unity3d.com/threads/152174-Free-Basic-FPS-Horror-Type-Package
",,False,self,t5_2qwj8,False,,,True,t3_14rd59,http://www.reddit.com/r/Unity3D/comments/14rd59/free_basic_fps_horror_package_update/,
1355262838.0,18,youtube.com,14or79,Cooking With Unity - Episode 34: FPS Part 1,drakfyre,25,7,8,http://www.reddit.com/r/Unity3D/comments/14or79/cooking_with_unity_episode_34_fps_part_1/,,,False,http://e.thumbs.redditmedia.com/KSOOka1RNrYjfHZX.jpg,t5_2qwj8,False,,,False,t3_14or79,http://www.youtube.com/watch?v=bXrCMwtNaTk&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=34,
1354010249.0,21,youtube.com,13v8ez,Cooking With Unity - Episode 32: RTS Part 4,drakfyre,22,1,7,http://www.reddit.com/r/Unity3D/comments/13v8ez/cooking_with_unity_episode_32_rts_part_4/,,,False,http://b.thumbs.redditmedia.com/brZtq8UDv5REDUh7.jpg,t5_2qwj8,False,,,False,t3_13v8ez,http://www.youtube.com/watch?v=MoCmQH0P9ho&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=32&feature=plpp_video,
1347735049.0,19,bitgym.com,zxpwb,"Make motion games for iOS and Android using Unity. (no special hardware, uses the camera)",acgourley,22,3,1,http://www.reddit.com/r/Unity3D/comments/zxpwb/make_motion_games_for_ios_and_android_using_unity/,,,False,http://b.thumbs.redditmedia.com/hhJYKz9cv447ChQ1.jpg,t5_2qwj8,False,,,False,t3_zxpwb,http://bitgym.com,
1344307242.0,19,self.Unity3D,xsw98,First version of an interactive c# shell for the unity editor - feedback wanted!,ryanjevans,22,3,7,http://www.reddit.com/r/Unity3D/comments/xsw98/first_version_of_an_interactive_c_shell_for_the/,"Links:
* [github link](https://github.com/rje/unishell)
* [downloadable unitypackage](https://github.com/downloads/rje/unishell/unishell-v0.2.unitypackage.zip)
I started work today on a small console where you can enter C# code fragments to interact with your scene and the editor. I'm using it to easily instantiate sets of objects while testing out my game, but it's completely generic so you can pass it any C#.
If it sounds like the kind of thing you'd find useful, feel free to give it a spin and give me any feedback. I'll be working on it a bit each day so hopefully I'll be able to incorporate suggestions fairly quickly.
Thanks!
**EDIT: Updated to v0.2 that now supports loading of script files, and custom console colors**",,False,self,t5_2qwj8,1344369237.0,,,True,t3_xsw98,http://www.reddit.com/r/Unity3D/comments/xsw98/first_version_of_an_interactive_c_shell_for_the/,
1340999922.0,19,mikedoesweb.com,vt728,"Spent a lot of time searching for a Camera Shake script, wrote my own and thought I'd share. I'd love suggestions on how to improve.",mikedoesweb,26,7,11,http://www.reddit.com/r/Unity3D/comments/vt728/spent_a_lot_of_time_searching_for_a_camera_shake/,,,False,http://e.thumbs.redditmedia.com/WVyvg6eaR_1PebxR.jpg,t5_2qwj8,False,,,False,t3_vt728,http://www.mikedoesweb.com/2012/camera-shake-in-unity/,
1337661053.0,18,ustream.tv,tyrj4,Part two of my Tower Defense tutorial is online!,drakfyre,23,5,3,http://www.reddit.com/r/Unity3D/comments/tyrj4/part_two_of_my_tower_defense_tutorial_is_online/,,,False,http://c.thumbs.redditmedia.com/LzWd2PZ_3ykl6RMV.jpg,t5_2qwj8,False,,,False,t3_tyrj4,http://www.ustream.tv/recorded/22768060,
1336454754.0,19,ustream.tv,tcidi,Finished work on a 3d puzzle platformer prototype in the latest Cooking with Unity!,drakfyre,19,0,12,http://www.reddit.com/r/Unity3D/comments/tcidi/finished_work_on_a_3d_puzzle_platformer_prototype/,,,False,http://e.thumbs.redditmedia.com/OVjeEjFI8Katp03R.jpg,t5_2qwj8,False,,,False,t3_tcidi,http://www.ustream.tv/recorded/22438419,
1332439424.0,20,assetstoremadness.com,r8o4k,Massive Sale on some of the best Unity Assets,Kuothe,22,2,4,http://www.reddit.com/r/Unity3D/comments/r8o4k/massive_sale_on_some_of_the_best_unity_assets/,,,False,http://e.thumbs.redditmedia.com/2MTUufHqTjzaZRSF.jpg,t5_2qwj8,False,,,False,t3_r8o4k,http://www.assetstoremadness.com/,
1330244793.0,19,youtube.com,q6j2e,My pixelart tools for Unity (crosspost from r/gamedev),keely,25,6,8,http://www.reddit.com/r/Unity3D/comments/q6j2e/my_pixelart_tools_for_unity_crosspost_from/,,,False,http://f.thumbs.redditmedia.com/qZUfcCcrC2jo3uPA.jpg,t5_2qwj8,False,,,False,t3_q6j2e,http://www.youtube.com/watch?v=LkBol1bC9iU,
1329436818.0,20,i.imgur.com,pt2ri,"Three dreams come true: Pincus, Schafer and I = DEVELOP's cover today for Code Hero Gameception! : [x-post]",trsohmers,26,6,3,http://www.reddit.com/r/Unity3D/comments/pt2ri/three_dreams_come_true_pincus_schafer_and_i/,,,False,http://b.thumbs.redditmedia.com/KqRZl-gW2Hbw5PjI.jpg,t5_2qwj8,False,,,False,t3_pt2ri,http://i.imgur.com/7DPgd.jpg,
1374505109.0,19,i.imgur.com,1itcj0,Classic: 4.2 bug reporter crashes when reporting a bug.,tenpn,20,1,0,http://www.reddit.com/r/Unity3D/comments/1itcj0/classic_42_bug_reporter_crashes_when_reporting_a/,,,False,http://c.thumbs.redditmedia.com/qdTrBggArVgeOciD.jpg,t5_2qwj8,False,,,False,t3_1itcj0,http://i.imgur.com/y2dAbbG.png,
1372330691.0,18,youtube.com,1h66sc,"New Fracturing and Destruction plugin feature allows to import pre-fractured scenes made with any tool (RayFire, 3dsMAX, Blender, Maya...) into Unity and use its physics automatically.",UGTools,24,6,6,http://www.reddit.com/r/Unity3D/comments/1h66sc/new_fracturing_and_destruction_plugin_feature/,,,False,http://a.thumbs.redditmedia.com/IVObWUQBvYRSfEwH.jpg,t5_2qwj8,False,,,False,t3_1h66sc,http://www.youtube.com/watch?v=lxn0P-LkBsA,
1367334218.0,20,self.Unity3D,1dews4,Introducing Cubiquity - A voxel plugin built with C++ and PolyVox,DavidWilliams81,23,3,12,http://www.reddit.com/r/Unity3D/comments/1dews4/introducing_cubiquity_a_voxel_plugin_built_with_c/,"Hi all,
Anyone here who is interested in voxel technology will be interested to hear that we've just started bringing our Cubiquity voxel engine to Unity as a C++ plugin. Cubiquity is an integration layer between our [**open source PolyVox library**](http://www.volumesoffun.com/polyvox-about/) and other game engines. The integration with Unity is very much a proof of concept but it seems promising so far.
For more information you can see the [**WIP thread on the Unity forums.**](http://forum.unity3d.com/threads/180334-Voxels!-Introducing-Cubiquity-a-voxel-plugin-built-with-C-and-PolyVox)
There also some information on our [**blog**](http://www.volumesoffun.com/blog/) and updates via [**our Twitter**](http://www.twitter.com/volumesoffun). Hope you like it and let me know if you have any questions :-)",,False,self,t5_2qwj8,False,,,True,t3_1dews4,http://www.reddit.com/r/Unity3D/comments/1dews4/introducing_cubiquity_a_voxel_plugin_built_with_c/,
1367175625.0,18,self.Unity3D,1dab75,what are small thing in unity that annoy you or could be made easier with shortcuts?,_solidude,18,0,40,http://www.reddit.com/r/Unity3D/comments/1dab75/what_are_small_thing_in_unity_that_annoy_you_or/,"I'm customizing the editor to fix small annoying things in unity and would like to hear things that annoy you guys.
Right now I have:
- Ctrl+g moves an object to the groud (or any collider below the object)
- The transform has reset buttons for position/rotation and scale (similar to how ngui does it)
- Ctrl+Alt+n adds a child to a gameobject in the Hierarchy
- Shift+a activates/deactivates Gamobjects (faster than un/checking the box)
[UPDATE]
version 0.3
http://pastebin.com/q32PjkmX
What else would you like to see?",,False,self,t5_2qwj8,1367206681.0,,,True,t3_1dab75,http://www.reddit.com/r/Unity3D/comments/1dab75/what_are_small_thing_in_unity_that_annoy_you_or/,
1366068466.0,18,esotericsoftware.com,1cf9hf,"Esoteric Software have officially finished their C# and Unity3D standalone runtimes for Spine, a 2D skeletal animation tool.",rxninja,18,0,4,http://www.reddit.com/r/Unity3D/comments/1cf9hf/esoteric_software_have_officially_finished_their/,,,False,default,t5_2qwj8,False,,,False,t3_1cf9hf,http://esotericsoftware.com/spine/unity-and-c-runtimes-more-videos/,
1362664524.0,18,self.Unity3D,19uem1,How can I stop writing 'spaghetti' code?,ME4T,20,2,45,http://www.reddit.com/r/Unity3D/comments/19uem1/how_can_i_stop_writing_spaghetti_code/,"As an example:
I have a 'Gameplay Stats' object in my game. It tracks things like time played and monsters killed.
Time is simple, but tracking monster kills means each of my mobs needs to have a reference to the global gameplay stats object, so that when it dies it can update the appropriate counters.
Is this normal? ok? It makes me feel uneasy for some reason, and I don't know if I'm missing out on some simple design pattern that would solve everything.
Any help?",,False,self,t5_2qwj8,False,,,True,t3_19uem1,http://www.reddit.com/r/Unity3D/comments/19uem1/how_can_i_stop_writing_spaghetti_code/,
1362091122.0,18,self.Unity3D,19fain,Unity Game Engine - City Streets Tileset [Free],JamesArndt,20,2,2,http://www.reddit.com/r/Unity3D/comments/19fain/unity_game_engine_city_streets_tileset_free/,"This is a tileset of city streets and grass areas to help you lay down a foundation of city roads for any top-down or isometric style project. If you're going to use this for mobile development make sure to atlas all of these 256x256 textures onto a couple of 512x512 textures or maybe a 1024x1024. NGUI, Sprite Manager 2, and several free sprite tools exist for the Unity engine that process texture atlases. I would also suggest checking out the Modular City Kit video on my Youtube and grabbing the modular buildings. These would work well placed on top of these tiles.
The video demonstrates how to use the pieces and contains the download link for the Unity project source. Enjoy!
**http://www.youtube.com/watch?v=EDztZsx1k6w&list=UU8wwKKr-GpntrUnFpN15kVw&index=1**
Link to an image of project kit in Unity - **http://dl.dropbox.com/u/16956434/WebsiteFREEBIES/CityStreet_Tileset_Screenshot03.png**
If you'd like several other free Unity project downloads visit:
www.fatboxsoftware.com
Look under the ""Resources"" tab on the site for the Unity projects.",,False,self,t5_2qwj8,False,,,True,t3_19fain,http://www.reddit.com/r/Unity3D/comments/19fain/unity_game_engine_city_streets_tileset_free/,
1359430369.0,19,self.Unity3D,17h39j,"I used Unity for the Global Game Jam this past weekend. Playable game, image gallery, and ""postmortem"" notes inside.",onewayout,19,0,23,http://www.reddit.com/r/Unity3D/comments/17h39j/i_used_unity_for_the_global_game_jam_this_past/,"First the ""elevator pitch"" for the game:
**Heart of Stone**
David Stone crossed the wrong guy. He's been shot, and left for dead, floating in the Hudson. But the bad guy has his daughter, so he'll have to muster his last ounce of strength to save her.
*Heart of Stone* is a stealth adventure game, but the fact that you're wounded adds a twist: you're constantly bleeding out, and if you exert yourself too much, you'll double over in pain, unable to move for a while. Can David Stone save his daughter, or is she as doomed as he is?
**Check it out**
[Play it online](http://www.barkingdoginteractive.com/heartofstone/)
[Image gallery](http://imgur.com/a/0Efa8)
Use the arrow keys to move. You may have to click on the game to give it focus if the keys don't seem to be working. *Try to move slowly* - if you over-exert yourself, you'll drop to your knees and won't be able to move for a while, which can be bad if you're somewhere a guard will find you.
**Postmortem**
The game was built by one person, and represents about 16-18 hours of total work. All graphics, level design, models, and coding were original for the game jam; music and sound effects were pre-existing assets.
*What went right*
Unity. I wouldn't have been able to make a game like this in such a short time span without it. In addition to the 3D engine drastically cutting the effort required to get images on the screen, the physics system made things like light-of-sight and walkability trivial to implement.
Simple graphics. I'm really happy with the visual style of the game, even though it's pretty low-fi. The low-resolution characters, as blocky as they are, feel more expressive than if I had tried to put more detail into them, and it made the graphics reasonable to produce in the constrained time frame.
Simplified AI. The guards' AI seems a lot more sophisticated than it really is. The AI is ""pre-trained"" by having set waypoints for their sentry behavior, and a script drives their motion from waypoint to waypoint. The ""idle"" states are entirely separate game objects with different graphics which are set to destroy themselves and replace themselves with the actual patrolling guard when a proximity trigger is tripped.
*What went wrong*
Doing it by myself. This is the first time I couldn't participate directly in the game jam but tried to make a game anyway. No teammates means you have to drastically cut back what you can do. Also, it's less fun. If you can, *always* work with other people on game jams.
Baking the AI for the guards. About halfway through production, after I'd already written the guard AI, I realized I'd need some AI for Kaitlin, the daughter you're trying to save. I had to go back and re-engineer how I did a few things to make it work for her, so that she wouldn't blast her father as soon as he came into her line of sight. Separate out your components, people!
The Blood. Currently, the blood is implemented by adding a new GameObject into the scene for each drop of blood that shows up on the ground, which in turn adds a new draw call. That's not nearly sustainable, so if this weren't a game jam, I'd be writing an object to ""collapse"" all the blood drops into a single mesh. Sadly, I didn't have time to do that, so I had to rely on players just getting through the levels (or dying) fast enough that it doesn't become an issue. That, in turn, meant scaling back the amount of blood that shows on the floor, making it almost unnoticeable except when you get shot. Since it was done as part of the theme of the competition, that's a net loss, but it's easily fixed with some code later on.
Unsatisfying end scene. I'd hoped to get something a little more satisfying in place for the end scene if you manage to save the daughter. Didn't have time to implement it, but at least I was able to reuse some code to have *something*.
There are also a few *tiny* visual glitches that I didn't have time to address. Overall, I'm not too concerned about them.
Hope you enjoy the game! If you have any questions, fire away.
",,False,self,t5_2qwj8,False,,,True,t3_17h39j,http://www.reddit.com/r/Unity3D/comments/17h39j/i_used_unity_for_the_global_game_jam_this_past/,
1358797008.0,19,forum.unity3d.com,1707os,"Proper game launcher - customization of the ""resolution dialog"" that comes default with a built Unity game [not my suggestion, but I support it!]",TekTekDude,24,5,11,http://www.reddit.com/r/Unity3D/comments/1707os/proper_game_launcher_customization_of_the/,,,False,http://f.thumbs.redditmedia.com/jKBlUuek4pQtsLTA.jpg,t5_2qwj8,False,,,False,t3_1707os,http://forum.unity3d.com/threads/162079-Proper-Game-Launcher-Customization-of-quot-Resolution-Dialog-quot,
1356052555.0,18,self.Unity3D,1577zc,"Making a 3 day course on gamedev basics with Unity for teenagers, would love some input.",digijin,21,3,23,http://www.reddit.com/r/Unity3D/comments/1577zc/making_a_3_day_course_on_gamedev_basics_with/,"A nearby school has asked me to teach a one-off 3 day class during the school holidays, here's the blurb:
>Intro to Game Design: 13-17's
>
>Learn the basics of game design with an experienced game designer.
>
>Understand the core of a game, learn the lingo involved in this industry and find out about the types of design techniques involved in creating a video game.
>
>You’ll finish this three-day course with hands-on experience using leading industry game design software “Unity”
I'm writing up my course plan now and I have a fairly good idea what I'm going to do, but thought I might make a quick post and see if anyone has any suggestions for things I could focus on, or short interesting videos I can throw in to keep the kids attention. It will be 3x 8 hour days so having a bunch of content ""just in case"" would be great.
Thanks for reading!
EDIT: I already teach kids on weekends, but those sessions are only 3 hours, so I have some idea what to expect in terms of being a teacher and how fast the kids will learn, I'm just looking for more content.",,False,self,t5_2qwj8,1356057247.0,,,True,t3_1577zc,http://www.reddit.com/r/Unity3D/comments/1577zc/making_a_3_day_course_on_gamedev_basics_with/,
1354742478.0,17,wasteland.inxile-entertainment.com,14cefb,Wasteland 2 - inXile experiment with the Asset Store,jmarquiso,19,2,11,http://www.reddit.com/r/Unity3D/comments/14cefb/wasteland_2_inxile_experiment_with_the_asset_store/,,,False,http://f.thumbs.redditmedia.com/51j2B7cUMNenHmXG.jpg,t5_2qwj8,False,,,False,t3_14cefb,http://wasteland.inxile-entertainment.com/unity,
1352778339.0,18,youtu.be,133r9u,[DLG] No Heroes - Update #29 : Feat. Parkour,DrunkenLizardGames,22,4,12,http://www.reddit.com/r/Unity3D/comments/133r9u/dlg_no_heroes_update_29_feat_parkour/,,,False,http://c.thumbs.redditmedia.com/NNtRh7RWWqNKBi5D.jpg,t5_2qwj8,False,,,False,t3_133r9u,http://youtu.be/ORXxo5GBnjE,
1350410878.0,19,cookingwithunity.com,11kxtp,Cooking With Unity - Episode 27: Dual Stick Shooter Part 4,drakfyre,22,3,6,http://www.reddit.com/r/Unity3D/comments/11kxtp/cooking_with_unity_episode_27_dual_stick_shooter/,,,False,http://f.thumbs.redditmedia.com/sXC1hbemPY25meYk.jpg,t5_2qwj8,False,,,False,t3_11kxtp,http://www.cookingwithunity.com/b/335735718,
1347351780.0,16,cookingwithunity.com,zp7op,Cooking With Unity - Episode 23: Singletons!,drakfyre,21,5,13,http://www.reddit.com/r/Unity3D/comments/zp7op/cooking_with_unity_episode_23_singletons/,,,False,http://b.thumbs.redditmedia.com/6UK2LoG07oEKAPDU.jpg,t5_2qwj8,False,,,False,t3_zp7op,http://www.cookingwithunity.com/b/331794027,
1345683016.0,18,self.Unity3D,yo3wy,Official Unity3d Ludum Dare thread: let's make some games this weekend!,drakfyre,21,3,17,http://www.reddit.com/r/Unity3D/comments/yo3wy/official_unity3d_ludum_dare_thread_lets_make_some/,"http://www.ludumdare.com/compo/
**What is Ludum Dare?**
Ludum Dare is a competition where entrants have 48 hours to make the coolest game they can! There are no prizes, but there are winners, voted by the other members of the tournament.
**What are the rules?**
Make a game in 48 hours based on a theme chosen at the start of the competition.
**No seriously, there's got to be more rules than that!**
Yeah, there's a bunch of rules. You can see them here: http://www.ludumdare.com/compo/rules/
What it boils down to is that there's 2 competitions; one is 48 hours. You must work alone. You must make all assets (Code, graphics, sound) during the 2 days. You are allowed to use a publicly available game engine, or your own engine; however you must provide full source code for your submission. They also would like you to post your starting code to the community beforehand, though I've never seen them be particularly strict on that point if you post it with your game.
There's also a game jam, this is much more relaxed, allows for teams, you don't have to provide source code, and gives 72 hours to complete your project.
**Why did you make this post?**
/r/Unity3d is all about making games, and this community is filled with people who are passionate. I want to see some Ludum Dare action here and I wanted people to have a couple days of heads-up so that they can form Jam teams or prep their workflow for the competition. It's super fun! I'll see you out there in the submissions!",,False,self,t5_2qwj8,False,,,True,t3_yo3wy,http://www.reddit.com/r/Unity3D/comments/yo3wy/official_unity3d_ludum_dare_thread_lets_make_some/,moderator
1344273848.0,19,philippseifried.com,xrw3o,MonoDevelop tips and tricks.,rask,21,2,1,http://www.reddit.com/r/Unity3D/comments/xrw3o/monodevelop_tips_and_tricks/,,,False,http://e.thumbs.redditmedia.com/olr-LJYbtrNSCWep.jpg,t5_2qwj8,False,,,False,t3_xrw3o,http://philippseifried.com/blog/2012/08/06/unity3d-monodevelop-tips-and-tricks/,
1339794853.0,17,youtu.be,v41oe,"New video update(#25) of our FPS game. New guns, attachments, animations, improved parkour and more!",DrunkenLizardGames,22,5,1,http://www.reddit.com/r/Unity3D/comments/v41oe/new_video_update25_of_our_fps_game_new_guns/,,,False,http://f.thumbs.redditmedia.com/boRSLtlypogTHsQw.jpg,t5_2qwj8,False,,,False,t3_v41oe,http://youtu.be/gs4tp8YyTCk,
1338874446.0,20,cookingwithunity.com,ulnf7,Cooking With Unity - Episode 11: Tower Defense Part 4,drakfyre,21,1,7,http://www.reddit.com/r/Unity3D/comments/ulnf7/cooking_with_unity_episode_11_tower_defense_part_4/,,,False,http://e.thumbs.redditmedia.com/yzvMoF5h3eSswJH4.jpg,t5_2qwj8,False,,,False,t3_ulnf7,http://www.cookingwithunity.com/b/320407454,
1332956724.0,18,youtube.com,rhu40,Unity Proof of Concept Using Razer Hydra,burtonposey,21,3,3,http://www.reddit.com/r/Unity3D/comments/rhu40/unity_proof_of_concept_using_razer_hydra/,,,False,http://b.thumbs.redditmedia.com/7e0yWITmJ2CZI5Rs.jpg,t5_2qwj8,False,,,False,t3_rhu40,http://www.youtube.com/watch?v=o2GS3TyQHDk&context=C41776b3ADvjVQa1PpcFPeyOp19eLuHKglpJ_oc1o0QjPhRseFUgM%3D,
1331769678.0,19,self.Unity3D,qwzbz,Anybody have some good Unity Scripting tutorials?,ahintoflime,20,1,10,http://www.reddit.com/r/Unity3D/comments/qwzbz/anybody_have_some_good_unity_scripting_tutorials/,"I've got a good understanding of how Unity itself works and what it's capable of, built several levels, etc, but I'm really at the beginner stage as far as the scripting goes.
Do I want to do javascript or c#? I've dabbled in both before but I'm just familiar with the very basics. Anybody know some beginner-to-intermediate tutorials they found particularly helpful?",,False,self,t5_2qwj8,False,,,True,t3_qwzbz,http://www.reddit.com/r/Unity3D/comments/qwzbz/anybody_have_some_good_unity_scripting_tutorials/,
1376667142.0,17,thirdmotion.github.io,1khqw1,StrangeIoC - DI and more for unity,Categoria,18,1,8,http://www.reddit.com/r/Unity3D/comments/1khqw1/strangeioc_di_and_more_for_unity/,,,False,http://a.thumbs.redditmedia.com/-hRy_3uMnCijrysZ.jpg,t5_2qwj8,False,,,False,t3_1khqw1,http://thirdmotion.github.io/strangeioc/,
1373295475.0,16,self.Unity3D,1hv7gx,Working procedural planets with spherical LOD,claypool1,23,7,5,http://www.reddit.com/r/Unity3D/comments/1hv7gx/working_procedural_planets_with_spherical_lod/,"I have made several posts on this sub regarding procedural planets and my progress with them. In my latest post [here](http://www.reddit.com/r/Unity3D/comments/1hlyp1/procedural_planets_prototype_release/), I released a simple prototype of my old planet system.
I have since completely rewritten the planet generation to create planets with working spherical LOD that have more interesting terrain than before.
Here are some Screenshots:
[Moonrise](http://imgur.com/IZQg5Za)
[Planetrise](http://imgur.com/vBVNSQz)
[Both from Space](http://imgur.com/ysi7XRn)
You can download the demo [HERE](http://www.mediafire.com/?77p9p9j39yl8nub) **You must run the shortcut named ""Run This""**
Controls are:
WASD: Move
Shift: Increase speed
Keypad 1 and 3: Yaw
Keypad 2 and 8: Pitch(not inverted)
Keypad 4 and 6: Roll
Space: Stop rotation (If the camera starts to rotate uncontrollably)
I will not be releasing the source code for this project but I would be glad to explain how any aspect of it works to anyone who asks.",,False,self,t5_2qwj8,False,,,True,t3_1hv7gx,http://www.reddit.com/r/Unity3D/comments/1hv7gx/working_procedural_planets_with_spherical_lod/,
1369687647.0,16,youtube.com,1f5oe3,"Demo showing our new Daz3D Morphing support and clothes wrapping in Unity with the help of MegaFiers, also shows animated trees and flags.",SpookyCat,20,4,5,http://www.reddit.com/r/Unity3D/comments/1f5oe3/demo_showing_our_new_daz3d_morphing_support_and/,,,False,http://a.thumbs.redditmedia.com/ghqRgW15W-b_rbxf.jpg,t5_2qwj8,False,,,False,t3_1f5oe3,https://www.youtube.com/watch?v=t2yy4K3pLQ4,
1366714720.0,18,self.Unity3D,1cxfpn,My first Unity project.,JustinKace,18,0,22,http://www.reddit.com/r/Unity3D/comments/1cxfpn/my_first_unity_project/,"https://www.dropbox.com/sh/ajyga6bbnwyjaux/Lk2HA2C1eb
Caleb's Cubes is my first Unity project. It's named for my son who loves the idea of me making computer games for him and giggles himself silly when he kamikazes through the cubes. He doesn't get very good scores.
I'm a novice C# programmer and I've decided to dedicate myself to learning Unity so I can realise my dream games. I started with a more ambitious project, but got a little demoralised with the challenge, so made this game instead to help get a foundation in Unity and also restore some confidence. ;)
I started work on Caleb's Cubes on April 19th and estimate that I spent an average of three hours a day on it until now, April 23rd. So the whole project would have taken me approximately 15 hours. I have been blogging my journey as well, here:
http://gregxavier.wordpress.com/
I had two problems while making it, the first is explained here:
http://en.reddit.com/r/Unity3D/comments/1ctw19/can_runity3d_help_me_with_my_strange_screen/
And the second was with building it for the web. It wouldn't display any of the GUI elements (Score, time, or restart button). I built it for every web player option it gave me, but no dice. Eventually just submitted a bug report and settled with the PC build here.
My high score thus far is 1300. :) Anyone who actually enjoys the game enough to play it twice, please let me know!! :P
Also, if anyone (maybe other newbies, or better yet, people who just love to offer advice on how a novice coder can improve his work ;) !?) is interested in seeing the code, let me know how best to make it available and I'll do so.
And a big thank you to MiniRat!
Run in 1440 x 900 (or equivalent aspect ratio).
WASD for movement
Use the sphere of righteousness to smash the multi-coloured cubes of evil. Avoid the red cubes (unless there are only red ones, then take the score hit for the greater good) while collecting the other coloured ones.
When the red cubes become overwhelming, use the purple DESTRUCTOBALL to destroy them, but be careful not to DESTRUCTOBALL the last cube!!
Edit: Gah, forgot the most important bit. Any advice, constructive criticism, or suggestion for improvement on any of the above will be gratefully received!
Edit 2: I have just uploaded a web version as well, even though it doesn't display the GUI elements for me. Maybe it will perform differently for other people's computers! https://www.dropbox.com/s/c930odgxcvpknuf/Caleb%27s%20Cubes%20for%20Web.html
Edit 3: A vid of the game. http://www.youtube.com/watch?v=lILow5UKIsY&feature=youtu.be",,False,self,t5_2qwj8,1366756873.0,,,True,t3_1cxfpn,http://www.reddit.com/r/Unity3D/comments/1cxfpn/my_first_unity_project/,
1366454547.0,16,self.Unity3D,1cqhh1,Meshinator - Real Time Mesh Deformation is available on the Unity Asset Store!,seraph1441,19,3,5,http://www.reddit.com/r/Unity3D/comments/1cqhh1/meshinator_real_time_mesh_deformation_is/,"[Unity Asset Store Page](https://www.assetstore.unity3d.com/#/content/8228)
About a month ago, I asked if you guys would be interested in an asset that would allow mesh deformation and mesh fracturing, and I got a very positive response. The results of that are now live in the Unity Asset Store. Thank you all for the motivation that pushed me to get this released!
I hope you guys find this asset to be useful. Any feedback/advice/comments are thoroughly welcome, either through my contact email or through reddit mail. I'll do my best to fix any issues that you have. And if you like, PLEASE give it a good rating on the store!",,False,self,t5_2qwj8,False,,,True,t3_1cqhh1,http://www.reddit.com/r/Unity3D/comments/1cqhh1/meshinator_real_time_mesh_deformation_is/,
1365540659.0,16,self.Unity3D,1c0jm5,Have you had any success replicating experiences from your favorite games?,g0vi,19,3,19,http://www.reddit.com/r/Unity3D/comments/1c0jm5/have_you_had_any_success_replicating_experiences/,"I just recently played through Bioshock Infinite and thought it would be neat to try and recreate some of the daunting visuals with Unity. Right now I just want to create the rain splashes that occur in the beginning and looking at Angry bots for inspiration. I wanted to ask the community if you have successfully replicated (or nearly) a visual from a game you have played.
Joe",,False,self,t5_2qwj8,False,,,True,t3_1c0jm5,http://www.reddit.com/r/Unity3D/comments/1c0jm5/have_you_had_any_success_replicating_experiences/,
1365396408.0,18,self.Unity3D,1bwe7i,Thought you guys might like an update on my first Unity game Thrust Control,hugepedlar,21,3,15,http://www.reddit.com/r/Unity3D/comments/1bwe7i/thought_you_guys_might_like_an_update_on_my_first/,"I made the mistake of activating my Unity Pro trial, so now I'm going to have to pay for it because it's so damn awesome.
For those of you who don't know, Thrust Control is a Lunar Lander style arcade game with puzzles, traps and enemy ships.
From limited user testing I've found that the controls are difficult to pick up, but people get the hang of it after a few levels. I've therefore redesigned the first ten levels to give a more appropriate learning curve, so hopefully there'll be fewer rage quits early on.
I've got a new trailer up here: http://youtu.be/caHpYz5X1w0 and a new web demo here: https://dl.dropbox.com/u/1395831/ThrustControl/web/ThrustControlWebDemo.html (apologies for the download size).
I'll be looking for beta testers soon, especially for mac and linux.
EDIT: Official website: http://thrustcontrol.com",,False,self,t5_2qwj8,1365406360.0,,,True,t3_1bwe7i,http://www.reddit.com/r/Unity3D/comments/1bwe7i/thought_you_guys_might_like_an_update_on_my_first/,
1365348584.0,17,youtu.be,1but8l,Creating a tree in Unity 4 with the Tree Creator,xenosmash,22,5,16,http://www.reddit.com/r/Unity3D/comments/1but8l/creating_a_tree_in_unity_4_with_the_tree_creator/,,,False,http://c.thumbs.redditmedia.com/UEGUMwXSSjaGelYz.jpg,t5_2qwj8,False,,,False,t3_1but8l,http://youtu.be/RXj-ycOTl6Q,
1364506151.0,18,lifegoesongame.com,1b7a3r,Some Amusing Bugs We've Created With Unity,lgogame,23,5,0,http://www.reddit.com/r/Unity3D/comments/1b7a3r/some_amusing_bugs_weve_created_with_unity/,,,False,http://e.thumbs.redditmedia.com/Cxg4Qv00DjTlfhCR.jpg,t5_2qwj8,False,,,False,t3_1b7a3r,http://www.lifegoesongame.com/blog/variations-knight-bugs/,
1364230888.0,16,blog.coherent-labs.com,1azdhl,How to integrate Unity3D with Facebook using Coherent UI [Tutorial],CoherentLabs,20,4,4,http://www.reddit.com/r/Unity3D/comments/1azdhl/how_to_integrate_unity3d_with_facebook_using/,,,False,http://d.thumbs.redditmedia.com/exKZYLk0o1JiuDtu.jpg,t5_2qwj8,False,,,False,t3_1azdhl,http://blog.coherent-labs.com/2013/03/unity-3d-facebook-integration-with.html,
1363294242.0,15,youtube.com,1ab2lr,My first game(-prototype) in Unity3D: RedplusBlue (Gameplay Video)!,TPathuis,19,4,14,http://www.reddit.com/r/Unity3D/comments/1ab2lr/my_first_gameprototype_in_unity3d_redplusblue/,,,False,http://f.thumbs.redditmedia.com/iKv213ITjQ45O_Jw.jpg,t5_2qwj8,False,,,False,t3_1ab2lr,http://www.youtube.com/watch?v=rKA8KJiC8Z0,
1361742300.0,18,m.youtube.com,195i1x,Someone is making a Mario Galaxy engine with Unity ,snowboard_kid,27,9,6,http://www.reddit.com/r/Unity3D/comments/195i1x/someone_is_making_a_mario_galaxy_engine_with_unity/,,,False,http://f.thumbs.redditmedia.com/-cLA4yHXW-NhGMLY.jpg,t5_2qwj8,False,,,False,t3_195i1x,http://m.youtube.com/watch?feature=plcp&v=Otxgsi6usG0,
1361397570.0,16,support.rivaltheory.com,18wujb,RAIN{indie} Free AI Engine Community Generated Tutorials and Documents,RT_Jester,20,4,5,http://www.reddit.com/r/Unity3D/comments/18wujb/rainindie_free_ai_engine_community_generated/,,,False,default,t5_2qwj8,False,,,False,t3_18wujb,http://support.rivaltheory.com/forums#/discussion/390/community-generated-tutorials-and-documents-,
1360769732.0,18,self.Unity3D,18g5rv,Playmaker for experienced programmers?,pateras,20,2,15,http://www.reddit.com/r/Unity3D/comments/18g5rv/playmaker_for_experienced_programmers/,"I've been a professional developer for 6 years, I know C# inside and out, and though I'm new to Unity, I have no problem writing scripts to accomplish things. Only a few hours in, my game is progressing nicely, but, like most people, time is my most precious commodity, so I'm open to anything I can do to expedite things.
The reviews for Playmaker speak for themselves, and I'm considering grabbing it while it's $45, but it's a product that sells itself as an alternative to knowing how to code. Some of the reviews speak to it being a boon to experienced developers. Can some people here weigh in as well? Is it worth it if programming is your wheelhouse?
Thanks.",,False,self,t5_2qwj8,1360769971.0,,,True,t3_18g5rv,http://www.reddit.com/r/Unity3D/comments/18g5rv/playmaker_for_experienced_programmers/,
1360710416.0,16,youtu.be,18ensi,"New WIP trailer for my action RPG, made with Unity, Blender, and ProBuilder 2.0. Critique welcome!",TerraMeliorRPG,22,6,31,http://www.reddit.com/r/Unity3D/comments/18ensi/new_wip_trailer_for_my_action_rpg_made_with_unity/,,,False,http://a.thumbs.redditmedia.com/H83fJl2kz918u34N.jpg,t5_2qwj8,False,,,False,t3_18ensi,http://youtu.be/BzrH7yvN7c8,
1360614282.0,16,youtube.com,18bu95,"::Nucleotide:: Update #7, water surface physics ",NenadM,23,7,7,http://www.reddit.com/r/Unity3D/comments/18bu95/nucleotide_update_7_water_surface_physics/,,,False,http://c.thumbs.redditmedia.com/IMTrGzBd2tHYtmy2.jpg,t5_2qwj8,False,,,False,t3_18bu95,http://www.youtube.com/watch?v=-OjyHfWJwL4&list=UUGBbJjkzF-k8kCZRpXnMp6A&index=1,
1359494933.0,19,self.Unity3D,17ip32,How good is the unity built in networking framework?,butters877,20,1,30,http://www.reddit.com/r/Unity3D/comments/17ip32/how_good_is_the_unity_built_in_networking/,"I've been watching some tutorials and things just feel... weird... Like you can sync transforms from the client -> server, but is that secure? Like if I have a hacked client can't I just move really fast?
Are there any good video series out there for authoritarian style servers? Again, the few I've watched seem to just make the server and client on the same level, and you just use a flag to run separate code. Am I missing seeing some built in auth that prevents users spamming everyone else with RCP filled with bad data?
I guess what im asking is, how do i write an actual server in using unity!",,False,self,t5_2qwj8,1359495130.0,,,True,t3_17ip32,http://www.reddit.com/r/Unity3D/comments/17ip32/how_good_is_the_unity_built_in_networking/,
1358459637.0,18,self.Unity3D,16ryrq,Need help finding a RPG like project,jtremblay,19,1,10,http://www.reddit.com/r/Unity3D/comments/16ryrq/need_help_finding_a_rpg_like_project/,"Hello, I am a PhD student at McGill University and I need your help. I am trying to find a RPG project that I could use for my research. I am interested in implementing advance machine learning algorithms to understand the player's behaviour (player analysis). This knowledge is then use to define how NPCs behave.
So in general I would like to find a project that has dialogues implemented, combat (range and close) and some NPCs. So far I have been using *bootcamp* for my research, it is been amazing but I would like to work with a more complex game environment. The game project will only be used for research only (in case you would like to share a personal project with me).
If you are interested in reading a little more about what I am trying to accomplish you can check this [paper](http://cgi.cs.mcgill.ca/~jtremb59/Papers/Adaptive%20Companions%20in%20FPS%20Games.pdf). Thank you in advance. ",,False,self,t5_2qwj8,False,,,True,t3_16ryrq,http://www.reddit.com/r/Unity3D/comments/16ryrq/need_help_finding_a_rpg_like_project/,
1355972849.0,16,self.Unity3D,155al7,"Going for 2D in Unity, and I'm pulling my hair out",Copywright,23,7,23,http://www.reddit.com/r/Unity3D/comments/155al7/going_for_2d_in_unity_and_im_pulling_my_hair_out/,"Hey,
Three months ago, I decided to lean Unity and go for 2D with it (target platforms and asset store). I know C# pretty well, and I made a small 2d platformer in XNA last summer. I've been looking through the script reference and doing all the 2D tutorials, and it's just not clicking for me.
I bought tons of plugins (NGUI, 2DTK, Playmaker to name a few), and for some reason, it's not working for me. I'm trying to make a beat-em-up with Streets of Rage 2-eqsue mechanics (as in the way the levels look and movement), and I couldnt even get movement and collisions to work out for me.
So now, I'm just wondering what I'm doing wrong. I've spent the last week looking through the script reference, just making sure I understand everything, and the only tutorial I can find for 2D in Unity is the Walker Boys' one, and it uses Javascript, and it's not really working for me.
I'm just looking for someone to point me in the right direction,l maybe give me some best practices for using Unity for 2D. Any help is appreciated.",,False,self,t5_2qwj8,False,,,True,t3_155al7,http://www.reddit.com/r/Unity3D/comments/155al7/going_for_2d_in_unity_and_im_pulling_my_hair_out/,
1354736605.0,16,self.Unity3D,14c73h,2D Optimization Tips/Tricks/List?,woox13,17,1,7,http://www.reddit.com/r/Unity3D/comments/14c73h/2d_optimization_tipstrickslist/,Are there any good lists/tips/tricks...things to keep in mind when optimizing a full 2D game on Unity for iOS/Android devices?,,False,self,t5_2qwj8,False,,,True,t3_14c73h,http://www.reddit.com/r/Unity3D/comments/14c73h/2d_optimization_tipstrickslist/,
1354618289.0,18,youtube.com,1499g3,Cooking With Unity - Episode 33: RTS Part 5,drakfyre,20,2,5,http://www.reddit.com/r/Unity3D/comments/1499g3/cooking_with_unity_episode_33_rts_part_5/,,,False,http://a.thumbs.redditmedia.com/fg74ISFfQXSTO4xZ.jpg,t5_2qwj8,False,,,False,t3_1499g3,http://www.youtube.com/watch?v=6HGV8Opmu-4&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=33&feature=plpp_video,
1354111177.0,17,blog.coherent-labs.com,13xllv,Unity3D integration with Coherent UI - Public Beta,CoherentLabs,21,4,12,http://www.reddit.com/r/Unity3D/comments/13xllv/unity3d_integration_with_coherent_ui_public_beta/,,,False,http://e.thumbs.redditmedia.com/8Y7U6SHsoxmFKtz4.jpg,t5_2qwj8,False,,,False,t3_13xllv,http://blog.coherent-labs.com/2012/11/unity3d-integration-coherent-ui-public-beta.html,
1352580571.0,16,self.Unity3D,12z8ab,Sublime Text Unity3d workflow.,xdegtyarev,20,4,9,http://www.reddit.com/r/Unity3D/comments/12z8ab/sublime_text_unity3d_workflow/,"Here is a post about setting up Sublime Text with Unity. Feel free to ask me any question about it, i'll try to answer all of them. Sublime rocks!
http://adegtyarev.blogspot.com/2012/11/perfect-workflow.html",,False,self,t5_2qwj8,False,,,True,t3_12z8ab,http://www.reddit.com/r/Unity3D/comments/12z8ab/sublime_text_unity3d_workflow/,
1352217789.0,16,youtube.com,12qfnb,"Video of Professor MacSpeedees Test lab, a demo in a Steam Punk style to be used in some upcoming Tutorial videos for Unity3D.",SpookyCat,21,5,2,http://www.reddit.com/r/Unity3D/comments/12qfnb/video_of_professor_macspeedees_test_lab_a_demo_in/,,,False,http://e.thumbs.redditmedia.com/_79YSg-ucJmsr90L.jpg,t5_2qwj8,False,,,False,t3_12qfnb,http://www.youtube.com/watch?v=BcRGeBVjFdw,
1351974896.0,16,self.Unity3D,12kv6d,Trying to learn Unity. What is your typical workflow/setup?,altermicro0181,21,5,18,http://www.reddit.com/r/Unity3D/comments/12kv6d/trying_to_learn_unity_what_is_your_typical/,"I have decent experience with programming, mostly in Java for college and a number of other programs I’ve scripted with. I’m generally capable of looking things up and figuring things out on my own. The problem with Unity is I have no idea where to *start*. I don’t know what the typical workflow is. I’m given a huge toolset and I have no idea where to begin, what to learn first, or even the context of what I’m looking for so I can do a search for information and try to figure it out.
I’m going to use a simple analogy I just used with my wife to explain the problem I’m having. I had her tell me how she goes shopping. She makes a list, she goes to the store, she gets a cart, she goes shopping. I had her break down various parts: how do you make a list? You check what’s in the cupboard, you see what we’re missing. And there’s catches as well. You want to get *heavy* stuff last, so you’re not carting it around the whole time. If you know from your shopping list that you only have a few light things, you might grab a basket instead of a cart. That sort of thing.
So I’m looking for a breakdown of a typical workflow, what I’m looking for and what to put where, how to get a simple something into a game level and the terminology/basic concepts of how to move it around, as well as a few catches I might be looking for. Even if I don’t know what a shopping cart *is*, I know that I’m looking for one and I know I need one *before* I put things in the cart. I need to know what I’m looking for. Similarly, in photoshop it’s a good idea to put a layer mask around an object to mask out the background rather than deleting it, because if you need to make changes later on with a deleted background you would have to start over from scratch. So a layer mask is like getting heavy stuff last. It saves me time/effort knowing ahead of time to watch for something simple like this.
**tl;dr: I don’t know where to start and how to proceed. What’s your typical workflow like? Mention as many key terms/functions as possible so I can look those up and learn about them.**
Thank you!",,False,self,t5_2qwj8,False,,,True,t3_12kv6d,http://www.reddit.com/r/Unity3D/comments/12kv6d/trying_to_learn_unity_what_is_your_typical/,
1351857203.0,17,youtube.com,12idc7,Making a Mecanim compatible rig in Blender - YouTube,digijin,19,2,1,http://www.reddit.com/r/Unity3D/comments/12idc7/making_a_mecanim_compatible_rig_in_blender_youtube/,,,False,http://d.thumbs.redditmedia.com/uSOd_ujeme9C33FW.jpg,t5_2qwj8,False,,,False,t3_12idc7,http://www.youtube.com/watch?v=Z9iUm2llVPc,
1350663069.0,18,gamasutra.com,11r44v,IoC (Inversion of Control) Container for Unity3D,EvilActivity,20,2,2,http://www.reddit.com/r/Unity3D/comments/11r44v/ioc_inversion_of_control_container_for_unity3d/,,,False,http://c.thumbs.redditmedia.com/gUvv-eb-E87Zz3xb.jpg,t5_2qwj8,False,,,False,t3_11r44v,http://www.gamasutra.com/blogs/SebastianoMandala/20121019/179765/IoC_Container_for_Unity3D.php,
1349838668.0,18,self.Unity3D,118e76,What can Unity3D NOT do?,NikEy,25,7,59,http://www.reddit.com/r/Unity3D/comments/118e76/what_can_unity3d_not_do/,"Guys, I just spent one day with Unity, but love it already.
My question really: What can it NOT do? What is it not good at?
For example I was thinking about creating a MMORPG (prototype), but I'm not sure if Unity would cover all aspects needed for this. Any idea what insurmountably problems I could face? ",,False,self,t5_2qwj8,False,,,True,t3_118e76,http://www.reddit.com/r/Unity3D/comments/118e76/what_can_unity3d_not_do/,
1348842385.0,19,youtube.com,10mb0l,"Made a tutorial for a tool I put on the asset store called Noise Studio, would like some feedback.",digijin,21,2,12,http://www.reddit.com/r/Unity3D/comments/10mb0l/made_a_tutorial_for_a_tool_i_put_on_the_asset/,,,False,http://f.thumbs.redditmedia.com/TysYhwAE0bR4RlBA.jpg,t5_2qwj8,False,,,False,t3_10mb0l,http://www.youtube.com/watch?v=1Z87aFh5mVA,
1348317985.0,19,self.Unity3D,10amzx,What's the best way to make 2D games with Unity?,Shorthoplaser,24,5,26,http://www.reddit.com/r/Unity3D/comments/10amzx/whats_the_best_way_to_make_2d_games_with_unity/,,,False,self,t5_2qwj8,False,,,True,t3_10amzx,http://www.reddit.com/r/Unity3D/comments/10amzx/whats_the_best_way_to_make_2d_games_with_unity/,
1343878273.0,18,self.Unity3D,xjmf9,Snapping limbs off,ThatGuyRememberMe,20,2,10,http://www.reddit.com/r/Unity3D/comments/xjmf9/snapping_limbs_off/,This is kind of two in one. How can I make a ragdoll that will have lims rip off when called for?,,False,self,t5_2qwj8,False,,,True,t3_xjmf9,http://www.reddit.com/r/Unity3D/comments/xjmf9/snapping_limbs_off/,
1343116641.0,18,juhakiili.com,x2b7z,My first five days in the Asset Store at juhakiili.com,ki3,19,1,7,http://www.reddit.com/r/Unity3D/comments/x2b7z/my_first_five_days_in_the_asset_store_at/,,,False,http://c.thumbs.redditmedia.com/8pHsbJJgehPCXEdz.jpg,t5_2qwj8,False,,,False,t3_x2b7z,http://juhakiili.com/blog/my-first-five-days-in-the-asset-store/,
1342970059.0,17,self.Unity3D,wyv6a,Question about 2D games,badchip,19,2,9,http://www.reddit.com/r/Unity3D/comments/wyv6a/question_about_2d_games/,"Hello,
I'm planning to develop 2D games on Unity but I was wondering about these addons on the Assets store like Sprite Manager 2, 2D Toolkit.. etc
They're expensive so I was wondering if they really do reduce development hours and are worth the price.
What if I want to do all the work without any addons, is it a big pain?
Also what addons do you guys recommend for 2D games?
Thanks a lot,
edit: I read Unity 3.x Game Development Essentials but of course it only focused on 3D. Is there a good resource to gain more info about 2D development in Unity?",,False,self,t5_2qwj8,False,,,True,t3_wyv6a,http://www.reddit.com/r/Unity3D/comments/wyv6a/question_about_2d_games/,
1341975588.0,18,youtube.com,wd5hb,Unity Tutorial: Altering Sounds Dynamically [Piano Game],quill18,20,2,1,http://www.reddit.com/r/Unity3D/comments/wd5hb/unity_tutorial_altering_sounds_dynamically_piano/,,,False,http://b.thumbs.redditmedia.com/rGFjk0Pj4RjJCSIO.jpg,t5_2qwj8,False,,,False,t3_wd5hb,http://www.youtube.com/watch?v=Rm9Ev-vtQBU,
1341738538.0,16,self.Unity3D,w7ssf,Here's a video podcast version of Cooking With Unity; for all the pod people out there!,drakfyre,19,3,8,http://www.reddit.com/r/Unity3D/comments/w7ssf/heres_a_video_podcast_version_of_cooking_with/,"Hey guys, I now have a video podcast link for Cooking With Unity! It contains all 15 episodes and should be updated shortly after each new broadcast (Monday around 10PM PDT)
For iTunes pod people:
http://itunes.apple.com/us/podcast/cooking-with-unity/id542619742
For other pod people:
http://www.pushypixels.com/cookingwithunitypodcast/CookingWithUnity.xml",,False,self,t5_2qwj8,False,,,True,t3_w7ssf,http://www.reddit.com/r/Unity3D/comments/w7ssf/heres_a_video_podcast_version_of_cooking_with/,
1339141495.0,16,99levelstohell.blogspot.dk,ura20,How to get shadows using ortographic camera,boblond,23,7,3,http://www.reddit.com/r/Unity3D/comments/ura20/how_to_get_shadows_using_ortographic_camera/,,,False,http://a.thumbs.redditmedia.com/Ygmoi4RtAgCSIS_B.jpg,t5_2qwj8,False,,,False,t3_ura20,http://99levelstohell.blogspot.dk/2012/06/how-to-get-shadows-using-ortographic.html,
1336592579.0,16,youtube.com,tf6rs,Writing Surface Shaders in Unity3D: Reflections,SND_Crow,23,7,0,http://www.reddit.com/r/Unity3D/comments/tf6rs/writing_surface_shaders_in_unity3d_reflections/,,,False,http://a.thumbs.redditmedia.com/fSRUOO7cfVJ3eDGr.jpg,t5_2qwj8,False,,,False,t3_tf6rs,http://www.youtube.com/watch?v=FY8OYoWe0-4,
1334197376.0,18,youtu.be,s5hge,"We added Multiplayer to our game
[DLG] New Video Update #21",DrunkenLizardGames,20,2,2,http://www.reddit.com/r/Unity3D/comments/s5hge/we_added_multiplayer_to_our_game_dlg_new_video/,,,False,http://b.thumbs.redditmedia.com/Kupiz_xaB0yAkPJU.jpg,t5_2qwj8,False,,,False,t3_s5hge,http://youtu.be/1bJLTFsqqvE,
1330972507.0,18,facebook.com,qivgs,Unity Mobile Basic for Free (According to their facebook),jimjastajay,23,5,3,http://www.reddit.com/r/Unity3D/comments/qivgs/unity_mobile_basic_for_free_according_to_their/,,,False,default,t5_2qwj8,False,,,False,t3_qivgs,https://www.facebook.com/unity3d/posts/10150595138586773,
1376747848.0,18,self.Unity3D,1kjs7z,"My way of giving back to the Unity community, a dedicated mumble server! Come chat!",AJVFox,25,7,9,http://www.reddit.com/r/Unity3D/comments/1kjs7z/my_way_of_giving_back_to_the_unity_community_a/,"I love how helpful and nice the Unity community is, so, as an odd birthday gift to myself I decided to get a mumble server hosted for the community. Its only 50 slots right now, but if there is a need for more space I'll up it.
Its a bit unpolished right now as I'm lacking in experience with mumble servers, but I'll be working at it to make it better. I'll also be looking for some admins down the line.
My main goal here is to have a helpful environment for the community what will allow us to ask questions and share information in a more natural way without having to leave our projects.
Address: voip02.n1583.hypernia.net
Port: 54768",,False,self,t5_2qwj8,False,,,True,t3_1kjs7z,http://www.reddit.com/r/Unity3D/comments/1kjs7z/my_way_of_giving_back_to_the_unity_community_a/,
1375661276.0,15,xenosmash.com,1jpiyw,Sticky bomb in Unity3d,xenosmash,17,2,2,http://www.reddit.com/r/Unity3D/comments/1jpiyw/sticky_bomb_in_unity3d/,,,False,http://a.thumbs.redditmedia.com/DdEw1Pu-uzLvuWkH.jpg,t5_2qwj8,False,,,False,t3_1jpiyw,http://xenosmash.com/sticky-bomb-in-unity3d/,
1367894158.0,17,imgur.com,1du5oz,Made My First 3D Model Using Game Draw! I Based My Creation Off of a Building in a Game Called Haven And Hearth.,Jackbluejack,23,6,9,http://www.reddit.com/r/Unity3D/comments/1du5oz/made_my_first_3d_model_using_game_draw_i_based_my/,,,False,http://c.thumbs.redditmedia.com/NH1ZFLcvzTY3AiI8.jpg,t5_2qwj8,False,,,False,t3_1du5oz,http://imgur.com/FkCtmsv,
1366313642.0,18,self.Unity3D,1cmjel,Unity Code Sharing Using DLLs Video Tutorial,prime31,20,2,7,http://www.reddit.com/r/Unity3D/comments/1cmjel/unity_code_sharing_using_dlls_video_tutorial/,"After hearing that there are tons of Unity users who share code between projects by just copying files from one project to another I decided to make a video tutorial showing how to pull off code sharing in a sustainable fashion. The video shows 2 different ways to create DLL's to facilitate sharing code between multiple projects in a way that doesn't make me cringe at the horror of copying files around. You can find the video here: https://www.youtube.com/watch?v=p6kiV3Gwf6M
If you want to checkout some of the other tutorials here is a link to the YouTube playlists: http://www.youtube.com/user/prime31studios/videos?view=1",,False,self,t5_2qwj8,1366324446.0,,,True,t3_1cmjel,http://www.reddit.com/r/Unity3D/comments/1cmjel/unity_code_sharing_using_dlls_video_tutorial/,
1366229233.0,17,i.imgur.com,1ck07q,Does anybody want me to release a script that procedurally creates textures like this? It could be used for grunge effect or retro terrain,rockyearth,19,2,15,http://www.reddit.com/r/Unity3D/comments/1ck07q/does_anybody_want_me_to_release_a_script_that/,,,False,http://d.thumbs.redditmedia.com/cJPkjRdrwhL1exrc.jpg,t5_2qwj8,False,,,False,t3_1ck07q,http://i.imgur.com/CiNKwX0.png,
1365791130.0,16,self.Unity3D,1c7zd3,My first project,JSrednal,18,2,32,http://www.reddit.com/r/Unity3D/comments/1c7zd3/my_first_project/,"After shelving a few projects that were just too large for a beginner such as myself, I have finally decided to just slap together a small game so I can say I've finished something.
I admit it is pretty dam rough so I'll probably clean it up a bit.
* You are the dark figure in the middle of the circle.
* Simply click the white squares that are attacking you to kill them.
* As you kill the enemies will spawn faster.
* If you miss a click it will start your streak back at one and reset the multiplier.
* Enemies spawn faster and faster starting at 10 kills then every time you double that. So 10 - 20 - 40 - 80 - 160 (this is where it starts to get interesting) - 320 - 640(the last time it speeds up).
* I'd recommend listening to something good in the background.
[Background Music](http://www.youtuberepeater.com/watch?v=iX_XfgBsuEY)
[My first game](https://dl.dropboxusercontent.com/u/148285462/EpicenterWeb.html)
Thanks for checking it out! Also, I wanted to say thanks to /u/drakfyre for providing such awesome tutorials.",,False,self,t5_2qwj8,1365867264.0,,,True,t3_1c7zd3,http://www.reddit.com/r/Unity3D/comments/1c7zd3/my_first_project/,
1365653201.0,15,imgur.com,1c4567,Anyone know how to get rid of these lame UV artifacts ?,daedius,18,3,17,http://www.reddit.com/r/Unity3D/comments/1c4567/anyone_know_how_to_get_rid_of_these_lame_uv/,,,False,http://c.thumbs.redditmedia.com/w77v6ZCq59AcVGxV.jpg,t5_2qwj8,False,,,False,t3_1c4567,http://imgur.com/a/UNUL6,
1363975827.0,17,self.Unity3D,1at934,"I'm making a new tool for Unity. This is Dialoguer, a visual dialogue editing tool.",falcorbeam,17,0,11,http://www.reddit.com/r/Unity3D/comments/1at934/im_making_a_new_tool_for_unity_this_is_dialoguer/,"I've posted a preview of it on the Unity forums, check it out and let me know what you think! :)
[Official Unity Forums thread](http://forum.unity3d.com/threads/175118-Dialoguer-A-Dialogue-Creator-Tool-For-Unity)
[Image](http://forum.unity3d.com/attachment.php?attachmentid=47732&d=1363974180)",,False,self,t5_2qwj8,False,,,True,t3_1at934,http://www.reddit.com/r/Unity3D/comments/1at934/im_making_a_new_tool_for_unity_this_is_dialoguer/,
1362756863.0,16,self.Unity3D,19wyni,My little programming puzzle game A.L.E.X. is in the App Store (made with Unity),gelftheelf,19,3,9,http://www.reddit.com/r/Unity3D/comments/19wyni/my_little_programming_puzzle_game_alex_is_in_the/,"I wanted to make a puzzle game that I'd want my nephew to play. It's fun for adults too. I learned that it's really hard to come up with an idea that only requires 1 finger.... Here's the link to the app store:
https://itunes.apple.com/us/app/a.l.e.x./id597040772?ls=1&mt=8
For those who are curious...
* I did all of the developing.
* The robot is from www.3drt.com
* I used a bunch of assets from the asset store
* Music is from www.incompetech.com
* I used the StoreKit plugin from www.prime31.com for the in app purchase.
",,False,self,t5_2qwj8,False,,,True,t3_19wyni,http://www.reddit.com/r/Unity3D/comments/19wyni/my_little_programming_puzzle_game_alex_is_in_the/,
1362586500.0,15,youtu.be,19s4pr,We are Stikbold! Winner of the CREATE Unity category. Check out our new pre-alpha trailer [Xpost from /r/OUYA],bitViking,20,5,16,http://www.reddit.com/r/Unity3D/comments/19s4pr/we_are_stikbold_winner_of_the_create_unity/,,,False,http://e.thumbs.redditmedia.com/Du-meXXGba0OW_eR.jpg,t5_2qwj8,False,,,False,t3_19s4pr,http://youtu.be/yYW0_AeQlHY,
1361146553.0,16,self.Unity3D,18pwx1,I discovered Unity two weeks ago. In the last two days I made this sidescroller. I love this game engine.,hugepedlar,21,5,24,http://www.reddit.com/r/Unity3D/comments/18pwx1/i_discovered_unity_two_weeks_ago_in_the_last_two/,"**EDIT:** After your feedback I have released an update. The scrolling speed starts off slow and gradually speeds up. Health items are red crosses instead of blocks. There is autofire now but with a mild penalty. And one or two fixes here and there. This has been fun.
- - -
After buggering about with XNA from time to time it seems like Unity is the thing I've been waiting for all my life. I have a couple of questions though:
1) in my game you may notice there's a white point light illuminating the player ship and its surroundings. When you thrust (lol 'thrust') it turns on an orange spotlight to represent exhaust (more obvious in other unpublished sections of the game). On the web player this causes the white point light to turn off. On the desktop it doesn't. Are there any limitations of the web player that would explain this?
2) I'm assuming that a build only incorporates assets that are used in each scene, not everything I have in my project. Is this correct, or is there some clean up I should do before building?
3) Not a question but a big thanks to Drakfyre for his excellent Cooking With Unity video tutorials. My sidescroller keeps the player stationary and moves the environment (I think his did the opposite), but I've learnt a huge amount from every video of his I've watched. Highly recommended.
And finally, here it is. It is intended as a 'bonus level' in a wider game, but it's kinda fun just on its own:
https://dl.dropbox.com/u/1395831/sidescroller-web/index.html",,False,self,t5_2qwj8,1361265561.0,,,True,t3_18pwx1,http://www.reddit.com/r/Unity3D/comments/18pwx1/i_discovered_unity_two_weeks_ago_in_the_last_two/,
1360145174.0,18,video.unity3d.com,17zqnf,"WordTrap Dungeon, a mix of scrabble and a dungeon crawler is available in free pre-alpha version. Check the video!",CrunchingKoalas,19,1,20,http://www.reddit.com/r/Unity3D/comments/17zqnf/wordtrap_dungeon_a_mix_of_scrabble_and_a_dungeon/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_17zqnf,http://video.unity3d.com/video/7713046/wordtrap-dungeon-pre-alpha,
1356255536.0,17,self.Unity3D,15bl2o,I created a VERY HARD lander game in unity. Can you beat it?,nicbiondi,21,4,19,http://www.reddit.com/r/Unity3D/comments/15bl2o/i_created_a_very_hard_lander_game_in_unity_can/,"Hi Gang,
I just finished a lander game written in Unity. It has a 2D aesthetic. The game is very hard, but the main difficulty is two-fold.
1) the ship is top heavy so balance is key (like flying a broom by the handle)
2) the ship has suspension and a joint in the middle which gives it a very unique bouncy feel.
Why I like made this game:
I always loved flying the helicopters in Battlefield 2. It is very hard to learn to fly those beasts, but once I got the hang of it, I still wanted a challenge. Unfortunately for my unknowing, terrified passengers, I wasn't content just flying high and letting my passengers shoot from a distance. I liked to get into the thick of it, buzzing between buildings, and strafing capture points, pushing my flying skills to the limit.
To me, the fun of this game is similar. It might take half of an hour to learn to fly it, but those who do will hopefully find it's appeal. It's a bit like riding a unicycle, you don't ride it to get around, you ride it for the thrill of overcoming the difficulty.
Give it a try here: http://www.kongregate.com/games/soulareus/hard-lander
Here is a video of me completing the game: http://www.youtube.com/watch?v=ObF5EPk1snA
Don't forget, that the fun is in the mastery of flying the ship, not necessarily in getting to the next level.",,False,self,t5_2qwj8,False,,,True,t3_15bl2o,http://www.reddit.com/r/Unity3D/comments/15bl2o/i_created_a_very_hard_lander_game_in_unity_can/,
1355315746.0,15,youtube.com,14q0vj,"Have added some more features to the rope and chain system in MegaShapes, self collision and new meshing options, lots more to come.",SpookyCat,20,5,5,http://www.reddit.com/r/Unity3D/comments/14q0vj/have_added_some_more_features_to_the_rope_and/,,,False,http://c.thumbs.redditmedia.com/Mj2T0JGVtex4Vovn.jpg,t5_2qwj8,False,,,False,t3_14q0vj,http://www.youtube.com/watch?v=2eHm3OI9a9o,
1352356753.0,16,self.Unity3D,12ugwq,Someone knows good tutorials or pages to begin with Unity's Shaderlab?,felinearts,19,3,6,http://www.reddit.com/r/Unity3D/comments/12ugwq/someone_knows_good_tutorials_or_pages_to_begin/,,,False,self,t5_2qwj8,False,,,True,t3_12ugwq,http://www.reddit.com/r/Unity3D/comments/12ugwq/someone_knows_good_tutorials_or_pages_to_begin/,
1347028106.0,16,youtube.com,zi9ip,"New meshing options added to MegaShapes and MegaFiers for turning splines into meshes, also added SVG import support.",SpookyCat,21,5,12,http://www.reddit.com/r/Unity3D/comments/zi9ip/new_meshing_options_added_to_megashapes_and/,,,False,http://a.thumbs.redditmedia.com/ddcom1bFPEtaOj3f.jpg,t5_2qwj8,False,,,False,t3_zi9ip,http://www.youtube.com/watch?v=L4UxIYwRPfI,
1345632076.0,17,pocketgamer.biz,ymqzz,Unite 2012: Peter Molyneux reveals the 5 key ingredients to put in your development cooking pot,jasperstocker,23,6,4,http://www.reddit.com/r/Unity3D/comments/ymqzz/unite_2012_peter_molyneux_reveals_the_5_key/,,,False,http://a.thumbs.redditmedia.com/AWM3-ZXXvAJpSzRB.jpg,t5_2qwj8,False,,,False,t3_ymqzz,http://www.pocketgamer.biz/r/PG.Biz/Unity+news/news.asp?c=44331,
1344643933.0,17,self.Unity3D,y0wdr,Submission tips for people seeking help with Unity3d,drakfyre,21,4,2,http://www.reddit.com/r/Unity3D/comments/y0wdr/submission_tips_for_people_seeking_help_with/,"Hey guys,
I just wanted to note that I see a lot of posts where beginner and intermediate Unity3d users will have a problem with their game, and attempting to work around it, they go off on a tangent that may or may not work, but is very far from an optimal (Or even easy) solution. When they end up posting a question, the question is about the tree they are barking up, not the base problem.
While it's potentially helpful to be specific about what you are trying to get the scripting system/animation system/gameobjects/other components to do, you should ALWAYS include the intended results in the context of your game. It's very possible that while someone might answer your question directly and it might actually work, you may be missing a much easier solution that is more efficient because people are answering your specific scripting question rather than attempting to solve the underlying implementation problem.
**tl;dr Please tell us what is broken with your GAME along with what you THINK is broken with your scripts.**
Additionally:
* Pictures are worth 1000 words, sometimes more. Please include screenshots if they can give us a better idea of what's happening/not happening. Reddit loves [imgur](http://imgur.com) and it's easy to use, but feel free to use any image hosting service you like.
* A playable demo is worth even more words than a picture. Set up a scenario that shows the problem and make a web build so that we can see what's happening. In this case you'll need hosting; [Dropbox](http://www.dropbox.com/) is very good for setting up public links to Unity3d and is free for a certain amount of space and bandwidth. If you have your own servers for hosting files/http, go ahead and use that of course.
* Be open with your code/assets. If you are comfortable sharing your project files, you will get much better and more specific answers from people. Sometimes this isn't an option due to NDA or self-imposed secrecy. I do wish to note that at least in the US, any code you write and assets you make are implicitly protected by copyright, whether you register them or not (You do not even technically have to place a copyright notice, though it costs you nothing and you probably should). We are not here to steal game ideas or code or assets, and publishing your partially finished works here gives you more of a trail of ownership. That all being said, we respect your privacy and you are under NO obligation to share anything you've made here. It just sometimes helps a LOT with troubleshooting.",,False,self,t5_2qwj8,False,,,True,t3_y0wdr,http://www.reddit.com/r/Unity3D/comments/y0wdr/submission_tips_for_people_seeking_help_with/,moderator
1344171061.0,14,i.imgur.com,xpo4u,"Ranged combat in my game is functional, any tips for implementing melee combat before I jump into the coding?",Laurikens,17,3,8,http://www.reddit.com/r/Unity3D/comments/xpo4u/ranged_combat_in_my_game_is_functional_any_tips/,,,False,http://a.thumbs.redditmedia.com/bbRj14i00V3VoK6r.jpg,t5_2qwj8,False,,,False,t3_xpo4u,http://i.imgur.com/KTaK4.jpg,
1344121354.0,14,self.Unity3D,xouu9,To anyone struggling with Collision Detection: Attach a RigidBody.,WowbaggerIP,19,5,6,http://www.reddit.com/r/Unity3D/comments/xouu9/to_anyone_struggling_with_collision_detection/,I was stuck for hours and all I had to do was add a RigidBody component to either of the GameObjects involved in the collision and was good to go.,,False,self,t5_2qwj8,False,,,True,t3_xouu9,http://www.reddit.com/r/Unity3D/comments/xouu9/to_anyone_struggling_with_collision_detection/,
1341848866.0,17,youtu.be,w9w1z,"Not the worlds best cloud system, but looking for feedback on mine",lamentconfig,20,3,9,http://www.reddit.com/r/Unity3D/comments/w9w1z/not_the_worlds_best_cloud_system_but_looking_for/,,,False,http://f.thumbs.redditmedia.com/FxLIHDtdCxfnTqvq.jpg,t5_2qwj8,False,,,False,t3_w9w1z,http://youtu.be/ODLlbMXjBBU,
1341154668.0,18,kickstarter.com,vvp3s,We've just launched a Kickstarter for our Unity game. It teaches languages in a 3D environment. Check out the demo and kindly help spread the good word!,WowbaggerIP,26,8,12,http://www.reddit.com/r/Unity3D/comments/vvp3s/weve_just_launched_a_kickstarter_for_our_unity/,,,False,http://b.thumbs.redditmedia.com/cI-Z_zMouN2zJ5-g.jpg,t5_2qwj8,False,,,False,t3_vvp3s,http://www.kickstarter.com/projects/1220951156/sanjiten,
1340148702.0,15,cookingwithunity.com,vaue6,Cooking With Unity - Episode 13: RANDOM!,drakfyre,22,7,5,http://www.reddit.com/r/Unity3D/comments/vaue6/cooking_with_unity_episode_13_random/,,,False,http://c.thumbs.redditmedia.com/r8bOQCAgBXg-ZTzP.jpg,t5_2qwj8,False,,,False,t3_vaue6,http://www.cookingwithunity.com/b/321934662,
1339364800.0,16,self.Unity3D,uv4pu,How to learn C#,zeninja,22,6,21,http://www.reddit.com/r/Unity3D/comments/uv4pu/how_to_learn_c/,"I'm new to Unity and have read that I should use C# as my coding language. I have some basic experience with programming but not very much.
My question is: How should I go about learning C#? I picked up Head First C# but I don't think it's directed at games and it's using Visual C#. Is that a problem? Is it a good idea to learn via another program if I'm planning on using it for games in Unity?",,False,self,t5_2qwj8,False,,,True,t3_uv4pu,http://www.reddit.com/r/Unity3D/comments/uv4pu/how_to_learn_c/,
1336083493.0,15,lanoiadimuu.it,t5ts1,Free Script: Make your editor scene cams follow an object,Muu_lanoiadimuu,18,3,12,http://www.reddit.com/r/Unity3D/comments/t5ts1/free_script_make_your_editor_scene_cams_follow_an/,,,False,http://e.thumbs.redditmedia.com/hxLHs84RTXbPEx9L.jpg,t5_2qwj8,False,,,False,t3_t5ts1,http://www.lanoiadimuu.it/2012/05/unity3d-scene-chase-cam/,
1332980511.0,16,self.Unity3D,rifb7,You can conditionally include libraries in the stripping portion of a build,jafarykos,16,0,2,http://www.reddit.com/r/Unity3D/comments/rifb7/you_can_conditionally_include_libraries_in_the/,"I just found out about this as my app was crashing when I deployed it to the iPad/iPhone using the **micro mscorlib** option in stripping. Fortunately the namespace that was causing the error was exactly the example given in the Unity article. I use encryption to save the playerprefs file as a simple way to store some game state data. The cryptography namespace gets removed in the micro stripping option. Check out the article here to see how you can add an XML file that can specify namespaces to keep.
http://unity3d.com/support/documentation/Manual/TroubleShooting.html
Specifically the text inside the link.xml file is:
<linker>
<assembly fullname=""mscorlib"">
<namespace fullname=""System.Security.Cryptography"" preserve=""all""/>
</assembly>
</linker>",,False,self,t5_2qwj8,False,,,True,t3_rifb7,http://www.reddit.com/r/Unity3D/comments/rifb7/you_can_conditionally_include_libraries_in_the/,
1375883432.0,15,self.Unity3D,1jvsbs,Unity Tutorial: Creating a Scroller/Platformer Game,madballneek,18,3,3,http://www.reddit.com/r/Unity3D/comments/1jvsbs/unity_tutorial_creating_a_scrollerplatformer_game/,"Coming from ImpactJS, I've been trying to get a grasp of how to code a 2D platformer in Unity for awhile now, and this seems to be one of the better tutorial video series I've found yet. Thought I would share.
http://forum.unity3d.com/threads/186908-Unity-Tutorial-Creating-a-Scroller-Platformer-Game
Please note: I am NOT the author of the tutorial. ",,False,self,t5_2qwj8,1375883940.0,,,True,t3_1jvsbs,http://www.reddit.com/r/Unity3D/comments/1jvsbs/unity_tutorial_creating_a_scrollerplatformer_game/,
1375669995.0,14,self.Unity3D,1jpsaf,A 2D Level Editor for the Community,kinifi,19,5,4,http://www.reddit.com/r/Unity3D/comments/1jpsaf/a_2d_level_editor_for_the_community/,"I've been working on a game called ""Imagine Me"" and I noticed there was a lack of ""Community Based Level Editors."" The reason why thats in quotes is because there are a million 2D level editors that are used inside of Unity's editor but not in a game on runtime.
Nothing is more important than having a community become a larger part of your game and make/share their own levels!
So I made my own. Its working well so far and I wanted to share my progress and maybe see what you would be interested in if I were to put this on the asset store.
There are two editors. One that is not user friendly but gives you more advanced features and one that is more user friendly but locks the room size to be 30x30 tiles.
**World Editor:**
1. Exports to a .txt
2. Set the Grid X and the Grid Y size
3. Click in the text editor and type a letter or number that represents a block.
Here are some images:
[image1](https://twitter.com/kinifi/status/362584038852141056/photo/1)
[Video of Editor in Work](http://screencast.com/t/SxPloFmY)
**User Friendly Editor:**
1. Select a tile from the Texture Grid
2. Click and Drag or Click one at a time
[image](https://twitter.com/kinifi/status/364129343422750720/photo/1)
Reminder this is not even Alpha yet. I just want to make sure that people are interested in it :)
",,False,self,t5_2qwj8,False,,,True,t3_1jpsaf,http://www.reddit.com/r/Unity3D/comments/1jpsaf/a_2d_level_editor_for_the_community/,
1375053299.0,16,i.imgur.com,1j8pdb,Yet another Unity3d tip: Dealing with parenting and scrolling in hierarchy window,tequibo_,18,2,2,http://www.reddit.com/r/Unity3D/comments/1j8pdb/yet_another_unity3d_tip_dealing_with_parenting/,,,False,http://c.thumbs.redditmedia.com/2CG8gISHJR3UNx-8.jpg,t5_2qwj8,False,,,False,t3_1j8pdb,http://i.imgur.com/kdmVfke.gif,
1374400804.0,16,youtube.com,1iqt8h,TextFx - Text Animation Plugin,fenderrio,19,3,7,http://www.reddit.com/r/Unity3D/comments/1iqt8h/textfx_text_animation_plugin/,,,False,http://c.thumbs.redditmedia.com/oTrCqjR3JX-Y2UtJ.jpg,t5_2qwj8,False,,,False,t3_1iqt8h,http://www.youtube.com/watch?v=QgWGFrPyuqM,
1372550830.0,15,self.Unity3D,1hc679,How To: Change script templates in Windows,Zibber,15,0,6,http://www.reddit.com/r/Unity3D/comments/1hc679/how_to_change_script_templates_in_windows/,"If your like me, you don't use the same coding conventions as the scripts Unity creates. However, you can customize them. They are located at a path similiar to:
C:\Program Files (x86)\Unity\Editor\Data\Resources\ScriptTemplates
Now you can just edit them and re-save them. **Note that, you will probably have to run your text editor as administrator in order to be able to overwrite them**.
From now on, all new scripts you create from within Unity will use that style. ",,False,self,t5_2qwj8,False,,,True,t3_1hc679,http://www.reddit.com/r/Unity3D/comments/1hc679/how_to_change_script_templates_in_windows/,
1369006795.0,15,self.Unity3D,1ensrz,Best way to implement a GUI?,zeninja,19,4,22,http://www.reddit.com/r/Unity3D/comments/1ensrz/best_way_to_implement_a_gui/,"This is kind of an ambiguous question but I'm just wondering about the best/most flexible/most efficient way to implement a GUI. The way I've been doing it is to just have GUI.Label and GUI.DrawTexture to create the whole thing but it seems like that's not the best way to do it.
Should I be using things like Text Fields and a separate camera?
What advantages and disadvantages does that approach have?
Are there any specific tips on maximizing efficiency?
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_1ensrz,http://www.reddit.com/r/Unity3D/comments/1ensrz/best_way_to_implement_a_gui/,
1367446524.0,15,youtube.com,1diejs,[Video] Sneak peek of RAIN{indie} with Mecanim Integration!,RT_Jester,19,4,2,http://www.reddit.com/r/Unity3D/comments/1diejs/video_sneak_peek_of_rainindie_with_mecanim/,,,False,http://c.thumbs.redditmedia.com/WemoujQYdrkud5Mh.jpg,t5_2qwj8,False,,,False,t3_1diejs,http://www.youtube.com/watch?v=AXN0c95yru8,
1365963823.0,14,self.Unity3D,1cc5bi,An exercise in completion! (My first 'finished' game in unity),snappypants,15,1,19,http://www.reddit.com/r/Unity3D/comments/1cc5bi/an_exercise_in_completion_my_first_finished_game/,"Recently I got a bit frustrated with myself for constantly starting new projects all the time and never actually following one through to completion, so I decided to make something small enough that I could actually complete it.
I made a brick break clone. Pretty much all of the assets were scripted/drawn by myself, with the only exceptions being the use of [UIToolkit](https://github.com/prime31/UIToolkit) (used for the main menu) and [TartanMaker](http://www.tartanmaker.com/) for the menu background.
* **Play Store** (android): [Brick'um](https://play.google.com/store/apps/details?id=com.SlowSeer.BrickumGame) *(free / no adds / no permissions)*
* **Web Player** (dropbox): [Brick'um](http://dl.dropboxusercontent.com/u/49202627/brickum/index.html)
The ball is a rigid-body and pretty much everything has the bounce physics material on its collider.
Feedback is welcome! ",,False,self,t5_2qwj8,1365985872.0,,,True,t3_1cc5bi,http://www.reddit.com/r/Unity3D/comments/1cc5bi/an_exercise_in_completion_my_first_finished_game/,
1365713642.0,15,imgur.com,1c5rw4,Daz4.5 Import into Unity has no eye texture!,islandguyor,19,4,14,http://www.reddit.com/r/Unity3D/comments/1c5rw4/daz45_import_into_unity_has_no_eye_texture/,,,False,http://a.thumbs.redditmedia.com/70xrsHfkTRV23WK6.jpg,t5_2qwj8,False,,,False,t3_1c5rw4,http://imgur.com/WDECb7c,
1365051878.0,14,self.Unity3D,1bn5tw,Adding AdMob to your Unity project with out overriding the main activity,fastegg,16,2,3,http://www.reddit.com/r/Unity3D/comments/1bn5tw/adding_admob_to_your_unity_project_with_out/,"After releasing my first android game on the market earlier this week, I wrote up a tutorial on one of the aspects I struggled with the most during development, which was adding in game advertisements using AdMob.
Many tutorials for making plugins required that you override the main activity for the plugin to work. I didn't really like that solution, so I came up with one of my own that doesn't require you too. If you want to monetize your application or game in Android, this might be just what you are looking for.
http://fastegggames.com/blog/2013/3/30/tutorial-admob",,False,self,t5_2qwj8,False,,,True,t3_1bn5tw,http://www.reddit.com/r/Unity3D/comments/1bn5tw/adding_admob_to_your_unity_project_with_out/,
1364881957.0,14,self.Unity3D,1bhzqy,"Atomic Attack, my one man indie/hobby title release on Google Play!",fastegg,16,2,6,http://www.reddit.com/r/Unity3D/comments/1bhzqy/atomic_attack_my_one_man_indiehobby_title_release/,"I spent the last few months playing around with Unity and Android, and came up with a little game that some of the casual crowd may enjoy. It's not much, but I'm pretty proud of it for my first ever title.
I'm ready for the internet to check it out, and throw some feedback my way. How did I do? Do you like it? Does it suck? Why does it suck? No 'real' feedback will go unread and thought about when creating my next project.
I hope some of you get at least little bit of entertainment out of it! Check it out at the link below:
https://play.google.com/store/apps/details?id=com.f2p.bombsaway
Feel free to check out the website too, as I plan on making some new tutorials on the things I learned while creating my first project, and keeping it up to date as I work on the next ones!
www.FastEggGames.com",,False,self,t5_2qwj8,False,,,True,t3_1bhzqy,http://www.reddit.com/r/Unity3D/comments/1bhzqy/atomic_attack_my_one_man_indiehobby_title_release/,
1364379241.0,14,self.Unity3D,1b3ppq,Anyone submitting their Unity3d-based games for OUYA's release tomorrow?,drakfyre,20,6,2,http://www.reddit.com/r/Unity3D/comments/1b3ppq/anyone_submitting_their_unity3dbased_games_for/,"Making a official thread here so we can get your games some exposure and also get some submission requirements/problems/solutions into the discussion below.
How's your progress? Have you already submitted? What was your biggest hurdle? Is your game available on other platforms? Do you have any useful packages or scripts that you want to share with the community?
",,False,self,t5_2qwj8,False,,,True,t3_1b3ppq,http://www.reddit.com/r/Unity3D/comments/1b3ppq/anyone_submitting_their_unity3dbased_games_for/,moderator
1363920182.0,15,blog.us.playstation.com,1arz49,Unity Tools Coming for PlayStation 4 Developers,jasperstocker,17,2,0,http://www.reddit.com/r/Unity3D/comments/1arz49/unity_tools_coming_for_playstation_4_developers/,,,False,http://b.thumbs.redditmedia.com/ghrtu639uy7PC66a.jpg,t5_2qwj8,False,,,False,t3_1arz49,http://blog.us.playstation.com/2013/03/21/unity-tools-coming-for-playstation-developers/,
1363116280.0,16,youtube.com,1a5xy2,Cooking With Unity - Episode 45: Pinball Part 3,drakfyre,18,2,1,http://www.reddit.com/r/Unity3D/comments/1a5xy2/cooking_with_unity_episode_45_pinball_part_3/,,,False,http://b.thumbs.redditmedia.com/rCBJLE2TP7fjvBbI.jpg,t5_2qwj8,False,,,False,t3_1a5xy2,http://www.youtube.com/watch?v=ncQVp6cDxeI&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=45,
1361814935.0,16,youtube.com,197b0r,Using Arduino as input for Unity,TGruenwald,17,1,11,http://www.reddit.com/r/Unity3D/comments/197b0r/using_arduino_as_input_for_unity/,,,False,http://f.thumbs.redditmedia.com/yH_luKyfcdOPxcEk.jpg,t5_2qwj8,False,,,False,t3_197b0r,http://www.youtube.com/watch?v=9H0Z6HFzIoY,
1361611600.0,16,youtube.com,192o3t,"Making Factions in Unity, using Scriptable Object Assets and the Resources folder",digijin,16,0,3,http://www.reddit.com/r/Unity3D/comments/192o3t/making_factions_in_unity_using_scriptable_object/,,,False,http://c.thumbs.redditmedia.com/hDICXvFKjXvGLcrP.jpg,t5_2qwj8,False,,,False,t3_192o3t,http://www.youtube.com/watch?v=O8BMCQnjUe4,
1360339433.0,15,self.Unity3D,184x1r,What is your preference when making levels?,Crytis,16,1,10,http://www.reddit.com/r/Unity3D/comments/184x1r/what_is_your_preference_when_making_levels/,"Do you use the terrain tool and small amounts of models for things like walls etc from modeling software, or do you create the full level within modeling software? What are the ups and downs to this?
I've always used the terrain tool to create the basis for the level and then blender models to create my details. Though as I find myself going inside more and more the terrain tool seems like it might not be the best bet for me.
Anyways wanted to open a conversation about it let me know what you do.",,False,self,t5_2qwj8,False,,,True,t3_184x1r,http://www.reddit.com/r/Unity3D/comments/184x1r/what_is_your_preference_when_making_levels/,
1359051438.0,15,self.Unity3D,1779ys,"Frustrated, how can I work my way up?",welluhthisisawkward,18,3,16,http://www.reddit.com/r/Unity3D/comments/1779ys/frustrated_how_can_i_work_my_way_up/,"Hey there,
I want to be a game dev worse than anything. I keep trying my hand at Unity. I can do some tutorials, but when I'm on my own, I can't do a fucking thing.
I keep hearing that I need to work my way up. I originally tried to make an RPG (which I found out quickly was a bad idea) I then tired a platformer. Better, but no cigar.
Baiscally what I'm asking is can someone give me a list of where I need to start (I assume a pong clone) and how I can work my way up without being overwhelmed. (If you could include tutorial links that would be great too)
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_1779ys,http://www.reddit.com/r/Unity3D/comments/1779ys/frustrated_how_can_i_work_my_way_up/,
1358040703.0,15,epicfailinc.org,16gu9i,I created a procedural maze generator!,Conquerd,17,2,10,http://www.reddit.com/r/Unity3D/comments/16gu9i/i_created_a_procedural_maze_generator/,,,False,http://d.thumbs.redditmedia.com/lCJkjUU7uE07KMei.jpg,t5_2qwj8,False,,,False,t3_16gu9i,http://epicfailinc.org/2013/01/12/its-procedural-maze-generation-time/,
1357264116.0,15,self.Unity3D,15xa0v,"Hey Guys, I'm just about ready to show off the first prototype of my game arcade game ColorSpace. Feedback appreciated!",Evilsmevil,15,0,25,http://www.reddit.com/r/Unity3D/comments/15xa0v/hey_guys_im_just_about_ready_to_show_off_the/,"Hi All,
This is the first game I've done in a while, It's called [ColorSpace](http://dl.dropbox.com/u/6836390/pacbomb/WebPlayer/WebPlayer.html) and it's it's a top down 2D arcade game.
The idea is to avoid enemies, collect pellets and explode bombs to score points.
You move with the arrow keys and double tapping will get you a speed boost in that direction.
As you pick up pellets it will grow the bomb they are attached to. Anything inside the blast radius will explode when the bomb is picked up and any bomb inside the blast radius will also explode. Any enemy inside the explosion will be destroyed and the more enemies you destroy the more points you get per enemy.
Un-exploded bombs also produce certain effects if enemies or the player go inside the blast radius
Red: Player moves faster
Green, enemies move slower
Blue: enemies are repelled
Sorry about the current graphical state of the game. It's all programmer art as I don't have an artist to work with right now. If anyone is interested in working on the project then shoot me a message with a link to a portfolio etc so I can check your stuff out!
I hope people enjoy it and I would love to hear everyone's thoughts!",,False,self,t5_2qwj8,False,,,True,t3_15xa0v,http://www.reddit.com/r/Unity3D/comments/15xa0v/hey_guys_im_just_about_ready_to_show_off_the/,
1356935436.0,17,self.Unity3D,15pobg,Need some custom shaders? Try Strumpy!,grantmoore3d,17,0,9,http://www.reddit.com/r/Unity3D/comments/15pobg/need_some_custom_shaders_try_strumpy/,"I was playing around in Unity and had a specific need for a customized shader that would be much more complex than anything Unity provides by default. Now, I could probably learn how to code it myself, but there aren't many good resources out there for learning this stuff.
Then I stumbled across the Stumpy Shader Editor! A simple node-based editor that lets you create what you want, preview and then export it to a shader file. I'm sure some of you know of it already, but I wanted to share it because it's free on the Asset Store and is amazing!
http://forum.unity3d.com/threads/56180-Strumpy-Shader-Editor-Now-Open-Source",,False,self,t5_2qwj8,False,,,True,t3_15pobg,http://www.reddit.com/r/Unity3D/comments/15pobg/need_some_custom_shaders_try_strumpy/,
1356910193.0,17,kickstarter.com,15p0lj,"Pixel Kingdom for PC, Mac, Linux, iOS, and Android! Check out the Kickstarter!",Somedays92,23,6,10,http://www.reddit.com/r/Unity3D/comments/15p0lj/pixel_kingdom_for_pc_mac_linux_ios_and_android/,,,False,http://f.thumbs.redditmedia.com/NStqUQPoAAhbBeiG.jpg,t5_2qwj8,False,,,False,t3_15p0lj,http://www.kickstarter.com/projects/293140109/pixel-kingdom-for-pc-android-and-ios?ref=recently_launched,
1356846239.0,17,youtube.com,15ntz2,"Hey guys, I started work on this fast paced voxel roguelike FPS 2 weeks ago. Just released our second gameplay video. Feedback/Questions welcome!",SpooderW,22,5,25,http://www.reddit.com/r/Unity3D/comments/15ntz2/hey_guys_i_started_work_on_this_fast_paced_voxel/,,,False,http://a.thumbs.redditmedia.com/nfMGbo6FiPQwuhcH.jpg,t5_2qwj8,False,,,False,t3_15ntz2,http://www.youtube.com/watch?v=HzWxwVanWZo,
1354198877.0,13,pocketgamer.biz,13zs6f,Is Unity demanding 'six figure sums' from games with gambling?,britishgaming,25,12,19,http://www.reddit.com/r/Unity3D/comments/13zs6f/is_unity_demanding_six_figure_sums_from_games/,,,False,http://a.thumbs.redditmedia.com/AWM3-ZXXvAJpSzRB.jpg,t5_2qwj8,False,,,False,t3_13zs6f,http://www.pocketgamer.biz/r/PG.Biz/Unity+news/news.asp?c=46932,
1352401850.0,13,west-racing.com,12vcn9,"Very first test of linking my Terrain plugin for 3DS Max to generate terrains for Unity, Pikes Peak modeled and textured with a few clicks.",SpookyCat,17,4,7,http://www.reddit.com/r/Unity3D/comments/12vcn9/very_first_test_of_linking_my_terrain_plugin_for/,,,False,http://b.thumbs.redditmedia.com/yFR4rdC79oJ8W3WI.jpg,t5_2qwj8,False,,,False,t3_12vcn9,http://www.west-racing.com/mf/?p=3183,
1349990860.0,16,self.Unity3D,11bxf4,So many 2d toolkits - choice overload - what do other people use for Mobile dev?,tayl0rs,17,1,4,http://www.reddit.com/r/Unity3D/comments/11bxf4/so_many_2d_toolkits_choice_overload_what_do_other/,"There are so many 2d toolkits in Unity to choose from and I feel like it's hard to get a good comparison of them all.
2D Toolkit: http://www.unikronsoftware.com/2dtoolkit/
ex2D: http://www.ex-dev.com/ex2d/
NGUI: http://www.tasharen.com/?page_id=140
EZGUI & SM2: http://www.anbsoft.com/middleware/ezgui/
Futile: http://struct.ca/futile/
UI Toolkit: https://github.com/prime31/UIToolkit
The type of games I am making are kind of hybrid 2d/3d games where I still use 3d objects for a lot of the art and scenery but I also have a lot of 2d graphical effects and non-trivial UI screens.
I'm looking for a kit that:
* makes it easy to manage your sprite atlas (import your 4x sprites and then have 1x and 2x atlases automatically created, or just import the TexturePacker atlases)
* has excellent support for bitmap fonts (fast on mobile, don't really care about extra features like shadows or outlines or tints)
* has high performance tweens for scale / rotation / position / alpha
* has flexible anchors (top, left, middle, etc)
* has excellent support for parenting sprites to other sprites so you can move / rotate / scale them as a single object
* has high performance touch input support on mobile
* doesn't need to have tons of custom Editor GUI - I'm fine with doing things in code and not via the Editor. But, it would be nice for sprites to show up in Editor mode so you can arrange them in realtime.
Which 2d / UI kits have you guys tried?
Of the big Unity titles, does anyone know what they have chosen?
I'm only interested in Mobile specific answers since the performance and feature set is so much different than on PC / Web.",,False,self,t5_2qwj8,False,,,True,t3_11bxf4,http://www.reddit.com/r/Unity3D/comments/11bxf4/so_many_2d_toolkits_choice_overload_what_do_other/,
1349157523.0,17,cookingwithunity.com,10syvb,Cooking With Unity - Episode 26: Dual Stick Shooter Part 3,drakfyre,22,5,4,http://www.reddit.com/r/Unity3D/comments/10syvb/cooking_with_unity_episode_26_dual_stick_shooter/,,,False,http://b.thumbs.redditmedia.com/i8FjoZDWzq04sh6s.jpg,t5_2qwj8,False,,,False,t3_10syvb,http://www.cookingwithunity.com/b/334159652,
1347947061.0,16,cookingwithunity.com,102ez0,Cooking With Unity - Episode 24: Dual Stick Shooter Part 1,drakfyre,18,2,9,http://www.reddit.com/r/Unity3D/comments/102ez0/cooking_with_unity_episode_24_dual_stick_shooter/,,,False,http://b.thumbs.redditmedia.com/iVxQQwcaC4A3fgVm.jpg,t5_2qwj8,False,,,False,t3_102ez0,http://www.cookingwithunity.com/b/332575596,
1346362883.0,17,steamcommunity.com,z3m3m,"I submitted my Unity3d game ""99 Levels To Hell"" to Steam Greenlight. Please give me some tumbs up!
Btw alpha 0.4.0 is released on Desura, next up BETA.",boblond,24,7,6,http://www.reddit.com/r/Unity3D/comments/z3m3m/i_submitted_my_unity3d_game_99_levels_to_hell_to/,,,False,default,t5_2qwj8,False,,,False,t3_z3m3m,http://steamcommunity.com/sharedfiles/filedetails/?id=92942433,
1346224687.0,15,redactedgame.com,z0cpd,Video of City Generation Progress for my game Redacted,jasperstocker,17,2,5,http://www.reddit.com/r/Unity3D/comments/z0cpd/video_of_city_generation_progress_for_my_game/,,,False,http://f.thumbs.redditmedia.com/BvVjy7uuqbceKa35.jpg,t5_2qwj8,False,,,False,t3_z0cpd,http://www.redactedgame.com/?p=98,
1346135024.0,13,cookingwithunity.com,yy6zw,Cooking With Unity - Episode 21: Asteroids-Style Game Levels and Sounds,drakfyre,15,2,3,http://www.reddit.com/r/Unity3D/comments/yy6zw/cooking_with_unity_episode_21_asteroidsstyle_game/,,,False,http://c.thumbs.redditmedia.com/H3stTiy2TD5m3aE8.jpg,t5_2qwj8,False,,,False,t3_yy6zw,http://www.cookingwithunity.com/b/330208935,
1345766601.0,14,self.Unity3D,yq49y,Building a Free Singleton Audio Manager... What features do you want?,poodleface,18,4,7,http://www.reddit.com/r/Unity3D/comments/yq49y/building_a_free_singleton_audio_manager_what/,"Recently, I've been teaching a class on Game Audio to people with plenty of experience in audio who are terrified of wading into game engines like Unity. Doing a tutorial for them tells me that Unity's approach leaves a lot to be desired for indie devs who can't afford the costs of middleware, since sound designers don't necessarily need to know the internals of a game engine to create sounds for it, especially when they are starting out.
My hope is build a free chunk of code that will abstract away the sound cues/music to a singleton GameObject, which can then be called by another script that will be attached to player objects (et al) that will automatically add AudioSources when needed, Sound banks with multiple sounds that can be randomly selected for things such as footsteps, etc. I'll be using Custom Editor scripting for this.
If there are any existing code bases/approaches you use (not paid) that you have found to be useful, or you have any ideas regarding possible features you'd like to see, I'd appreciate any feedback you can give.",,False,self,t5_2qwj8,False,,,True,t3_yq49y,http://www.reddit.com/r/Unity3D/comments/yq49y/building_a_free_singleton_audio_manager_what/,
1345742951.0,15,unityvs.com,ypek8,"UnityVS 1.0 is available, adds support for debugging Unity from Visual Studio.",jbevain,19,4,13,http://www.reddit.com/r/Unity3D/comments/ypek8/unityvs_10_is_available_adds_support_for/,,,False,default,t5_2qwj8,False,,,False,t3_ypek8,http://unityvs.com/news/2012/08/22/unityvs-is-available/,
1343108729.0,16,cookingwithunity.com,x267h,Cooking With Unity - Episode 18: Asteroids-Style Game Part 1,drakfyre,17,1,5,http://www.reddit.com/r/Unity3D/comments/x267h/cooking_with_unity_episode_18_asteroidsstyle_game/,,,False,http://c.thumbs.redditmedia.com/xLKOLuOQ5MW_qgDt.jpg,t5_2qwj8,False,,,False,t3_x267h,http://www.cookingwithunity.com/b/326034387,
1341293988.0,15,cookingwithunity.com,vysaa,Cooking With Unity - Episode 14 + 15: Autoscrolling Platformer Part 1+2,drakfyre,17,2,17,http://www.reddit.com/r/Unity3D/comments/vysaa/cooking_with_unity_episode_14_15_autoscrolling/,,,False,http://b.thumbs.redditmedia.com/z9RgiN3zAb5RBi27.jpg,t5_2qwj8,False,,,False,t3_vysaa,http://www.cookingwithunity.com/b/323486349,
1340826861.0,14,self.Unity3D,vp9sq,2D Sprite middleware: ex2D or 2D Toolkit? (x-post from /r/GameDev),sweetlethargy,21,7,10,http://www.reddit.com/r/Unity3D/comments/vp9sq/2d_sprite_middleware_ex2d_or_2d_toolkit_xpost/,"I'm a novice Unity3D developer looking to develop a game for the Android platform. The game will use entirely sprite-based animations. Setting this up manually seems quite involved, so I'm looking for a simple middleware solution to easily implement 2D sprite animation within Unity. From what I've read, it seems like ex2D or 2D toolkit are the best Unity plugins for what I'm looking for. Can anyone who has used either (or both!) ex2D or 2D toolkit share with me their experiences with me?",,False,self,t5_2qwj8,False,,,True,t3_vp9sq,http://www.reddit.com/r/Unity3D/comments/vp9sq/2d_sprite_middleware_ex2d_or_2d_toolkit_xpost/,
1337619324.0,15,youtube.com,txq1x,Writing Surface Shaders in Unity3D: Vertex Programs,SND_Crow,17,2,2,http://www.reddit.com/r/Unity3D/comments/txq1x/writing_surface_shaders_in_unity3d_vertex_programs/,,,False,http://a.thumbs.redditmedia.com/ZpPAwlO83rbSgWlT.jpg,t5_2qwj8,False,,,False,t3_txq1x,http://www.youtube.com/watch?v=nhIMB-pzRDc,
1335121719.0,13,youtu.be,smyb2,Short video of the progress so far on my FPS.,zchezx,18,5,3,http://www.reddit.com/r/Unity3D/comments/smyb2/short_video_of_the_progress_so_far_on_my_fps/,,,False,http://a.thumbs.redditmedia.com/nSIcOtfY3Hka7frH.jpg,t5_2qwj8,False,,,False,t3_smyb2,http://youtu.be/xgDvhJ1_wxo,
1332356302.0,17,kongregate.com,r74w5,A game I made over a weekend,jerkosaur,19,2,12,http://www.reddit.com/r/Unity3D/comments/r74w5/a_game_i_made_over_a_weekend/,,,False,default,t5_2qwj8,False,,,False,t3_r74w5,http://www.kongregate.com/games/jamesbriggs/jagaloon-invasion,
1376691516.0,15,self.Unity3D,1kilam,Procedural fantasy-forest generation,SimonGFarmer,17,2,10,http://www.reddit.com/r/Unity3D/comments/1kilam/procedural_fantasyforest_generation/,"Hi guys, thought I'd post a couple pictures of the Unity project I'm working on. I didn't create the art (credit goes to Michael O for his Top Down Assets). Assets are placed based on various simplex noise maps.
I'm working towards making this into a top-down rogue-like (like everyone these days:) but it's not a top priority at the moment. I really want to understand what makes a forest come alive in terms of ambience, and look forward to adding things like insects, more ambient particle effects, etc. etc.
http://www.imagebay.net/1.jpg
http://www.imagebay.net/2.jpg",,False,self,t5_2qwj8,False,,,True,t3_1kilam,http://www.reddit.com/r/Unity3D/comments/1kilam/procedural_fantasyforest_generation/,
1374937449.0,16,self.Unity3D,1j5uns,Anyone interested in Google Play Games multiplayer on Android?,LostPolygon,17,1,15,http://www.reddit.com/r/Unity3D/comments/1j5uns/anyone_interested_in_google_play_games/,"I've been working on my own Google Play Games plugin lately, and I wonder if there is any interest on realtime multiplayer support on Android? It'll probably be compatible with built-in Unity network, because I really want to make it work in Unity Free.",,False,self,t5_2qwj8,False,,,True,t3_1j5uns,http://www.reddit.com/r/Unity3D/comments/1j5uns/anyone_interested_in_google_play_games/,
1374115332.0,16,self.Unity3D,1ij6te,RTS style map reveal/fog of war?,ocarinaboy96,16,0,9,http://www.reddit.com/r/Unity3D/comments/1ij6te/rts_style_map_revealfog_of_war/,"So I'm relatively new to unity and I'm making an RTS. I've figured out most of things that I need to do, but I'm not quite sure how to do the map reveal/ fog of war that is in most RTS games (I.e. age of empires) where the map only updates when a unit's line of sight moves over that area. Any suggestions, or links to tutorials, would be greatly appreciated.",,False,self,t5_2qwj8,False,,,True,t3_1ij6te,http://www.reddit.com/r/Unity3D/comments/1ij6te/rts_style_map_revealfog_of_war/,
1373857357.0,13,spicypixel.com,1ibcw0,Concurrency Kit - great free multi-threading kit,AlexKorova,16,3,5,http://www.reddit.com/r/Unity3D/comments/1ibcw0/concurrency_kit_great_free_multithreading_kit/,,,False,default,t5_2qwj8,False,,,False,t3_1ibcw0,http://spicypixel.com/developer/concurrency-kit/,
1373151894.0,16,johnleonardfrench.com,1hruan,"My brother has been making music packs for video game devs, please check out his work even if only to provide feedback",Trimax4,20,4,9,http://www.reddit.com/r/Unity3D/comments/1hruan/my_brother_has_been_making_music_packs_for_video/,,,False,default,t5_2qwj8,False,,,False,t3_1hruan,http://www.johnleonardfrench.com/#!combat-collection/c10b2,
1373127300.0,14,assetstore.unity3d.com,1hr4kb,Energy Bar Toolkit - Quickly create many types of progress/energy bars without scripting knowledge.,genail,17,3,1,http://www.reddit.com/r/Unity3D/comments/1hr4kb/energy_bar_toolkit_quickly_create_many_types_of/,,,False,default,t5_2qwj8,False,,,False,t3_1hr4kb,https://www.assetstore.unity3d.com/?#/content/7515,
1369229651.0,16,youtube.com,1etzl7,Unite Nordic 2013 Keynote,DolphinsAreOk,18,2,19,http://www.reddit.com/r/Unity3D/comments/1etzl7/unite_nordic_2013_keynote/,,,False,http://a.thumbs.redditmedia.com/jO5ZZ3BjIxkykZhN.jpg,t5_2qwj8,False,,,False,t3_1etzl7,http://www.youtube.com/watch?v=QY-e2vdPdqE&sns=tw,
1368854690.0,12,self.Unity3D,1ekban,I created some interesting looking stylized procedural planets.,claypool1,17,5,12,http://www.reddit.com/r/Unity3D/comments/1ekban/i_created_some_interesting_looking_stylized/,"[Imgur](http://i.imgur.com/r88Oyff.png)
After quite a bit of work I finally came up with this. Currently there are only 3 planet types (Earthlike, Marslike, and Airless Rock). I just felt that I should share. I eventually plan to implement LOD over terrain (except that I have no idea how to), create more planet types, and add some sort of lighting system that I feel fits with the current style.
Feel free to ask me any questions and I will answer them to my best ability.",,False,self,t5_2qwj8,False,,,True,t3_1ekban,http://www.reddit.com/r/Unity3D/comments/1ekban/i_created_some_interesting_looking_stylized/,
1368435303.0,14,self.Unity3D,1e8h6d,I'm publishing my first Unity game Thrust Control soon and need beta testers. Figured I'd ask you guys first.,hugepedlar,18,4,30,http://www.reddit.com/r/Unity3D/comments/1e8h6d/im_publishing_my_first_unity_game_thrust_control/,"I couldn't have done it without you *shucks*.
What I'm mostly looking for is a report on how the game runs on various hardware, since that's the hardest for me to test. Second, any bugs you find of course. Third, general impressions on gameplay - e.g. do you think the levels progress in the right order.
Anyone interested can head over to https://store.hdmark.com.au and use one of the following coupon codes to download the full beta for free:
U3D02FD9735
U3D142005F4
U3D26AAAA6A
U3D3A970D47
U3D4842D04F
U3D55748299
U3D6669F2DB
U3D7553959A
U3D814144DA
U3D9CB5384E
Thanks, and I hope you enjoy it.
EDIT: I suppose I ought to describe the game: It's an arcade Lunar-Lander style puzzle/shooter.
",,False,self,t5_2qwj8,1368435502.0,,,True,t3_1e8h6d,http://www.reddit.com/r/Unity3D/comments/1e8h6d/im_publishing_my_first_unity_game_thrust_control/,
1367942637.0,15,youtu.be,1dv9j1,Occulus & Hydra - Tranlastion Infused virtual reality tracking,burtonposey,19,4,5,http://www.reddit.com/r/Unity3D/comments/1dv9j1/occulus_hydra_tranlastion_infused_virtual_reality/,,,False,http://a.thumbs.redditmedia.com/hXmEiD0-7ViWQpjl.jpg,t5_2qwj8,False,,,False,t3_1dv9j1,http://youtu.be/rNkda14YPCA,
1367426135.0,13,self.Unity3D,1dhmrv,Finished my first game.,Triplebypasses,18,5,17,http://www.reddit.com/r/Unity3D/comments/1dhmrv/finished_my_first_game/,"Hey everyone, I finished my first game I've been working on for the past 2 or 3 months. I've been messing with Unity for maybe 6 months or so and finally finished a project. I would love feedback on what people think. Thanks for those who take the time to check it out!
http://dl.dropboxusercontent.com/u/15237335/UnityGames/ColorCollidersWeb/ColorCollidersWeb.html",,False,self,t5_2qwj8,1367431474.0,,,True,t3_1dhmrv,http://www.reddit.com/r/Unity3D/comments/1dhmrv/finished_my_first_game/,
1366798605.0,14,self.Unity3D,1d0284,Using shaders to emulate retro 16bit style graphics.,hugepedlar,15,1,7,http://www.reddit.com/r/Unity3D/comments/1d0284/using_shaders_to_emulate_retro_16bit_style/,"Disclaimer: I used Unity Pro with [Aubergine's Post Process Effects](http://u3d.as/content/aubergine/aubergines-post-process-effects/1WY) to achieve this effect, but I imagine if you're reasonably competent with shaders you could write your own to do the same.
I got a neat little retro effect with 3 shaders: Over-saturation (actually a desaturate shader set to -1), posterise (colour depth reduced to 16 colours) and of course pixelate.
Here's a screenshot: http://i.imgur.com/689B1wO.png
And here's an asteroids clone I mocked up with assets from another of my projects: http://hdmark.com.au/games/asterbloids",,False,self,t5_2qwj8,False,,,True,t3_1d0284,http://www.reddit.com/r/Unity3D/comments/1d0284/using_shaders_to_emulate_retro_16bit_style/,
1362832778.0,15,blogs.unity3d.com,19yve0,"Thomas Petersen blogs about Unity3D's newer, shorter, more agile release process",fhmiv,16,1,0,http://www.reddit.com/r/Unity3D/comments/19yve0/thomas_petersen_blogs_about_unity3ds_newer/,,,False,http://c.thumbs.redditmedia.com/_3Lwwp73NDbGeA2P.jpg,t5_2qwj8,False,,,False,t3_19yve0,http://blogs.unity3d.com/2013/03/08/short-cycle-development/,
1359995309.0,13,self.Unity3D,17veyh,Play From Space! Protect our precious moon!,Lazarus521,14,1,12,http://www.reddit.com/r/Unity3D/comments/17veyh/play_from_space_protect_our_precious_moon/,"Hey /r/unity3d. As I'm sure you're all aware, there was a successful kickstarter for the OUYA system. A part of this kickstarter was a 10-day game jam to make a game for the new console.
Well, our small, 6 man team would like to present our game, From Space!, which was built with Unity No matter the outcome of the competition, we want you guys to try it out and let us know what you think.
[Play From Space!](http://signup.fromspacegame.com/)
tl;dr: Play From Space!",,False,self,t5_2qwj8,False,,,True,t3_17veyh,http://www.reddit.com/r/Unity3D/comments/17veyh/play_from_space_protect_our_precious_moon/,
1359377701.0,14,self.Unity3D,17fcq7,Free 2D platformer procedural terrain mesh generator,PizzaFetus,14,0,5,http://www.reddit.com/r/Unity3D/comments/17fcq7/free_2d_platformer_procedural_terrain_mesh/,"Hi folks,
Giving away a bit of code I've been working on over the last few days. It a bit of procedural terrain generation code for a 2D platformer.
Attached below is a package containing a procedurally generated mesh that acts as a terrain. Well two meshes actually. The script attached to the ""Plane Mesh"" game object generates a mesh based off an equation and applies a mesh collider, then a prefab ""curve prefab"" is added (without a mesh collider) to attach a pretty curve front end to it. I separated the two meshes out for performance, the idea being you constrain the character to the area above the mesh collider. The other mesh is just added for aesthetics. I've added a simple sphere object with some controlling script to give an idea of what I was going for.
http://imgur.com/a/U4QC5#ohNRUrz
This code is a bastardised ""Heightmap Generator"" example that Unity released.
There is a problem tho that I haven't been able to fix (hence the giveaway) and that is at high downwards velocities (anything roughly over a velocity of 25 m/sec) the mesh collider fails and my sphere falls through the mesh. Strangely if you hit horizontally at high speed it doesn't seem to have this problem.
I've learned a lot working this problem through, and happy to move onto a different idea and you guys/girls have helped me so I thought I should throw this out there if anyone wants it. Although if you fix the problem let me know :).
Couple of notes, I've jacked up the physics iteration count to 20 to try fix the problem (to no avail) so if things run weird for you turn that down to about 7.
Also another thing to keep an eye out if you start changing this for your own project, I've upped the gravity to a value 25 as the regular value of 9.81 was too ""floaty"" (which really exacerbates my problem).
edit: I've thought of a solution using a raycast straight down and checking if the length of the ray is below a threshold (the diameter of the sphere in this case) but its late here and I need to sleep. I'll probably give it a crack later on and see what happens.
Cheers
https://mega.co.nz/#!1ZNBgQDI!bH0hHwBxlYGDn4wFZM4-uEJnoUIjsSMrof42H1ypOV0
",,False,self,t5_2qwj8,1359378478.0,,,True,t3_17fcq7,http://www.reddit.com/r/Unity3D/comments/17fcq7/free_2d_platformer_procedural_terrain_mesh/,
1357846019.0,14,youtube.com,16bvu8,Started creating an easy to follow Unity3D video tutorial series on basic scripts and how to use them,jesseetzler,15,1,3,http://www.reddit.com/r/Unity3D/comments/16bvu8/started_creating_an_easy_to_follow_unity3d_video/,,,False,default,t5_2qwj8,False,,,False,t3_16bvu8,http://www.youtube.com/playlist?list=PLxLNqnnCshwlE0UebbpV_v8M4kcLhXEz9,
1357673925.0,13,self.Unity3D,16772f,Must Have Add-On's,Bartimaeuse,14,1,5,http://www.reddit.com/r/Unity3D/comments/16772f/must_have_addons/,"Just wondering what everyone here considers to be some of the best/most useful add-on's for unity. Currently I am using Strumpy and Lidgren in my game. (Forgot to mention, but this is more geared to a multiplayer FPS game i am experimenting with) However suggestions for other useful plugins, free or otherwise is much appreciated.",,False,self,t5_2qwj8,False,,,True,t3_16772f,http://www.reddit.com/r/Unity3D/comments/16772f/must_have_addons/,
1357403266.0,15,wiki.unity3d.com,160fll,"Learning C# a few days ago, I just scripted a Multi Resolution Anchor for you guys! Very useful for those who develops for 2D! Feel free to extend it as you see fit!",bbqburner,18,3,5,http://www.reddit.com/r/Unity3D/comments/160fll/learning_c_a_few_days_ago_i_just_scripted_a_multi/,,,False,default,t5_2qwj8,False,,,False,t3_160fll,http://wiki.unity3d.com/index.php/Anchor_Multi_Resolution,
1357337549.0,15,youtube.com,15z247,"No Heroes Video Update #32, featuring parkour, big environment changes and more",DrunkenLizardGames,20,5,2,http://www.reddit.com/r/Unity3D/comments/15z247/no_heroes_video_update_32_featuring_parkour_big/,,,False,http://b.thumbs.redditmedia.com/4Ajx9XLqzHbWJqQy.jpg,t5_2qwj8,False,,,False,t3_15z247,http://www.youtube.com/watch?v=xXUsuHMBkOU,
1357337135.0,14,self.Unity3D,15z1ng,Concave Collider for Unity3D - Automates compound collider generation for dynamic objects,UGTools,14,0,15,http://www.reddit.com/r/Unity3D/comments/15z1ng/concave_collider_for_unity3d_automates_compound/,"Hi guys!
Just to let you know we released the latest version of our Concave Collider tool.
It basically computes a set of colliders automatically that fit your dynamic objects. Dynamic object's can't collide between each other unless they have convex colliders, but this is sometimes too restrictive as many dynamic objects have irregular shapes.
Our tool approximates these irregular shapes with multiple colliders, and everything just with one single click!
* Check it out in action here: [Youtube video](http://www.youtube.com/watch?v=mu__FxT8Gzk)
* At the asset store: [Asset store link](https://www.assetstore.unity3d.com/#/content/4596)
* Or information and help here: [Homepage link](http://www.ultimategametools.com/products/concave_collider)
Happy new year by the way =)",,False,self,t5_2qwj8,False,,,True,t3_15z1ng,http://www.reddit.com/r/Unity3D/comments/15z1ng/concave_collider_for_unity3d_automates_compound/,
1355438475.0,15,self.Unity3D,14t653,How much is animation used in an FPS?,taslem,17,2,13,http://www.reddit.com/r/Unity3D/comments/14t653/how_much_is_animation_used_in_an_fps/,"It seems like a simple question, but its one I've been wondering a lot lately. At first, I thought to get a FPS camera you had to animate every little movement and sway into the model. After looking at the Ultimate FPS Camera, I realize that isn't necessarily true. I also realize this differs for every game. So my question really is how much of the self-animations (as in movements of the player character) are actually handmade animations? Also, what if you wanted the player to sometimes see themselves (or something requiring just flat out making the player control a whole human instead of just arms), would you have to animate every movement, or can you take the time to manually adjust the bones to various targets?
My reason for asking this is mainly because I feel there are lots of movements that would be silly to hardcode for each weapon. ",,False,self,t5_2qwj8,False,,,True,t3_14t653,http://www.reddit.com/r/Unity3D/comments/14t653/how_much_is_animation_used_in_an_fps/,
1355327588.0,15,self.Unity3D,14q9dc,"From the creators of Nanomites, comes Nanomites!",davidc02,16,1,25,http://www.reddit.com/r/Unity3D/comments/14q9dc/from_the_creators_of_nanomites_comes_nanomites/,"Hi guys,
I'm a programmer at 3D Avenue, and I'd like to share with you our first game, it's called Nanomites, it's an arcade game with infinite levels.
The game was made using the almighty Unity 3D engine with a lot of support from many people in the Unity 3D community, including the forums, reddit, and pretty much anywhere I could find help out there :D
It was inspired by old school title Jezzball, but with a modern mechanic, we hope you guys enjoy it.
Here's the trailer http://www.youtube.com/watch?v=7s4x71lSlko
If you have any comments, questions, or suggestions, I'd greatly appreciate them :)
Thanks!
David.
edit:
Here are some screenshots:
https://dl.dropbox.com/u/28438/Nanomites/Photo%20Nov%2021%2C%204%2041%2028%20PM%20jpg.jpg
https://dl.dropbox.com/u/28438/Nanomites/Photo%20Nov%2021%2C%204%2058%2049%20PM%20jpg.jpg
https://dl.dropbox.com/u/28438/Nanomites/Photo%20Nov%2022%2C%203%2057%2000%20PM%20jpg.jpg",,False,self,t5_2qwj8,1355342193.0,,,True,t3_14q9dc,http://www.reddit.com/r/Unity3D/comments/14q9dc/from_the_creators_of_nanomites_comes_nanomites/,
1348263563.0,14,self.Unity3D,109pot,"A simple, free, slope-based texture map generator for terrains",kylekestell,16,2,15,http://www.reddit.com/r/Unity3D/comments/109pot/a_simple_free_slopebased_texture_map_generator/,"I've been playing around with Unity lately and I've been frustrated with the lack of free tools for generating texture maps for terrains. So today over lunch I hacked something together and I figured I'd share.
[http://imgur.com/a/YP1lJ](http://imgur.com/a/YP1lJ)
The application takes a heightmap and four texture maps as input. Using the heightmap, it generates a slope map, which it then uses to sample one of each of the four input textures in generating a final color map.
I plan on cleaning it up a little this weekend (it's a lot slower than it ought to be and currently requires that all input files be 1024x1024 PNGs), but I'd be happy to share the source code (C#/.NET) or provide a binary if anyone is interested in experimenting.
Cheers!
(NOTE: This makes use of the excellent [ats Colormap terrain shader](http://forum.unity3d.com/threads/146808-ats-Colormap-terrain-shader-RELEASED) by larsbertram1.)",,False,self,t5_2qwj8,False,,,True,t3_109pot,http://www.reddit.com/r/Unity3D/comments/109pot/a_simple_free_slopebased_texture_map_generator/,
1346700071.0,16,self.Unity3D,zaleh,Experiments in 2d: destructible terrain and ninja rope!,omercy,21,5,17,http://www.reddit.com/r/Unity3D/comments/zaleh/experiments_in_2d_destructible_terrain_and_ninja/,"**Terrain** http://motionos.com/terrain/
- Left click to destroy terrain, ctrl+left click to add terrain
- Right click to spawn ""water"" particles
- Zoom with mouse wheel, pan with middle button
**Ninjarope** http://motionos.com/ninjarope/
- Left click to fire rope
- Zoom with mouse wheel
- WASD/Arrows + space bar to move + jump
- WASD/Arrows on rope to move worms-style
I am now working on SPH for the water particles, and then combining the water, terrain, and ninjarope. I'm not 100% sure where this project is going but I'm thinking some sort of realtime (as opposed to turn based) worms clone. Similar to Soldat/Liero/Teeworlds",,False,self,t5_2qwj8,False,,,True,t3_zaleh,http://www.reddit.com/r/Unity3D/comments/zaleh/experiments_in_2d_destructible_terrain_and_ninja/,
1341904255.0,12,cookingwithunity.com,wbfww,Cooking With Unity - Episode 16 LIVE: Autoscrolling Platformer Part 3,drakfyre,17,5,4,http://www.reddit.com/r/Unity3D/comments/wbfww/cooking_with_unity_episode_16_live_autoscrolling/,,,False,http://b.thumbs.redditmedia.com/8rglrqMAjYa7cgT1.jpg,t5_2qwj8,False,,,False,t3_wbfww,http://www.cookingwithunity.com/b/324303074,
1339655859.0,13,youtube.com,v1aki,Space Shoot Launch Trailer for iOS and Android. Created in Unity over 6 months alone,apoc519,19,6,3,http://www.reddit.com/r/Unity3D/comments/v1aki/space_shoot_launch_trailer_for_ios_and_android/,,,False,http://e.thumbs.redditmedia.com/V1L9gS2hAlamVUCL.jpg,t5_2qwj8,False,,,False,t3_v1aki,http://www.youtube.com/watch?v=LFMYJpsAi_E,
1339439322.0,16,perforce.com,uwid7,"20 users, 20 workspaces, UNLIMITED files. Perforce finally did it.",villageid_10t,21,5,12,http://www.reddit.com/r/Unity3D/comments/uwid7/20_users_20_workspaces_unlimited_files_perforce/,,,False,default,t5_2qwj8,False,,,False,t3_uwid7,http://www.perforce.com/downloads/try_perforce_free,
1337031964.0,13,youtu.be,tn3tp,"Real time 3D Weapon Costumization, Weapons statistics, in-game menu, and Multiplayer.",DrunkenLizardGames,23,10,3,http://www.reddit.com/r/Unity3D/comments/tn3tp/real_time_3d_weapon_costumization_weapons/,,,False,http://b.thumbs.redditmedia.com/NC20Pp4GMT0M9SA7.jpg,t5_2qwj8,False,,,False,t3_tn3tp,http://youtu.be/wLn_o38vMsQ,
1335846045.0,14,ustream.tv,t123l,Learn about Transforms and Vectors in the latest episode of Cooking With Unity!,drakfyre,16,2,2,http://www.reddit.com/r/Unity3D/comments/t123l/learn_about_transforms_and_vectors_in_the_latest/,,,False,http://a.thumbs.redditmedia.com/nFxFEJFy4qUFK-eN.jpg,t5_2qwj8,False,,,False,t3_t123l,http://www.ustream.tv/recorded/22258800,
1335666448.0,14,self.Unity3D,sxn2n,Im looking for some tutorials that focus on teaching HOW to script. Not step by step guides of scripts the teacher created.,Laurikens,18,4,16,http://www.reddit.com/r/Unity3D/comments/sxn2n/im_looking_for_some_tutorials_that_focus_on/,"The problem most books and videos have is they tell you 'put this script in' and 'attack it to this gameobject'.
This doesn't teach much at all, I've been messing around with unity for a few weeks now and I know my wy around the program pretty well.
And following tutorials i've made some functional gameplay mechanics, but I actually have no idea what to do if I wanted to create these myself",,False,self,t5_2qwj8,False,,,True,t3_sxn2n,http://www.reddit.com/r/Unity3D/comments/sxn2n/im_looking_for_some_tutorials_that_focus_on/,
1330006089.0,15,unityvs.com,q2hiq,"UnityVS, a Visual Studio plugin for Unity programmers",jbevain,20,5,12,http://www.reddit.com/r/Unity3D/comments/q2hiq/unityvs_a_visual_studio_plugin_for_unity/,,,False,default,t5_2qwj8,False,,,False,t3_q2hiq,http://unityvs.com,
1329562729.0,15,youtube.com,pv4q5,Fully dynamic super fast rope bridge type structures made in a couple of clicks using the Rope 2D deform modifier from MegaFiers ,SpookyCat,20,5,0,http://www.reddit.com/r/Unity3D/comments/pv4q5/fully_dynamic_super_fast_rope_bridge_type/,,,False,http://d.thumbs.redditmedia.com/l8oQzMCmnNO7XvpQ.jpg,t5_2qwj8,False,,,False,t3_pv4q5,http://www.youtube.com/watch?v=hyHSERddOWQ,
1376517714.0,12,self.Unity3D,1kdmlw,Dynamic Water System [Released],LostPolygon,16,4,6,http://www.reddit.com/r/Unity3D/comments/1kdmlw/dynamic_water_system_released/,"Hi everyone!
I'm excited to say that **Dynamic Water System** asset is finally available on Asset Store!
This is a custom dynamic water physics simulation system designed for Unity Free. Water simulation is achieved by running a wave simulation algorithm and applying it to a high-poly mesh. While this is not a full-scale ocean simulation package, it works really great for small water bodies such as small ponds, pools, fountains etc. Also includes a nice realistic voxel-based buoyancy system.
   **[Asset Store link](http://u3d.as/content/lost-polygon/dynamic-water-system/)**
**Links to the demos:**
[Webplayer demo](http://docs.zimm.biz/demo/dynamicwater/)
[Direct link to Windows version](http://docs.zimm.biz/demo/dynamicwater/DynamicWater_PC.zip)
[Direct link to Android APK](http://docs.zimm.biz/demo/dynamicwater/DynamicWater.apk)
**Features:**
* Compatible with Unity 3.5.7 - 4.2.
* Designed to run as fast as possible on any possible hardware using only Unity Free. As a downside, the simulation is purely CPU-bound.
* Tested to work on Android. It actually shows quite good performance - Motorola Droid 2 runs a 64x64 grid with some buoyant objects at 50 FPS. I'm sure it will run on iOS without problems as well.
* Contains a powerful feature that can increase performance drastically (up to 6x in some cases). Especially useful for low-performance hardware such as found mobile in devices. The caveat is some possible quality degradation, which can be unnoticeable for most scenes, but ruin the quality in some rare occasions.
* Supports static obstruction geometry for achieving non-rectangular shapes. All collider types are supported.
* Buoyancy simulation system is made to be totally separable from water simulation. In fact, you can use it independently for things like air ballons and blimps.
* Allows setting multiple ""splash zones"" on a single water instance (see Waterfall demo).
* User-friendly editor interface.
* Code is written in a way that allows extending the asset for your needs easily. See [docs](http://docs.zimm.biz/dynamicwater/).
*Thanks for checking this out, I'd be really glad to hear feedback from you :)*",,False,self,t5_2qwj8,1376564856.0,,,True,t3_1kdmlw,http://www.reddit.com/r/Unity3D/comments/1kdmlw/dynamic_water_system_released/,
1375456006.0,14,self.Unity3D,1jkfqf,"Not sure this is the right place, but here's a glimpse of my project in Unity Positive/Negative feedback welcome!",ensiferum888,15,1,15,http://www.reddit.com/r/Unity3D/comments/1jkfqf/not_sure_this_is_the_right_place_but_heres_a/,"I submit this as text rather than link because I feel I need to explain. I have thought myself programming about 4 years ago. I started with C++ (bad idea) and got discouraged. Then started playing around with Java and I liked it.
I decided to go back to University (I was 24 at the time and only had a degree in lighting effects, I was working on movie/television sets). So I did and just finished my first certificate in software development (it's like one third of a bachelor) I have to study part time because I work full time and I have bills to pay. I'm pursuing a bachelor in computer science.
I have been a gamer my whole life, I love games so much. I always tried to make my own games (when I was younger with RPG maker) modding morrowind, making starcraft scenarios, etc. Problem is I never finished anything. When it's a contract I do for my father developing a program it's easy to finish. You're bound by a contract and you're getting paid at the end. But for my own projects, I can never seem to make it, even if I really love doing it.
So here it is, two months ago I heard about Unity3d and everyone kept saying how easy to use it was. Realizing you can code using C# I jumped on it! This is the language I use to make all my other applications. Great!
So I started watching tutorials, I started following Drakfyre and made a space invaders clone. And decided to jump right away into making the game I always wanted to make, ever since I played Cultures.
I don't have a title yet, the game is set in a fictive universe where a great empire has fallen, chaos as taken up the capital and people are fleeing north to the wild lands in small groups to start over. It's a classic city-building, ressource management game with a couple of elements thrown in. For example you can eventually have multiple cities connected with trade routes (not on the same map like in Anno, think offline Sim City), You can send explorers to far away lands and if they return they'll bring back exotic food, new architecture, new ressources, perhaps a trade request and so on.
As things are now there will not be any combat. One of my influence is The Guild 2 and Majesty. I don't want the player to have actual Control over the population. You'll place buildings, define the properties of that building, and the people will react accordingly. I feel like combat would detatch from that, watching your people fight while you helplessly watch them is not a good experience.
I'm very sorry for the extremely long post, I've been working every weekend for the past 2 months on this and would appreciate some input from people in the field €
I just want somebody to give me something.. (this is good, this sucks, I wouldn't do that this way) because right now I'm afraid I'm just going to get bored with this project and I would really like to finish it.
Here's a little glimpse:
http://imgur.com/a/2O0Tz#0
I'm thinking of submitting this album to the Screenshot Saturday of /r/gamedev but other people's games look so much better I feel ashamed of presenting this. I have great confidence in my game logic, code, execution, but as you can see on the images, I can't do art for the life of me.
thanks for your time! And thanks to all the people who have answered my questions on this subreddit!!",,False,self,t5_2qwj8,1375494899.0,,,True,t3_1jkfqf,http://www.reddit.com/r/Unity3D/comments/1jkfqf/not_sure_this_is_the_right_place_but_heres_a/,
1374859375.0,14,self.Unity3D,1j3wmb,Zenzizenzic - My very first foray into Unity and game design and development [playable!],Zenzizenzic_,15,1,20,http://www.reddit.com/r/Unity3D/comments/1j3wmb/zenzizenzic_my_very_first_foray_into_unity_and/,"Hi! Thanks for checking this out! I'm here to present you a test version of Zenzizenzic, a fast paced and challenging abstract twin-stick shmup for the PC. Grab it over here:
- http://www.bithuffel.nl/zenzizenzic.zip
To name some of the features: lots of different weapons, quick, responsive and dynamic gameplay, local co-op, leaderboards, a high skill ceiling and a blasting beat (by bignic) to accompany it all.
You can check out a quick gameplay video over here: http://www.youtube.com/watch?v=ZggvugkjYiM
I slowly started out building Zenzizenzic at the end of 2012, learning Unity, coding and everything that comes with developing a game (which is a lot I found out!) over the following months without any training or education in the field, besides 15-20 years or so of playing games. During this trek I actually dropped by here in the Unity3D subreddit before a few months back (http://www.reddit.com/r/Unity3D/comments/193eju/the_very_first_result_of_my_experiences_with_game/), got an awesome response, and now finally I'm able to present you an early playable test version which you can give a whirl yourself.
I'd greatly appreciate your support, so please check it out and let me know what you think!
Toss Zenzizenzic a like, follow, whatever floats your boat, over here:
- Facebook: http://www.facebook.com/pages/Zenzizenzic/428002293942235
- Twitter: http://www.twitter.com/RuudKo
- Tumblr: http://zenzizenzicblog.tumblr.com/
Thank you for your time!
~ Ruud",,False,self,t5_2qwj8,1374862079.0,,,True,t3_1j3wmb,http://www.reddit.com/r/Unity3D/comments/1j3wmb/zenzizenzic_my_very_first_foray_into_unity_and/,
1374338999.0,15,youtube.com,1ip9pp,"Woodle Tree, a cute 3D platformer that reminds you of those games from the 90's",NatsuFullburster,24,9,2,http://www.reddit.com/r/Unity3D/comments/1ip9pp/woodle_tree_a_cute_3d_platformer_that_reminds_you/,,,False,http://c.thumbs.redditmedia.com/WXcy6s57Mb6xGAAJ.jpg,t5_2qwj8,False,,,False,t3_1ip9pp,http://www.youtube.com/watch?v=AgOdVvk6l0Y,
1373600802.0,13,self.Unity3D,1i4q69,Creating cinematic cameras / fly-through...,Vexsin,14,1,17,http://www.reddit.com/r/Unity3D/comments/1i4q69/creating_cinematic_cameras_flythrough/,Does everybody just use iTween and the iTween PathTool to create a fly through for cinematic camera moving or is there some other method I have not come across yet in my searching...,,False,self,t5_2qwj8,False,,,True,t3_1i4q69,http://www.reddit.com/r/Unity3D/comments/1i4q69/creating_cinematic_cameras_flythrough/,
1373568165.0,13,west-racing.com,1i3jn2,Webplayer Demo of the new MegaShapes run time loft editing demo 'MegaMoo' shows how MegaShapes can be used to make run time editable game levels or race tracks.,SpookyCat,17,4,1,http://www.reddit.com/r/Unity3D/comments/1i3jn2/webplayer_demo_of_the_new_megashapes_run_time/,,,False,http://b.thumbs.redditmedia.com/yFR4rdC79oJ8W3WI.jpg,t5_2qwj8,False,,,False,t3_1i3jn2,http://www.west-racing.com/mf/?p=4122,
1372853308.0,14,assetstore.unity3d.com,1hk93c,Metro UI (Win8 interface) for Unity3D games,PaticoGames,22,8,9,http://www.reddit.com/r/Unity3D/comments/1hk93c/metro_ui_win8_interface_for_unity3d_games/,,,False,http://c.thumbs.redditmedia.com/1mz400cdCs0rxZTz.jpg,t5_2qwj8,False,,,False,t3_1hk93c,https://www.assetstore.unity3d.com/#/content/7858,
1372807990.0,14,kickstarter.com,1hj53f,Unity Game 'INSECTION' now on Kickstarter and Greenlight!,koyima,27,13,53,http://www.reddit.com/r/Unity3D/comments/1hj53f/unity_game_insection_now_on_kickstarter_and/,,,False,http://c.thumbs.redditmedia.com/rdYirMJXDhV6yIQn.jpg,t5_2qwj8,False,,,False,t3_1hj53f,http://www.kickstarter.com/projects/glasswingstudio/insection,
1372675599.0,14,self.Unity3D,1hf3v3,GameDraw ON SALE 50% OFF for 24 Hours :),baha_njm,20,6,29,http://www.reddit.com/r/Unity3D/comments/1hf3v3/gamedraw_on_sale_50_off_for_24_hours/,You can get GameDraw right now and for the whole day as part of the asset store summer sale for only $22.5 (50% OFF) :) here is the link https://www.assetstore.unity3d.com/#/content/2811,,False,self,t5_2qwj8,False,,,True,t3_1hf3v3,http://www.reddit.com/r/Unity3D/comments/1hf3v3/gamedraw_on_sale_50_off_for_24_hours/,
1371402213.0,12,self.Unity3D,1ggn4w,How could I achieve the facial animations seen in Animal Crossing (or really any 3D 3DS game) (UV Scrolling?)?,kydjester,17,5,19,http://www.reddit.com/r/Unity3D/comments/1ggn4w/how_could_i_achieve_the_facial_animations_seen_in/,"How could I achieve the facial animations seen in Animal Crossing (or really any 3D 3DS game)?
* Example : http://i.minus.com/ibkv2xnxI0S3gj.gif (blinking eyes)
It's basically a mesh but I believe it's rolling UV's over one another to make it but I don't know how to do it exactly. Can any one share idea's or examples?",,False,self,t5_2qwj8,False,,,True,t3_1ggn4w,http://www.reddit.com/r/Unity3D/comments/1ggn4w/how_could_i_achieve_the_facial_animations_seen_in/,
1371192578.0,14,self.Unity3D,1gbp5y,How do you organize all of those one-liner Behaviours?,maskedpixel,15,1,22,http://www.reddit.com/r/Unity3D/comments/1gbp5y/how_do_you_organize_all_of_those_oneliner/,"I am starting to juice my game up, and as I do so, the count of scripts that have single functions keeps growing. Have an example.
public class MidPoint : MonoBehaviour
{
public Transform target1;
public Transform target2;
public string name1;
public string name2;
void Start()
{
if(target1 == null) target1 = GameObject.Find(name1).transform;
if(target2 == null) target2 = GameObject.Find(name2).transform;
}
// Update is called once per frame
void Update ()
{
transform.position = ((target2.position - target1.position) / 2) + target1.position;
}
}
And they keep piling up. Does anyone have any tips on how to keep thinks organized and the naming convetions consistent?",,False,self,t5_2qwj8,False,,,True,t3_1gbp5y,http://www.reddit.com/r/Unity3D/comments/1gbp5y/how_do_you_organize_all_of_those_oneliner/,
1370726899.0,13,youtube.com,1fy36b,"I'm a reddit novelty account--yeah, that singing guy. I made a one man indie game in Unity, released completely free for iOS and Android. It's called Blindscape and it's an audio-only adventure.",ICommentInSong,17,4,3,http://www.reddit.com/r/Unity3D/comments/1fy36b/im_a_reddit_novelty_accountyeah_that_singing_guy/,,,False,http://f.thumbs.redditmedia.com/jyDzEG5BQzXuNhPS.jpg,t5_2qwj8,False,,,False,t3_1fy36b,http://www.youtube.com/watch?v=jfcM7-UfQLc,
1368528665.0,14,digitalurban.org,1eb2j7,"15,000 Agents: A* Pathfinding",digitalurban,17,3,10,http://www.reddit.com/r/Unity3D/comments/1eb2j7/15000_agents_a_pathfinding/,,,False,http://e.thumbs.redditmedia.com/036N9rcRNSFwA9T4.jpg,t5_2qwj8,False,,,False,t3_1eb2j7,http://www.digitalurban.org/2013/05/15000-agents.html,
1368374230.0,15,self.Unity3D,1e6rf8,How would I destroy an object when the player looks away from it?,Simerty,18,3,8,http://www.reddit.com/r/Unity3D/comments/1e6rf8/how_would_i_destroy_an_object_when_the_player/,"EDIT: Problem was solved by /u/aDFP
Basically the solution was to scrap the Instantiate/destroy idea and include the outline as a child object on the cube and just enable/disable it. See below for the code.
-------------------------------------------------------------------------------------------------------
I have some basic cubes. When the player looks at a cube I instantiate a dark cube frame around the cube to kind of outline the cube so the player can see which cube exactly he/she is looking at.
I make sure the outline is only instantiated once by using a raycast and only instantiating the outline when the object the raycast hit changes.
The problem I'm having is how to destroy the outline object when not looking at the cube. I tried making a public Gameobject named outline and then using Destroy(outline); but that throws some errors and looks like it's trying to destroy the asset itself and not the in-game object.
Any help is appreciated.
Problem code:
Ray ray = camera.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
RaycastHit hit;
if (Physics.Raycast(ray, out hit)){
if (hit.transform.tag == ""Cube""){
if (hit.collider.gameObject != current){
if (current != placeHold) {Destroy(outline);}//<-- This bit was the problem
current = hit.collider.gameObject;
Instantiate(outline,current.transform.position,current.transform.rotation);
}
Fixed code:
Ray ray = camera.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
RaycastHit hit;
if (Physics.Raycast(ray, out hit)){
if (hit.transform.tag == ""Cube""){
if (hit.collider.gameObject != current){
if (current != placeHold) {current.transform.FindChild(""boxOutlineA"").renderer.enabled=false;}
current = hit.collider.gameObject;
current.transform.FindChild(""boxOutlineA"").renderer.enabled=true;
}",,False,self,t5_2qwj8,1368379176.0,,,True,t3_1e6rf8,http://www.reddit.com/r/Unity3D/comments/1e6rf8/how_would_i_destroy_an_object_when_the_player/,
1368056774.0,13,self.Unity3D,1dysx5,How to handle different resolutions?,jacobmo,17,4,11,http://www.reddit.com/r/Unity3D/comments/1dysx5/how_to_handle_different_resolutions/,"I know about screen.width stuff, but what about if your doing something like http://www.codeproject.com/KB/directx/SuperBrickBreaker/SuperBrickBreaker.gif and you need it to be a set number of blocks? Im doing something similar to test what I have learned so far, but I dont really know how to go about doing this. I will have borders on the side, but they are interactive.",,False,self,t5_2qwj8,False,,,True,t3_1dysx5,http://www.reddit.com/r/Unity3D/comments/1dysx5/how_to_handle_different_resolutions/,
1364838954.0,14,reddit.com,1bfo3m,X-Post: Unity3D indie game devs Muse Games AMA creators of Guns of Icarus Online,awkm,15,1,0,http://www.reddit.com/r/Unity3D/comments/1bfo3m/xpost_unity3d_indie_game_devs_muse_games_ama/,,,False,default,t5_2qwj8,False,,,False,t3_1bfo3m,http://www.reddit.com/r/IAmA/comments/1bfhmb/we_are_indie_game_devs_muse_games_creators_of/,
1364636311.0,15,youtube.com,1baniu,Coroutines and Animation: Beyond Beginner Unity Tutorials,coAdjoint_Tom,18,3,2,http://www.reddit.com/r/Unity3D/comments/1baniu/coroutines_and_animation_beyond_beginner_unity/,,,False,http://c.thumbs.redditmedia.com/Oi8IUnsxz_4_JRCD.jpg,t5_2qwj8,False,,,False,t3_1baniu,http://www.youtube.com/watch?v=mnJNTLTQixg,
1363723303.0,13,self.Unity3D,1am3sw,I made simple adjustment to Unity's tessellation displacement shader,SND_Crow,15,2,10,http://www.reddit.com/r/Unity3D/comments/1am3sw/i_made_simple_adjustment_to_unitys_tessellation/,"I ran into a problem last night while testing Unity's tessellation shaders, and I couldn't find a solution on the forums so I 'fixed' it myself.
The 'Displace' shader only extrudes outward along the vertex normal, but displacement maps are usually bidirectional. Anything under 50% grey should push the surface in, while above 50% grey should push the surface out.
I also added an extra multiplier 'max height'.
To be a proper displacement map the extents of the baked displacement should be fed into the shader, but that will have to come later (feel free to add that if you so desire).
So here is my adjustment: http://pastebin.com/xUGQ5D2h",,False,self,t5_2qwj8,False,,,True,t3_1am3sw,http://www.reddit.com/r/Unity3D/comments/1am3sw/i_made_simple_adjustment_to_unitys_tessellation/,
1363469838.0,14,self.Unity3D,1afh62,Mesh Deformation package: Would you want one?,seraph1441,16,2,7,http://www.reddit.com/r/Unity3D/comments/1afh62/mesh_deformation_package_would_you_want_one/,"As I've worked on my games, I've frequently found myself wanting to deform meshes due to collisions and explosions, but most of the packages out there on the unity store are either fairly expensive, or don't quite do what I want.
So I've been thinking about making a mesh deformation package myself and posting it in the $10-20 range on the Unity store... Is this something anyone else would like? I'm thinking basic mesh deformation, maybe some explosive mesh fracturing... stuff like that. Ideas welcome too. I'm interested to see if there's any market here.",,False,self,t5_2qwj8,False,,,True,t3_1afh62,http://www.reddit.com/r/Unity3D/comments/1afh62/mesh_deformation_package_would_you_want_one/,
1362574844.0,13,self.Unity3D,19rtwq,Online game data handling / Database setup,ziggidox,14,1,6,http://www.reddit.com/r/Unity3D/comments/19rtwq/online_game_data_handling_database_setup/,"Hello,
I am currently working on an online game. I was able to set up a Master Server and a Facilitator and connecting and playing together already works.
Now the problem I'm having is that I do not seem to have fully understood the way the data needs to be handled.
I think I am right when I assume that the client should make as little decisions as possible, to avoid hacking.
This means, I don't want the client to run the scripts for i.e. damaging an enemy and dropping things when it died, but rather have the server send the information to the client. Do I manage that only by using RPCs or am I missing something entirely?
Another problem I am having is setting up a database, which basically breaks down to the same thing. I don't want the client to have direct access to a database, that would be insane. I want the client to send a request to the server and the server to handle that request. Also I only found single-player / client sided database options, but none for multiplayer games.
I did not find any topics about this, neither here nor in UnityAnswers.
I apologize for any grammatical hiccups, as I am not a native speaker.
Thank you.
",,False,self,t5_2qwj8,False,,,True,t3_19rtwq,http://www.reddit.com/r/Unity3D/comments/19rtwq/online_game_data_handling_database_setup/,
1360976897.0,13,self.Unity3D,18m3nb,Good cross-platform game patcher?,Nition,14,1,7,http://www.reddit.com/r/Unity3D/comments/18m3nb/good_crossplatform_game_patcher/,"[Pandalism posted a free automatic patcher app that he made today](http://www.reddit.com/r/gamedev/comments/18l51j/do_you_distribute_your_own_game_i_made_an), which looks great. I'm looking for something similar, but with a few more features. I'd be willing to pay a decent amount for it, because it'd take me ages to make myself, but I still haven't really been able to find any decent ready-made solutions out there.
Are there any good ones? Almost everyone seems to be using their own home-brewed solutions unless they can get on something like Steam. Yet a patcher/updater is surely something a lot of people want.
For Unity there's [M2HPatcher](http://forum.unity3d.com/threads/111671-M2HPatcher-The-Unity-patching-solution), but it's always sounded a little bit dodgy. I know Kerbal Space Program used a version of it originally and it didn't meet their needs. Then they made another patcher which also somewhat crashed and burned (much like my rockets), which only shows what a mission it is to make a decent patcher yourself. Now they're working on a third one. I actually asked them if they're thinking of selling the final updater on the Asset store at some point because their system is pretty much exactly what I'm looking for, and they said maybe, but not until KSP is done.
Basically what I'm looking for is:
* Cross-platform: Preferably Windows, Mac and Linux
* Only updates the differences, not the whole thing every time
* Allows for user login, where the user's login details can be checked against a server list
I'm using Unity right now but it doesn't have to be Unity-specific; I'd expect the updater to be standalone. I'd be grateful for any suggestions.",,False,self,t5_2qwj8,1360978902.0,,,True,t3_18m3nb,http://www.reddit.com/r/Unity3D/comments/18m3nb/good_crossplatform_game_patcher/,
1360530976.0,15,self.Unity3D,189kwa,"Models, Animations and Unity - the best place to learn?",gamesbyangelina,15,0,6,http://www.reddit.com/r/Unity3D/comments/189kwa/models_animations_and_unity_the_best_place_to/,"I know nothing about 3D models, animations, file types and so on, but I'd really like to know some basics so I can add a few features into a prototype game I'm working on. Is there a good tutorial that talks about this kind of thing, how Unity works with models, and so on? I've checked the sidebar tutorials but mentions of models are often woven into a 150-part video series.
The sort of thing I'd want to know about - how animations are embedded into 3D models; what sort of tools you can use to construct really simple (a couple of moving boxes) models yourself; how Unity loads in models and how they can be manipulated programatically.
Really appreciate any suggestions!",,False,self,t5_2qwj8,False,,,True,t3_189kwa,http://www.reddit.com/r/Unity3D/comments/189kwa/models_animations_and_unity_the_best_place_to/,
1358992641.0,13,pocketgamer.biz,175vpm,Unite 2013 bound for Vancouver this August,BoxFactory82,13,0,12,http://www.reddit.com/r/Unity3D/comments/175vpm/unite_2013_bound_for_vancouver_this_august/,,,False,http://a.thumbs.redditmedia.com/2tPkfwbkz2Ilgctf.jpg,t5_2qwj8,False,,,False,t3_175vpm,http://www.pocketgamer.biz/r/PG.Biz/Unite/news.asp?c=48015,
1356116508.0,15,u3d.as,158o90,NGUI 50% Off at the Asset Store right now (Looks like a lot of stuff is on sale),30PacketsOfKetchup,15,0,9,http://www.reddit.com/r/Unity3D/comments/158o90/ngui_50_off_at_the_asset_store_right_now_looks/,,,False,default,t5_2qwj8,False,,,False,t3_158o90,http://u3d.as/content/tasharen-entertainment/ngui-next-gen-ui/2vh,
1355699771.0,14,reeeeed.com,14yomf,I Made A Game For My X-Mass Card This Year And Put It Up On My Website. Hope You All Like It!,urban_hermit,20,6,5,http://www.reddit.com/r/Unity3D/comments/14yomf/i_made_a_game_for_my_xmass_card_this_year_and_put/,,,False,http://b.thumbs.redditmedia.com/hX2zEzPjV58L1oCC.jpg,t5_2qwj8,False,,,False,t3_14yomf,http://reeeeed.com/,
1352182108.0,13,cookingwithunity.com,12psxj,Cooking With Unity - Episode 30: RTS Part 2,drakfyre,17,4,4,http://www.reddit.com/r/Unity3D/comments/12psxj/cooking_with_unity_episode_30_rts_part_2/,,,False,http://e.thumbs.redditmedia.com/tp7uzgBluqaEBlVd.jpg,t5_2qwj8,False,,,False,t3_12psxj,http://www.cookingwithunity.com/b/338276070,
1349234277.0,14,self.Unity3D,10utqv,Most Educational Site On Unity?,justafreakXD,19,5,17,http://www.reddit.com/r/Unity3D/comments/10utqv/most_educational_site_on_unity/,"I picked up Unity3D the summer after my first high school year. It was my first real look at coding and project development. I watched the Tornado Twin tutorials to help get me off my ass. But I still feel barely knowledgeable of Unity as a whole (I'm now starting Junior year). I made alot of progress with Unity answers and some with the forums but I feel as If I'm missing some great educational goldmine. So I'm wondering what forum/website/blog helped you out the most in learning unity. What still benefits you today?
tl;dr: What sites have you found useful in learning about Unity and programming?",,False,self,t5_2qwj8,False,,,True,t3_10utqv,http://www.reddit.com/r/Unity3D/comments/10utqv/most_educational_site_on_unity/,
1348001162.0,12,alixgames.com,103jxl,"Shade, a puzzle-platformer game I've been working on, is now playable here!",Alix1723,14,2,12,http://www.reddit.com/r/Unity3D/comments/103jxl/shade_a_puzzleplatformer_game_ive_been_working_on/,,,False,default,t5_2qwj8,False,,,False,t3_103jxl,http://alixgames.com/shade/shade.html,
1347000142.0,14,self.Unity3D,zhuct,Improvised occlusion culling in any version of Unity via dynamic frustum far plane shifting,,16,2,11,http://www.reddit.com/r/Unity3D/comments/zhuct/improvised_occlusion_culling_in_any_version_of/,"I wrote a script to approximate occlusion culling in any version of Unity. It uses multiple rays to find the maximum distance to colliders in the central 10% of the screen, and then moves the view frustum's far plane just beyond that distance to cut off everything behind it.
This method is quick and dirty, but does not require precomputation, making it usable for procedurally generated scenes.
[The full write-up is at my site, together with test statistics and code.](http://cowfacegames.com/articles/improvised-occlusion-culling-in-any-version-of-unity-via-dynamic-frustum-far-plane-shifting)",,False,self,t5_2qwj8,False,,,True,t3_zhuct,http://www.reddit.com/r/Unity3D/comments/zhuct/improvised_occlusion_culling_in_any_version_of/,
1345762937.0,13,cookingwithunity.com,yq0nn,Cooking With Unity - Episode 20: Asteroids-style Game Part 3 (Screen Wrap!),drakfyre,15,2,1,http://www.reddit.com/r/Unity3D/comments/yq0nn/cooking_with_unity_episode_20_asteroidsstyle_game/,,,False,http://a.thumbs.redditmedia.com/s7a0wU7DXbAREWYx.jpg,t5_2qwj8,False,,,False,t3_yq0nn,http://www.cookingwithunity.com/b/329683306,
1345144504.0,13,youtube.com,yc2qi,Shade update 4: Now with Sound!,Alix1723,15,2,6,http://www.reddit.com/r/Unity3D/comments/yc2qi/shade_update_4_now_with_sound/,,,False,http://e.thumbs.redditmedia.com/i4q_eIg2fydE_jhF.jpg,t5_2qwj8,False,,,False,t3_yc2qi,http://www.youtube.com/watch?v=sUf0gLolPlo&,
1343262498.0,14,youtube.com,x5ue9,'Shade' Multiplayer Alpha test,Alix1723,14,0,2,http://www.reddit.com/r/Unity3D/comments/x5ue9/shade_multiplayer_alpha_test/,,,False,http://f.thumbs.redditmedia.com/s_BdAFoE0HhpPpcq.jpg,t5_2qwj8,False,,,False,t3_x5ue9,http://www.youtube.com/watch?v=-WBY5KazCuM,
1339931188.0,14,reddit.com,v6bhz,"This is Max from Cooking With Unity. Help test my latest game, Proton Pulse, coming soon to iOS! [X-Post from /r/gamedevqa]",drakfyre,20,6,4,http://www.reddit.com/r/Unity3D/comments/v6bhz/this_is_max_from_cooking_with_unity_help_test_my/,,,False,default,t5_2qwj8,False,,,False,t3_v6bhz,http://www.reddit.com/r/gamedevqa/comments/v6b77/lets_get_this_party_started_proton_pulse_patch1/,
1335822320.0,13,youtu.be,t0fe5,"[DLG] In this new video update We Improved Multiplayer, Added new weapon (M4A1), new attachments, new Effects, new map and animations",DrunkenLizardGames,15,2,1,http://www.reddit.com/r/Unity3D/comments/t0fe5/dlg_in_this_new_video_update_we_improved/,,,False,http://a.thumbs.redditmedia.com/JI9uzgNaYvd6HV9x.jpg,t5_2qwj8,False,,,False,t3_t0fe5,http://youtu.be/3sCdeHwjdeE,
1333578729.0,14,self.Unity3D,rtnvh,Creating a particle system of solid color blobs,CalmItDown,15,1,8,http://www.reddit.com/r/Unity3D/comments/rtnvh/creating_a_particle_system_of_solid_color_blobs/,"I'm trying to make a particle system in Unity that acts like paint being splashed onto an object. For example, think something like [this]( http://www.patrickmatte.com/stuff/physicsLiquid/).
So when my particle collides with let's say the floor, it would emit blobs of a solid color. I'm sure I can figure out how to set up the kinematics of the particle system, I am just unsure how to create the textures necessary for it to look right. Should it be solid color shapes with an alpha channel for the background?",,False,self,t5_2qwj8,False,,,True,t3_rtnvh,http://www.reddit.com/r/Unity3D/comments/rtnvh/creating_a_particle_system_of_solid_color_blobs/,
1331658761.0,15,store.unity3d.com,qurmv,IOS and Android Basic are FREE till April 8th. Get'em while they're hot!,villageid_10t,18,3,3,http://www.reddit.com/r/Unity3D/comments/qurmv/ios_and_android_basic_are_free_till_april_8th/,,,False,default,t5_2qwj8,False,,,False,t3_qurmv,https://store.unity3d.com/index.html,
1329488624.0,14,youtube.com,ptvpf,"Video showing some of the 40 plus mesh modifiers available in the MegaFiers system. Twist, bend, stretch and squash your game objects easily.",SpookyCat,20,6,4,http://www.reddit.com/r/Unity3D/comments/ptvpf/video_showing_some_of_the_40_plus_mesh_modifiers/,,,False,http://d.thumbs.redditmedia.com/riAG4v-EUl3awFpu.jpg,t5_2qwj8,False,,,False,t3_ptvpf,http://www.youtube.com/watch?v=QtaDVxRTmOw,
1318509607.0,14,3dbuzz.com,lar7q,"Hours of fantastic, free videos on Unity, Maya, 3dsMax and others. (some are member supported only)",mikbe,17,3,1,http://www.reddit.com/r/Unity3D/comments/lar7q/hours_of_fantastic_free_videos_on_unity_maya/,,,False,default,t5_2qwj8,False,,,False,t3_lar7q,http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=808bf515c69066eb13df7952c0d54711,
1374282040.0,12,self.Unity3D,1io3q7,"If not Unity's networking, then...",SickAcorn,12,0,13,http://www.reddit.com/r/Unity3D/comments/1io3q7/if_not_unitys_networking_then/,"Hey everyone. First-time poster here. After lurking around here for a few days I gathered that there is a common distaste among you for Unity's networking solution. But what is it, exactly, that makes it bad?
Recently, I have been working on my first multiplayer project, and though it's not very far along yet I wanted to begin implementing the actual multiplayer aspect as soon as possible. So with that in mind, what alternatives do you all generally favor here, and what advantages do they offer over Unity for networking? (One I've heard mentioned frequently is Photon.)
Finally, if anybody has any advice and/or links to tutorials to get started with these alternative solutions, I would greatly appreciate it. Thanks in advance.
SickAcorn
Edit: I forgot to mention, the game is a FPS which relies heavily on physics.",,False,self,t5_2qwj8,1374285140.0,,,True,t3_1io3q7,http://www.reddit.com/r/Unity3D/comments/1io3q7/if_not_unitys_networking_then/,
1374167439.0,12,self.Unity3D,1ikj86,Issues with boats..,darthjesus,14,2,10,http://www.reddit.com/r/Unity3D/comments/1ikj86/issues_with_boats/,"I've got a boat that floats on a water plane. To make the boat appear properly floating partly in the water, it has to intersect the water plane. The problem is that the water plane simply cuts through the concavity of the boat.
[This image might help explain.](http://i.imgur.com/MBKi2hL.png)
How do I have the water not render where it intersects the boat? ",,False,self,t5_2qwj8,False,,,True,t3_1ikj86,http://www.reddit.com/r/Unity3D/comments/1ikj86/issues_with_boats/,
1373295090.0,13,self.Unity3D,1hv6zr,what are some best practices for performance and efficiency,onthefence928,14,1,15,http://www.reddit.com/r/Unity3D/comments/1hv6zr/what_are_some_best_practices_for_performance_and/,"my team is working towards the end of our unity project but want to optimize the code and the scene, what are some best practices that we should consider first?
it's a running game made for mobile platforms. if that matters?",,False,self,t5_2qwj8,False,,,True,t3_1hv6zr,http://www.reddit.com/r/Unity3D/comments/1hv6zr/what_are_some_best_practices_for_performance_and/,
1372191391.0,12,youtube.com,1h26bn,Tutorial: Mecanim Animated Character + RAIN{indie} Artificial Intellgence = Pathing Parkor Robot (No code required 14:55),RT_Jester,13,1,0,http://www.reddit.com/r/Unity3D/comments/1h26bn/tutorial_mecanim_animated_character_rainindie/,,,False,http://e.thumbs.redditmedia.com/HuDvl_jUB7nom95F.jpg,t5_2qwj8,False,,,False,t3_1h26bn,http://www.youtube.com/watch?v=NXegLFcrz9c,
1371991970.0,12,west-racing.com,1gwn17,"Interactive Pottery web player demo using the Lathe spline system from MegaShapes, sculpt your own pot with the mouse.",SpookyCat,16,4,20,http://www.reddit.com/r/Unity3D/comments/1gwn17/interactive_pottery_web_player_demo_using_the/,,,False,http://b.thumbs.redditmedia.com/yFR4rdC79oJ8W3WI.jpg,t5_2qwj8,False,,,False,t3_1gwn17,http://www.west-racing.com/mf/?p=4046,
1371858558.0,12,dl.dropboxusercontent.com,1gtt25,"I continued working on ""Cooking With Unitys"" 3 minute game, What do you guys think so far?",TheIncompetentKerman,17,5,16,http://www.reddit.com/r/Unity3D/comments/1gtt25/i_continued_working_on_cooking_with_unitys_3/,,,False,default,t5_2qwj8,False,,,False,t3_1gtt25,https://dl.dropboxusercontent.com/u/125313792/web.html,
1371837955.0,13,dl.dropboxusercontent.com,1gt3kr,I listened! 4 months later-- looking for more feedback [80% completed],EvilMenDie,16,3,29,http://www.reddit.com/r/Unity3D/comments/1gt3kr/i_listened_4_months_later_looking_for_more/,,,False,default,t5_2qwj8,False,,,False,t3_1gt3kr,https://dl.dropboxusercontent.com/u/2642276/2d/2d.html,
1371567091.0,12,dl.dropboxusercontent.com,1gl51a,"Finished my first ""proof of concept"" game: Roller",MeltedTwix,13,1,18,http://www.reddit.com/r/Unity3D/comments/1gl51a/finished_my_first_proof_of_concept_game_roller/,,,False,default,t5_2qwj8,False,,,False,t3_1gl51a,https://dl.dropboxusercontent.com/u/72762668/RollerWeb.html,
1371239130.0,11,self.Unity3D,1gcwsg,Is the unity engine ideal or at least reasonable for a large persistent world?,masterm,13,2,32,http://www.reddit.com/r/Unity3D/comments/1gcwsg/is_the_unity_engine_ideal_or_at_least_reasonable/,"I've seen some examples with games that would start up a multiplayer map and play, but would it be reasonable to try to achieve a large map with persistent object states, positions, destructable objects, etc.?",,False,self,t5_2qwj8,False,,,True,t3_1gcwsg,http://www.reddit.com/r/Unity3D/comments/1gcwsg/is_the_unity_engine_ideal_or_at_least_reasonable/,
1370885054.0,13,self.Unity3D,1g2193,"In Engine animation, or in Blender",FallenWyvern,14,1,20,http://www.reddit.com/r/Unity3D/comments/1g2193/in_engine_animation_or_in_blender/,"I'm a noob in Blender. I actually purchased my mesh from Turbosquid but I rigged it in Blender and the armature works fine in Unity as well as having no armature and just using the ""auto detect"" in Unity.
Now because I'm a noob with Blender, and mostly a programmer, I was wondering what the general thoughts are on animations in Blender imported into Unity, or if using the animator to make clips, is preferable.
So which do you prefer? Are there benefits to both? Does anyone prefer animating in Unity (as the bias online seems to be to doing it in your 3d package of choice)",,False,self,t5_2qwj8,False,,,True,t3_1g2193,http://www.reddit.com/r/Unity3D/comments/1g2193/in_engine_animation_or_in_blender/,
1370521656.0,12,self.Unity3D,1fsba1,Just completed my first full game in Unity3D: GHOUL,LAWD_theGAME,14,2,42,http://www.reddit.com/r/Unity3D/comments/1fsba1/just_completed_my_first_full_game_in_unity3d_ghoul/,"you can find the game here: http://ghoul.99k.org
also, I am running competition for what will be in the next level, so if you like the game make a suggestion or vote for you favorite idea and I will make it!
the competition is in this thread: http://www.reddit.com/r/IndieGaming/comments/1fsamw/the_top_voted_suggestion_in_this_thread_will/
",,False,self,t5_2qwj8,1370526720.0,,,True,t3_1fsba1,http://www.reddit.com/r/Unity3D/comments/1fsba1/just_completed_my_first_full_game_in_unity3d_ghoul/,
1370045839.0,14,dannygoodayle.com,1ffrjf,Integrating Unity with Lua,DGoodayle,20,6,2,http://www.reddit.com/r/Unity3D/comments/1ffrjf/integrating_unity_with_lua/,,,False,http://c.thumbs.redditmedia.com/yFWxtSDRCEtYq1sh.jpg,t5_2qwj8,False,,,False,t3_1ffrjf,http://www.dannygoodayle.com/2013/05/31/integrating-unity-with-lua-in-two-minutes/,
1369541258.0,11,animationcat.com,1f2e7g,Freelance 3D Animator with Unity Experience available for new work!,kittenpillows,17,6,5,http://www.reddit.com/r/Unity3D/comments/1f2e7g/freelance_3d_animator_with_unity_experience/,,,False,http://c.thumbs.redditmedia.com/APB7oUM1A30tbXXP.jpg,t5_2qwj8,False,,,False,t3_1f2e7g,http://www.animationcat.com/,
1367901801.0,10,scrapsgame.com,1duen0,"Performance in Scraps, and some info on dynamic draw call batching in Unity",Nition,15,5,6,http://www.reddit.com/r/Unity3D/comments/1duen0/performance_in_scraps_and_some_info_on_dynamic/,,,False,http://e.thumbs.redditmedia.com/Gcl7KgFUQb3Ox_wj.jpg,t5_2qwj8,False,,,False,t3_1duen0,http://www.scrapsgame.com/scraps-performance-draw-call-batching/,
1367503463.0,11,youtube.com,1djuba,Taking screenshots that are saved to your hard drive and viewable in-game. Video doesn't go into detail but if you have questions I can try to answer them. [Lacuna Passage],x70x,18,7,7,http://www.reddit.com/r/Unity3D/comments/1djuba/taking_screenshots_that_are_saved_to_your_hard/,,,False,http://a.thumbs.redditmedia.com/KDeCQO-VbOly4Hkl.jpg,t5_2qwj8,False,,,False,t3_1djuba,http://www.youtube.com/watch?v=lxqKHjt2Qbs,
1366874868.0,11,self.Unity3D,1d2jom,Michigan State University Game Design Projects Spring 2013,Cavery1313,13,2,4,http://www.reddit.com/r/Unity3D/comments/1d2jom/michigan_state_university_game_design_projects/,"MSU's game design program uses Unity3D starting in the intro class. Last Fall we were introduced to the basics of Unity3D and this Spring our class was made up of three projects in Unity. Thought some of you would enjoy what we made. Each project was made in five weeks with 4-6 members (artists/programmers/designers). Most content is original with sounds and songs being the main borrowed material.
[First Project Set](http://gel.msu.edu/winn/courses/tc455sp13/index.php?level=1)
[Second Project Set](http://gel.msu.edu/winn/courses/tc455sp13/index.php?level=2)
[Third Project Set](http://gel.msu.edu/winn/courses/tc455sp13/index.php?level=3)",,False,self,t5_2qwj8,False,,,True,t3_1d2jom,http://www.reddit.com/r/Unity3D/comments/1d2jom/michigan_state_university_game_design_projects/,
1366458211.0,12,self.Unity3D,1cqj9g,"After 4 days of unsuccessfully trying to map data from JSON to C#, jason2csharp saved me.",tokyodan,13,1,8,http://www.reddit.com/r/Unity3D/comments/1cqj9g/after_4_days_of_unsuccessfully_trying_to_map_data/,"For the biggest part of four days I've been trying to get my game map data into (new for me) JSON in such a way that I can deserialize it into a C# data structure/class. The killer was two-dimentional arrays of map data. I kept trying different things on both the JSON and C# sides but nothing worked. I know about tools like JSONlint but they just helped on the JSON side of my problem. Then after four days of Googling I came across the most wonderful tool:
http://json2csharp.com/
jason2csharp (and using jagged arrays instead on normal arrays) helped me solve my problem.",,False,self,t5_2qwj8,False,,,True,t3_1cqj9g,http://www.reddit.com/r/Unity3D/comments/1cqj9g/after_4_days_of_unsuccessfully_trying_to_map_data/,
1364885402.0,10,self.Unity3D,1bi2jn,Looking for a good 2D platformer tutorial for a complete Unity noob.,KareemOWheat,13,3,17,http://www.reddit.com/r/Unity3D/comments/1bi2jn/looking_for_a_good_2d_platformer_tutorial_for_a/,"All of the tutorials I've found so far are waaay too in depth. I have no idea what I'm doing with Unity, and just want to learn the absolute basics of platforming 2D gameplay.",,False,self,t5_2qwj8,False,,,True,t3_1bi2jn,http://www.reddit.com/r/Unity3D/comments/1bi2jn/looking_for_a_good_2d_platformer_tutorial_for_a/,
1362309292.0,11,dannygoodayle.com,19kmj7,Setting up your system for Unity iOS Development,DGoodayle,20,9,6,http://www.reddit.com/r/Unity3D/comments/19kmj7/setting_up_your_system_for_unity_ios_development/,,,False,http://c.thumbs.redditmedia.com/yFWxtSDRCEtYq1sh.jpg,t5_2qwj8,False,,,False,t3_19kmj7,http://www.dannygoodayle.com/2013/02/14/setting-up-your-system-for-unity-ios-development/,
1362158481.0,13,self.Unity3D,19gzry,Character creator inquiry,Crytis,14,1,7,http://www.reddit.com/r/Unity3D/comments/19gzry/character_creator_inquiry/,"I intend on making a custom character creator though from what I've seen, more unity tutorials have this by changing textures on the model. If I wished to do so by swapping models on and off of a base model (hair, ears what have you). How would be the best way to save these models and ensure that they are parented correctly when loading the character prefab.
I would assume this would be done through a script run at the beginning of each level to load in the meshes and parent them from some sort of data file, though to my surprise a tutorial on this is hard to come by. If anyone has any information or tutorials that would help I'd be greatly appreciative.",,False,self,t5_2qwj8,False,,,True,t3_19gzry,http://www.reddit.com/r/Unity3D/comments/19gzry/character_creator_inquiry/,
1359205204.0,12,self.Unity3D,17bacy,Unity3D Beginner: Looking for Great Terrain Tutorials.,Zenkou,15,3,4,http://www.reddit.com/r/Unity3D/comments/17bacy/unity3d_beginner_looking_for_great_terrain/,"So i am kind of a beginner to Unity3D, i've looked at a couple of videos and such but none that i found interesting. What was hoping this supreddit would do is guide me to some great tutorials on creating amazing terrains/levels, as it is my dream to work as a leveldesigner.
Ps. I searched and could not find anything similar to this.
Ps(again. I also know there are tutorials on the side of the subreddit, but i was wondering if anyone had others that could be useful.
",,False,self,t5_2qwj8,False,,,True,t3_17bacy,http://www.reddit.com/r/Unity3D/comments/17bacy/unity3d_beginner_looking_for_great_terrain/,
1358526837.0,14,youtube.com,16tmss,"[DLG] No Heroes, video update #33 featuring huge changes in the environment.",DrunkenLizardGames,18,4,5,http://www.reddit.com/r/Unity3D/comments/16tmss/dlg_no_heroes_video_update_33_featuring_huge/,,,False,http://d.thumbs.redditmedia.com/KkX-jOrdCDf3LPuK.jpg,t5_2qwj8,False,,,False,t3_16tmss,http://www.youtube.com/watch?v=acfzBaS8z8M,
1353216651.0,13,self.Unity3D,13dyhb,UnityCraft,SocksOnHands,14,1,13,http://www.reddit.com/r/Unity3D/comments/13dyhb/unitycraft/,"This is something I've thought of a while ago, but hesitated because I didn't know if it was going to sound stupid. Basically I was thinking it might be pretty fun to use Unity like MineCraft in a recreational way -- progressively creating worlds for the fun of it instead of worrying about actually completing a game.
I was thinking it would be neat for a group of people to put together a basic texture pack, a few scripts, and some premade objects to allow a number of people to share resources. There can be a standard messaging system to simplify interoperability between different people's components -- similar to how MineCraft uses redstone signals for activating and deactivating different things.
Then, the fun part would be to share these worlds online for people to simply explore.
I know a lot of you probably are already working on games, and probably wouldn't want to do something like this in your free time, but I thought it might be enjoyable and possibly even relaxing -- not needing to be too concerned with game design, level design, story telling, or anything else. It would be about making whatever come to mind entirely on a whim.
Like I said, I wasn't sure if this idea is weird or stupid sounding, but I figured I'd see what other's think about it.
Edit: I just thought of something. There can be a UnityCraft core set of files that a community of people can upgrade and expand. All that different people would need to do to upgrade their worlds would be to delete the old UnityCraft folder from their assets folder and unzip the new version in its place. This core functionality can include character control, inventory, a basic set of reusable game objects, textures, sound effects, music, etc.",,False,self,t5_2qwj8,1353217345.0,,,True,t3_13dyhb,http://www.reddit.com/r/Unity3D/comments/13dyhb/unitycraft/,
1349887812.0,13,self.Unity3D,119cl7,"""Profiler is only supported in Unity Pro."" spam all over my log files",Beldarak,14,1,2,http://www.reddit.com/r/Unity3D/comments/119cl7/profiler_is_only_supported_in_unity_pro_spam_all/,"Hi !
I got this weird problem for a while now. I don't know exactly if it has always been here or what but when I build my game and launch it. in the output_log.txt file their are these lines by thousands and it really makes debugging outside of the editor a pain in the neck:
_______
Profiler is only supported in Unity Pro.
(Filename: C:/BuildAgent/work/d9c061b1c154f5ae/Runtime/Profiler/Profiler.cpp Line: 225)
_____
I run the free version of Unity but I used the profiler one time on the demo version of Unity Pro. It wasn't on this project, don't know if it could be it.
Could it influence the framerate of my game? Any idea of how I'm suppose to get rid of it?
Thanks.",,False,self,t5_2qwj8,False,,,True,t3_119cl7,http://www.reddit.com/r/Unity3D/comments/119cl7/profiler_is_only_supported_in_unity_pro_spam_all/,
1343131055.0,12,youtu.be,x2hm6,"New video update(#26) of our FPS game! Featuring 2 new shotguns, New scope effect, more parkour moves, new animations and more",DrunkenLizardGames,15,3,2,http://www.reddit.com/r/Unity3D/comments/x2hm6/new_video_update26_of_our_fps_game_featuring_2/,,,False,http://a.thumbs.redditmedia.com/Gf22AMJ5QlICNNVr.jpg,t5_2qwj8,False,,,False,t3_x2hm6,http://youtu.be/EtPoIsWnYBA,
1342139604.0,12,self.Unity3D,wh0u6,Unity 4 - Excited? How quickly will you upgrade?,burtonposey,14,2,26,http://www.reddit.com/r/Unity3D/comments/wh0u6/unity_4_excited_how_quickly_will_you_upgrade/,"Hey guys, figured I'd post on this subject. I saw Mandi post about Unity4 and an influx of new users into our subreddit, so I wanted to see what you guys were thinking about Unity 4.
Mandi, I sure hope you're right about the new adopters (and subreddit subscribers for [/r/Unity3d](http://www.reddit.com/r/Unity3d)) for Unity 4. Of all of the releases I've been around with Unity, this one seems to have the coolest reception. It's likely a blend of factors. A lot of people misunderstood the roadmap & seemed to think that the new GUI was coming in this release. A lot of people thought Flash was going to be free (which was naive). Anyways, I do hope it will be received well. I'm not particular psyched about it, but I know eventually I'll have to pay up big for it all again because they'll only support future iOS versions.
For the record, I have Unity 3 Pro, iOS Pro, and have license & subscription for Maya 2013. It's quite punishing for an indie like me to pay this stuff every year or every other year, especially when my game development cycle takes a year due to very small team and having to make money to afford this all while we work until game sales dictate otherwise.
What do you guys think?",,False,self,t5_2qwj8,False,,,True,t3_wh0u6,http://www.reddit.com/r/Unity3D/comments/wh0u6/unity_4_excited_how_quickly_will_you_upgrade/,
1342133381.0,13,youtube.com,wguly,Short video of my WIP - Block based terrain engine,notanumber_,15,2,6,http://www.reddit.com/r/Unity3D/comments/wguly/short_video_of_my_wip_block_based_terrain_engine/,,,False,http://f.thumbs.redditmedia.com/dpt0WNAgbzhuqENG.jpg,t5_2qwj8,False,,,False,t3_wguly,http://www.youtube.com/watch?v=_YbEewqdhrk&feature=g-upl,
1341555170.0,12,self.Unity3D,w498p,I want to make a 2D RPG. Should I learn Javascript or C#?,TheGMan323,16,4,27,http://www.reddit.com/r/Unity3D/comments/w498p/i_want_to_make_a_2d_rpg_should_i_learn_javascript/,"Hey guys,
I just started using Unity a few days ago. I haven't had much experience with game development in general (just screenwriting). I'm wondering whether I should learn Javascript or C# for the script writing. I'm guessing the answer might be ""both"", but which should take priority?
PS: Is RagePixel the best plugin for pixel art? I can't find many tutorials for it. ",,False,self,t5_2qwj8,False,,,True,t3_w498p,http://www.reddit.com/r/Unity3D/comments/w498p/i_want_to_make_a_2d_rpg_should_i_learn_javascript/,
1340321306.0,12,self.Unity3D,veox2,I'm four days into a randomly generated stealth game with some strategy elements,2DArray,19,7,19,http://www.reddit.com/r/Unity3D/comments/veox2/im_four_days_into_a_randomly_generated_stealth/,"While my sound dude ([David Carney](http://dvgmusic.bandcamp.com/)) is finishing up the audio for my trash-oriented space game, I've been tinkering with a neat new idea.
Hopefully it's already mostly self-explanatory, but be sure to ask me if anything is unclear. Also give me any other feedback you come up with! Positive or negative, all is appreciated as long as I can tell what parts of the game you're talking about.
[Web player link](https://dl.dropbox.com/u/29134327/roboburglary/roboburglary.html)
[PC+Mac download](https://dl.dropbox.com/u/29134327/roboburglary.zip)",,False,self,t5_2qwj8,False,,,True,t3_veox2,http://www.reddit.com/r/Unity3D/comments/veox2/im_four_days_into_a_randomly_generated_stealth/,
1333914102.0,12,store.unity3d.com,rzlqm,Last call to get Unity iOS and Android licenses free; offer expires today!,drakfyre,14,2,9,http://www.reddit.com/r/Unity3D/comments/rzlqm/last_call_to_get_unity_ios_and_android_licenses/,,,False,default,t5_2qwj8,False,,,False,t3_rzlqm,https://store.unity3d.com,
1331839826.0,13,kongregate.com,qy7fn,I made my first videogame ever using Unity and RagePixel. What do you guys think?,jjohansome,20,7,14,http://www.reddit.com/r/Unity3D/comments/qy7fn/i_made_my_first_videogame_ever_using_unity_and/,,,False,default,t5_2qwj8,False,,,False,t3_qy7fn,http://www.kongregate.com/games/Johansome/treasure-dash,
1329164670.0,12,self.Unity3D,pnxan,What type of Unity content would you like to see here?,jafarykos,15,3,6,http://www.reddit.com/r/Unity3D/comments/pnxan/what_type_of_unity_content_would_you_like_to_see/,"I'd like to consider this a reboot of the Unit3d subreddit. What type of content would you all like to see submitted here? I'm just looking for what you would bring you back r/Unity3d on a regular basis.
Personally I'd like to see:
* Screenshots or updates on your Unity projects
* Questions or demonstrations about working with Unity such as code samples, editor extensions, best practices in 2d, etc
* 3rd party products you use with Unity
Those are a few of the things I look for in the forums, but I find more and more it's just become a location filled with spammy advertisements or people asking for coding help that haven't tried to figure anything out on their own or are trying to do too much for their skill level. I think the upvote/downvote system here on reddit will help filter that noise and let good contributions rise to the top.
So, in closing, what do you want?",,False,self,t5_2qwj8,True,,,True,t3_pnxan,http://www.reddit.com/r/Unity3D/comments/pnxan/what_type_of_unity_content_would_you_like_to_see/,
1319070039.0,13,youtube.com,li3zk,Asteroids in Unity3D using Boo - A learn-along series of videos.,mikbe,14,1,9,http://www.reddit.com/r/Unity3D/comments/li3zk/asteroids_in_unity3d_using_boo_a_learnalong/,,,False,http://thumbs.reddit.com/t3_li3zk.png,t5_2qwj8,False,,,False,t3_li3zk,http://www.youtube.com/playlist?list=PL042DE1D2842A5C65&feature=viewall,
1376424863.0,11,forum.unity3d.com,1kaueb,"Need vertex colors in Unity? Just released VPaint, a better vertex painter",becksebenius,13,2,0,http://www.reddit.com/r/Unity3D/comments/1kaueb/need_vertex_colors_in_unity_just_released_vpaint/,,,False,http://f.thumbs.redditmedia.com/veieyFinRMbP-vlS.jpg,t5_2qwj8,False,,,False,t3_1kaueb,http://forum.unity3d.com/threads/192711-VPaint-Advanced-Vertex-Painting-Released,
1376331857.0,12,self.Unity3D,1k7zwj,"Enterprise desktop/web programmer by day, love2d programmer by night. Is there a Unity tutorial for me?",jpfed,13,1,12,http://www.reddit.com/r/Unity3D/comments/1k7zwj/enterprise_desktopweb_programmer_by_day_love2d/,"I would especially appreciate materials that go into how the Unity concepts (e.g. scenes, gameobjects, monobehaviours...) work under the hood.
So far I am under the impression that Unity3d is really an entity-component system, where gameobjects are the entities and monobehaviours are the components. But nothing explicitly says this, so I am not certain that I'm interpreting things correctly. And I have no idea where scenes fit into this.
Are there Unity3d tutorials/materials that really go into the inner workings of Unity3d for an audience of experienced developers?",,False,self,t5_2qwj8,False,,,True,t3_1k7zwj,http://www.reddit.com/r/Unity3D/comments/1k7zwj/enterprise_desktopweb_programmer_by_day_love2d/,
1375623689.0,10,github.com,1jogn0,"UnityMesh - import/export a mesh at runtime, all data (weights, uvs, etc)",xireth,11,1,2,http://www.reddit.com/r/Unity3D/comments/1jogn0/unitymesh_importexport_a_mesh_at_runtime_all_data/,,,False,http://e.thumbs.redditmedia.com/3uZxQqqmOYer9hAj.jpg,t5_2qwj8,False,,,False,t3_1jogn0,https://github.com/jbruening/UnityMesh,
1375245494.0,13,self.Unity3D,1jegpq,How different is Unity's version of JavaScript from the normal version?,jtr01,14,1,34,http://www.reddit.com/r/Unity3D/comments/1jegpq/how_different_is_unitys_version_of_javascript/,"I asked this question in /r/gamedev, but didn't get an answer. So, I'm intermediate in JavaScript and want to create games in Unity. Is the syntax different in any way, what are the key differences? Also, if you have any in depth ""Transition from JavaScript-to-UnityScript"" type tutorials that would be great. Any answers are greatly appreciated!",,False,self,t5_2qwj8,False,,,True,t3_1jegpq,http://www.reddit.com/r/Unity3D/comments/1jegpq/how_different_is_unitys_version_of_javascript/,
1375023171.0,10,i.imgur.com,1j7te4,Just finished mapping out the direction I want to head with my new project... How does everyone else plan?,Zombait,16,6,37,http://www.reddit.com/r/Unity3D/comments/1j7te4/just_finished_mapping_out_the_direction_i_want_to/,,,False,http://e.thumbs.redditmedia.com/-u5sTkL5omwEouaL.jpg,t5_2qwj8,False,,,False,t3_1j7te4,http://i.imgur.com/1Sydgm2.jpg,
1374879877.0,11,self.Unity3D,1j4n1p,DynamicWater3D Live on the Asset Store! (webdemo included),ReliCWeb,13,2,15,http://www.reddit.com/r/Unity3D/comments/1j4n1p/dynamicwater3d_live_on_the_asset_store_webdemo/,"Hey everyone!
I'm excited to announce that the **DynamicWater3D** package is now available on the Asset Store!
Asset Store link: [click here](https://www.assetstore.unity3d.com/#/content/9697)
Webplayer demo: [click here](http://relicweb.com/unity/water.html)
Windows Standalone build: [click here](http://relicweb.com/unity/DynamicWater3D.zip) (runs much better than webplayer)
**Recent Updates: v1.1.4** (awaiting Asset Store approval)
* Moved wave propagation to a simulation step coroutine, everything is now completely frame independent.
* Added mesh interpolation between simulation steps so motion is much smoother at lower speeds.
* Added simulation speed controls to inspector and example scene GUIs.
* Various performance tweaks gave a slight boost.
**A few caveats:**
* Everything is currently CPU-bound which keeps it Indie-friendly, but performance isn't as high as GPU-accelerated would be. (GPU processing will come in a future Pro version)
* It is designed to be a small shallow-body simulation, not a full-scale ocean/large-body simulation. Things like swimming pools, fountains, small ponds, etc are ideal.
* It is limited to square/rectangular meshes, however through clever use of static obstructions and/or obstruction textures, almost any shape can be achieved (see demo for examples).
* Mobile deployments (iOS, Android, etc) are currently considered ""untested"" as I currently lack the necessary hardware. (APK coming soon for testing)
* The included water shader is nice, but I highly recommend the Hard Surface Shaders package (the Glass-Diamond shader specifically). They have both Free and Pro versions.
* It currently requires Unity v4.2.0, however an update has been submitted to reduce the requirement to v4.1.0.
**Thanks for taking the time to check it out!**",,False,self,t5_2qwj8,1375155351.0,,,True,t3_1j4n1p,http://www.reddit.com/r/Unity3D/comments/1j4n1p/dynamicwater3d_live_on_the_asset_store_webdemo/,
1374796533.0,10,indiegogo.com,1j2apf,Leap For Unity Unity Leap Motion plugin for Unity3D. Manipulate models right inside the Unity3D editor - Indiegogo Campaign,idreaminpixels,22,12,10,http://www.reddit.com/r/Unity3D/comments/1j2apf/leap_for_unity_unity_leap_motion_plugin_for/,,,False,http://c.thumbs.redditmedia.com/ahqnCdntxoYcbj8z.jpg,t5_2qwj8,False,,,False,t3_1j2apf,http://www.indiegogo.com/projects/leap-for-unity/x/4117792,
1374761055.0,12,self.Unity3D,1j0zxb,How do you setup your menus?,badchip,12,0,9,http://www.reddit.com/r/Unity3D/comments/1j0zxb/how_do_you_setup_your_menus/,"How do you guys setup your menus?
Personally, I put all my menus in one scene and use SetActive() to enable/disable menus. The game itself is in a separate scene.
What do you think is the most efficient way of doing this? Especially when there are a lot of menus with a lot of gameobjects (like upgrade menu or so).
Thanks,",,False,self,t5_2qwj8,False,,,True,t3_1j0zxb,http://www.reddit.com/r/Unity3D/comments/1j0zxb/how_do_you_setup_your_menus/,
1374586245.0,9,youtube.com,1ivsdy,Interview with David Helgason for Kickstarter documentary GAMELOADING: Rise of the Indies.,hugepedlar,13,4,1,http://www.reddit.com/r/Unity3D/comments/1ivsdy/interview_with_david_helgason_for_kickstarter/,,,False,http://c.thumbs.redditmedia.com/j4lz9hRL0wthkJt8.jpg,t5_2qwj8,False,,,False,t3_1ivsdy,http://www.youtube.com/watch?v=u3UMXaOtfHA,
1373474381.0,10,youtube.com,1i0m0r,"Video of new demo showing MegaShapes lofter being used as a run time track editor along with some procedural content, trees, cows, boats, UFOs",SpookyCat,12,2,8,http://www.reddit.com/r/Unity3D/comments/1i0m0r/video_of_new_demo_showing_megashapes_lofter_being/,,,False,http://d.thumbs.redditmedia.com/KQ_hK-CYBjFcJJYo.jpg,t5_2qwj8,False,,,False,t3_1i0m0r,https://www.youtube.com/watch?v=GIC_JzUk7vg,
1373340471.0,10,youtube.com,1hwu0l,Creating Smoke with Shuriken Particle System in Unity3d,xenosmash,12,2,1,http://www.reddit.com/r/Unity3D/comments/1hwu0l/creating_smoke_with_shuriken_particle_system_in/,,,False,http://c.thumbs.redditmedia.com/0MGp_wN7aYneF4Nb.jpg,t5_2qwj8,False,,,False,t3_1hwu0l,http://www.youtube.com/watch?v=GebwdChivxI&feature=share,
1372928429.0,10,self.Unity3D,1hmi1m,Creating the Casino Royale 'toon' effect in Unity?,StarshipJimmies,15,5,11,http://www.reddit.com/r/Unity3D/comments/1hmi1m/creating_the_casino_royale_toon_effect_in_unity/,"So I would like to know how one achieves the ""toon"" effect that the Casino Royale intro has. [Here's what I'm talking about.](http://www.youtube.com/watch?v=Eje28TK4D00&t=57s) I would like to attempt to prototype a simple game with that cartoonish visual style, so any help on this matter would be appreciated.
It seems like a simple effect to make, but I'm still relatively inexperienced with Unity. Oh and just to be sure we're on the same page I'm only talking about the ""toon"" mooks fighting toon Bond, not the rest of the animation.
Thanks!
Ninja edit: Also tips for exploding an object/mesh into particles (like the mooks deaths in that video) would be awesome.",,False,self,t5_2qwj8,False,,,True,t3_1hmi1m,http://www.reddit.com/r/Unity3D/comments/1hmi1m/creating_the_casino_royale_toon_effect_in_unity/,
1372733139.0,10,self.Unity3D,1hgz7t,Join us for our first LIVE episode of Cooking With Unity since Justin.tv!,drakfyre,13,3,4,http://www.reddit.com/r/Unity3D/comments/1hgz7t/join_us_for_our_first_live_episode_of_cooking/,"Hey guys, we are going to be doing our first live episode tonight at 8:30PM. We did not get a good chance to work out all the bugs this weekend so we will NOT be continuing the Star Fox episode tonight. Instead, this will be more of an open-session; we'll answer questions you have about Unity3d, game development, and the games industry in general.
Please keep in mind that there WILL be problems as we work through the features and capabilities of YouTube's streaming; if you are not already a fan of the show, this is probably NOT the episode to start with. ;)
Check http://www.cookingwithunity.com around 8:30PM (PST, starts in 45 minutes from now) and wish us luck!
Edit: Thanks for joining us, even though it was a tech nightmare. Things actually went better than they COULD have. Some video and some audio made it out across the internet. It was just poor quality video and audio.
We will be doing another couple sessions before next monday; their success or failure will determine whether we do our next episode as a live episode or as a pre-recorded one. I am investigating to see if our location is close enough to switch to a bigger upload, and checking out what we can do with Wirecast to reel in the amount of bandwidth being burned. If you are interested in helping test our streaming, we will be doing a session on Wednesday night, and one or two during the weekend (Probably Sunday).
If you guys didn't get your fix of Unity fun, let me know if there's anything I can help out with or answer in the comments below.
Thanks again!",,False,self,t5_2qwj8,1372741466.0,,,True,t3_1hgz7t,http://www.reddit.com/r/Unity3D/comments/1hgz7t/join_us_for_our_first_live_episode_of_cooking/,
1372182372.0,12,self.Unity3D,1h1tpg,"Coming from Game Maker, Unity is incredibly daunting. Anything easier that the Stealth tutorial to start with?",Vorpal_Smilodon,12,0,20,http://www.reddit.com/r/Unity3D/comments/1h1tpg/coming_from_game_maker_unity_is_incredibly/,"I started working in Game Maker a month ago, and within an hour you can have a simple working game going, and since everything is drag and drop you can self-teach most things.
After ten minutes trying to 'bake' lights in Unity I'm confused and feel like i haven't actually learned how to do anything except blindly follow instructions.",,False,self,t5_2qwj8,False,,,True,t3_1h1tpg,http://www.reddit.com/r/Unity3D/comments/1h1tpg/coming_from_game_maker_unity_is_incredibly/,
1372098011.0,12,self.Unity3D,1gzehf,[question] Can I use external libraries with Unity Free?,direflail,13,1,11,http://www.reddit.com/r/Unity3D/comments/1gzehf/question_can_i_use_external_libraries_with_unity/,"I'm using the latest version of Unity Free and coding in C#, and I'm a little confused as to the sorts of assets I can use/import in my projects. I've crawled a ton of forums and found lots of outdated and conflicting advice, and haven't found anything that works yet.
Can I use:
1. Plugins purchased from the Asset Store?
2. External dlls?
I've tried putting them in /Plugins, which sees the dll in Unity but I don't have access to any of their classes or methods. I'm a programmer by trade so I'm assuming this isn't allowed or I have my project or namespaces set up wrong.
3. Other options I'm missing?
Thanks in advance for the help!",,False,self,t5_2qwj8,False,,,True,t3_1gzehf,http://www.reddit.com/r/Unity3D/comments/1gzehf/question_can_i_use_external_libraries_with_unity/,
1372049347.0,11,jasperstocker.com,1gy8go,I geeked out over the weekend working on low detail model generation and thought I'd share my progress...,jasperstocker,14,3,0,http://www.reddit.com/r/Unity3D/comments/1gy8go/i_geeked_out_over_the_weekend_working_on_low/,,,False,http://f.thumbs.redditmedia.com/UoXxfmpRMFqcg04e.jpg,t5_2qwj8,False,,,False,t3_1gy8go,http://www.jasperstocker.com/2013/06/24/generating-low-detail-models-in-buildr/,
1371324027.0,9,self.Unity3D,1gewfm,I made a small Archery game with Unity and the Razer Hydra! (Video and standalone download inside),Alix1723,13,4,9,http://www.reddit.com/r/Unity3D/comments/1gewfm/i_made_a_small_archery_game_with_unity_and_the/,"* [Video!](http://youtu.be/YPKyEknzvvM)
* [Windows download](https://docs.google.com/file/d/0B5YrpH1-adejcEhpZTRJODlibU0/edit?usp=sharing) **Requires a Razer Hydra device to play.**
(EDIT: Added in a necessary DLL to the standalone folder)
After seeing some Unity + Hydra videos, I was inspired to try this out. It's at a very basic stage right now, but hopefully I'll flesh it out into a complete game, as well as add other stuff like swords.
Also if anyone's interested in how it works I'll post up bits of the scripts I wrote.",,False,self,t5_2qwj8,1371389392.0,,,True,t3_1gewfm,http://www.reddit.com/r/Unity3D/comments/1gewfm/i_made_a_small_archery_game_with_unity_and_the/,
1370323977.0,10,self.Unity3D,1fmvcr,Simple Lines Tutorial to make lightning,fastegg,11,1,4,http://www.reddit.com/r/Unity3D/comments/1fmvcr/simple_lines_tutorial_to_make_lightning/,"I made some simple lightning that worked well on handheld devices using line renderer. Lines were very under utilized, so I wrote a little bit to give people an introduction into it! If you haven't used lines in Unity before, be sure to check out this quick tutorial here:
http://fastegggames.com/blog/2013/5/7/tutorial-simple-electricity-using-lines",,False,self,t5_2qwj8,False,,,True,t3_1fmvcr,http://www.reddit.com/r/Unity3D/comments/1fmvcr/simple_lines_tutorial_to_make_lightning/,
1370282441.0,9,gamasutra.com,1fleq3,Gamasutra: Jamie Fristrom's Blog - Rapid Level Creation On A Budget With Google Warehouse And Unity Pro,justafreakXD,11,2,2,http://www.reddit.com/r/Unity3D/comments/1fleq3/gamasutra_jamie_fristroms_blog_rapid_level/,,,False,http://d.thumbs.redditmedia.com/kuCYIeZknJsNkqA3.jpg,t5_2qwj8,False,,,False,t3_1fleq3,http://gamasutra.com/blogs/JamieFristrom/20130530/193334/Rapid_Level_Creation_On_A_Budget_With_Google_Warehouse_And_Unity_Pro__No_Artist_Required.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29&utm_content=FaceBook,
1370167622.0,12,self.Unity3D,1fihbh,"In case you didn't know, the ""Bake Selected"" button now functions as intended.",thecoolracer,13,1,0,http://www.reddit.com/r/Unity3D/comments/1fihbh/in_case_you_didnt_know_the_bake_selected_button/,"If you are like me, and have mediocore cooling for your machine, then I have something to tell you. The ""Bake Selected"" button now works as it should, instead of removing every single lightmap and keeping them for only that object, now it just updates the lightmap for that object, and doesn't touch other lightmaps!",,False,self,t5_2qwj8,False,,,True,t3_1fihbh,http://www.reddit.com/r/Unity3D/comments/1fihbh/in_case_you_didnt_know_the_bake_selected_button/,
1369764060.0,13,insectiongame.com,1f7nf9,Correct Normal maps in the Unity game engine.,koyima,14,1,9,http://www.reddit.com/r/Unity3D/comments/1f7nf9/correct_normal_maps_in_the_unity_game_engine/,,,False,http://e.thumbs.redditmedia.com/X_sHY-EmbMJ9Astd.jpg,t5_2qwj8,False,,,False,t3_1f7nf9,http://insectiongame.com/blog/correct-normal-maps-in-the-unity-game-engine/#.UaTwuK7aoYI.reddit,
1369589507.0,13,imgur.com,1f38lr,This has been happening ever since I updated to Unity 4.1.3,Simerty,18,5,16,http://www.reddit.com/r/Unity3D/comments/1f38lr/this_has_been_happening_ever_since_i_updated_to/,,,False,http://d.thumbs.redditmedia.com/OahCdTTKATPnNlR-.jpg,t5_2qwj8,False,,,False,t3_1f38lr,http://imgur.com/NvWgWvq.jpg,
1368929187.0,11,self.Unity3D,1elyg5,Stylized Procedural Planets Update,claypool1,16,5,0,http://www.reddit.com/r/Unity3D/comments/1elyg5/stylized_procedural_planets_update/,"I have added a new planet type, Ringworlds. I think they look pretty good so far.
[Ringworld](http://i.imgur.com/cNUHVEz.png)
[Same Shot, Different Landscape](http://i.imgur.com/cep3sQA.png)
[Old Post](http://www.reddit.com/r/Unity3D/comments/1ekban/i_created_some_interesting_looking_stylized/)
(Edit)
I just finished working on Dyson Spheres
[Inside the Sphere](http://i.imgur.com/QswIzfL.png)
[View from just outside of a port](http://i.imgur.com/UAOXo92.png)
[Wall](http://i.imgur.com/uxewNLV.png)
[Planet with moon, inside of Ringworld, inside of Dyson Sphere](http://i.imgur.com/apR86fs.png)
If anyone would like to help me figure out how to implement diffuse lighting into my shaders (GLSL), I would greatly appreciate it.
(Edit, again)
[Lighting!](http://i.imgur.com/GTV7mDg.png)
[Quick video showing M class star](http://www.youtube.com/watch?v=DT_Wwg4su40)
There are 3 star types so far: O, M, and G. I don't really know why I would incorporate more as the other classes have nearly the same color as those three.",,False,self,t5_2qwj8,1368995802.0,,,True,t3_1elyg5,http://www.reddit.com/r/Unity3D/comments/1elyg5/stylized_procedural_planets_update/,
1368556772.0,9,self.Unity3D,1ebwh1,How was the map for Angry Bots created?,salshasam,15,6,10,http://www.reddit.com/r/Unity3D/comments/1ebwh1/how_was_the_map_for_angry_bots_created/,"Creating indoor environments in Unity is almost impossible, so they must have modeled each part individually in a different engine, than transfer and assemble them in Unity, how would I go about that? I'm trying to create a military base, so where would I start in blender?",,False,self,t5_2qwj8,False,,,True,t3_1ebwh1,http://www.reddit.com/r/Unity3D/comments/1ebwh1/how_was_the_map_for_angry_bots_created/,
1368545964.0,10,self.Unity3D,1ebi3p,What do you use to make art for 2D games?,Simerty,14,4,17,http://www.reddit.com/r/Unity3D/comments/1ebi3p/what_do_you_use_to_make_art_for_2d_games/,"I'm pretty new to Unity in general and started playing around with making some 2D stuff. I played around with some free tools for awhile and decided the 2D Toolkit sounded worth it. Now that I have it, how should I go about actually drawing sprites?
Just wondering what kind of stuff other people are using to actually create their art.
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_1ebi3p,http://www.reddit.com/r/Unity3D/comments/1ebi3p/what_do_you_use_to_make_art_for_2d_games/,
1368506947.0,12,self.Unity3D,1eaovf,What solution do you guys use for NPC dialog?,PsychoDM,14,2,12,http://www.reddit.com/r/Unity3D/comments/1eaovf/what_solution_do_you_guys_use_for_npc_dialog/,I'm trying to have dialog between the character and an NPC. I have 2dtoolkit also so those tools are available to me as well. Whats the best way of going about this?,,False,self,t5_2qwj8,False,,,True,t3_1eaovf,http://www.reddit.com/r/Unity3D/comments/1eaovf/what_solution_do_you_guys_use_for_npc_dialog/,
1368037365.0,11,self.Unity3D,1dy2o3,Project for School - Bouncy Planets - Feedback appreciated,Bmandk,13,2,15,http://www.reddit.com/r/Unity3D/comments/1dy2o3/project_for_school_bouncy_planets_feedback/,"Hello /r/Unity3D
I have recently made a project for school which is due in 4 hours. If you guys want, I'd like some feedback. I know it's not a lot of time, but any would be good. Our target group are Hipsters, which is a hard one, but we tried our best. As you may have guessed, I don't have time for big changes, just small features and tweaks.
The game is found [here](https://dl.dropboxusercontent.com/u/63374758/Bouncy%20Planets.rar)
I know that it looks pretty bad in the webplayer, our teacher told us today that it had to be a webplayer build, and as we all know, GUI is pretty bad, and we set it up for 1600x900 which is standard for our computers.
Thanks in advance!
Edit: You guys seem to like it as you're upvoting it, but I'd much rather want constructive feedback! :)",,False,self,t5_2qwj8,1368042969.0,,,True,t3_1dy2o3,http://www.reddit.com/r/Unity3D/comments/1dy2o3/project_for_school_bouncy_planets_feedback/,
1367995229.0,12,self.Unity3D,1dx2wb,My first REAL project in Unity3D! Starbase Battles!,JustinKace,17,5,24,http://www.reddit.com/r/Unity3D/comments/1dx2wb/my_first_real_project_in_unity3d_starbase_battles/,"EDIT: I've had a number of comments about the controls. They are hard coded, and listed below. Q, W and Z for Blue. <, > and P for Red. I know you can use the default inputs in Unity but don't know how to do that when both players have identical controls but share a keyboard (if you know what I mean). If anyone can offer advice on this it would be gratefully received. :) I have uploaded a new build that has a little window at the top that mentions the controls. I've also put a Mac build up.
~~
A few weeks ago I posted my first completed Unity3D project. It was a super simple game I made to restore my confidence after it was thrashed pretty soundly while in the early days of making THIS project, my real first project. http://en.reddit.com/r/Unity3D/comments/1cxfpn/my_first_unity_project/
Now I have Starbase Battles to the point that it has all the features I want in it and needs some testing and feedback. It's not complete. It wont be complete until I have put a fair bit more polish on it
I'm trying to make SB to fairly high standards (for a novice). I want to be proud of my first real project, and I want to see it though to completion. So far I'm really happy with how it's turning out, but while I am pretty critical of it, I do look at it through rose coloured glasses, so I'd really appreciate some feedback.
I'll stop babbling now and offer up some appropriate links...
Controls are Q, W and Z for Blue. <, > and P for Red.
Video for those who would rather just look.
https://www.youtube.com/watch?v=qP8_BtNFcdo
Windows Download link.
http://www.gamesbygreg.com/s/Starbase-Battles-beta-jpfs.zip
Mac download link.
http://www.gamesbygreg.com/s/Starbase-Battles-beta-for-Mac.zip
Web player link (haven't been able to test this myself as the Unity Web player is being a complete ass for me).
https://dl.dropboxusercontent.com/s/jxyvjzua9ne7hfi/Starbase%20Battles%20beta%20for%20web.html
A little background info including what needs testing most and what remains for me to add in terms of polish.
http://www.gamesbygreg.com/starbase-battles/
I would also love feedback on my actual code as well. The biggest problem with being an absolute novice and learning by myself is that I have no idea what I'm doing that's stupid (Case in point, http://en.reddit.com/r/Unity3D/comments/1dtjum/having_trouble_assigning_values_to_variables_in_a/) or if there are dramatically better ways for me to do some of the stuff I have done. I don't know how best to share the code, so if anyone is willing to have a look at it, please suggest your preference for how I can make it available.
Thank you, and I really appreciate any constructive criticism.",,False,self,t5_2qwj8,1368053693.0,,,True,t3_1dx2wb,http://www.reddit.com/r/Unity3D/comments/1dx2wb/my_first_real_project_in_unity3d_starbase_battles/,
1367697586.0,11,self.Unity3D,1dozz1,"Can you achieve a ""remote skybox"" in Unity like what you see in Source games?",TekTekDude,11,0,7,http://www.reddit.com/r/Unity3D/comments/1dozz1/can_you_achieve_a_remote_skybox_in_unity_like/,"In every source game level, you can noclip out of the level and find them. A certain distance from the original you will find a distant lump of entities (trees, mountains, clouds, buildings etc). They are about as tall as your character and not of the highest detail. If you place something in there or have a friend stand there, you can see them on the horizon (appearing very large) which shows that the projection is realtime.
I strongly recommend doing this, it's really interesting.
I am curious as to how you can achieve this in unity. I would assume you would have to make a 6-sided/360-degree camera project to the skybox?",,False,self,t5_2qwj8,False,,,True,t3_1dozz1,http://www.reddit.com/r/Unity3D/comments/1dozz1/can_you_achieve_a_remote_skybox_in_unity_like/,
1367457165.0,11,self.Unity3D,1dis19,Just finished my first game,stebbiti,14,3,19,http://www.reddit.com/r/Unity3D/comments/1dis19/just_finished_my_first_game/,"I just finished my first game witch i have been working on last 3-4 weeks, i just wanted to know what people think ?
https://dl.dropboxusercontent.com/u/164860464/Block%20Leikur%20Beta%20Build%20003%20-%20English%20verson/Block%20Leikur%20Beta%20Build%20003%20-%20English%20verson.html",,False,self,t5_2qwj8,False,,,True,t3_1dis19,http://www.reddit.com/r/Unity3D/comments/1dis19/just_finished_my_first_game/,
1366750389.0,10,youtube.com,1cym8s,Cooking With Unity 50: Time as a Variable Part 2,drakfyre,14,4,11,http://www.reddit.com/r/Unity3D/comments/1cym8s/cooking_with_unity_50_time_as_a_variable_part_2/,,,False,http://f.thumbs.redditmedia.com/Kyt5Ls6x6F-SyuwG.jpg,t5_2qwj8,False,,,False,t3_1cym8s,http://www.youtube.com/watch?v=Tdyk_DSQhzk&list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN&index=50,
1366409557.0,10,self.Unity3D,1cpchu,Anybody know of any good and simple RTS tutorials?,TekTekDude,11,1,2,http://www.reddit.com/r/Unity3D/comments/1cpchu/anybody_know_of_any_good_and_simple_rts_tutorials/,,,False,self,t5_2qwj8,False,,,True,t3_1cpchu,http://www.reddit.com/r/Unity3D/comments/1cpchu/anybody_know_of_any_good_and_simple_rts_tutorials/,
1366091520.0,10,youtu.be,1cg2eo,Update to my sky sim from earlier today. Now with more... Perlin noise...,Sinuousity,11,1,9,http://www.reddit.com/r/Unity3D/comments/1cg2eo/update_to_my_sky_sim_from_earlier_today_now_with/,,,False,http://a.thumbs.redditmedia.com/dlvg9yPi2ZlbJGq0.jpg,t5_2qwj8,False,,,False,t3_1cg2eo,http://youtu.be/Q326a0Bl--Q,
1366073077.0,9,youtube.com,1cffr2,Creating Levels and 3D models inside Unity Game Engine using GameDraw,Taslaq,15,6,23,http://www.reddit.com/r/Unity3D/comments/1cffr2/creating_levels_and_3d_models_inside_unity_game/,,,False,http://b.thumbs.redditmedia.com/YVACq5LD_4e0n00s.jpg,t5_2qwj8,False,,,False,t3_1cffr2,http://www.youtube.com/watch?v=fcnR9R4c670,
1365872452.0,11,kickstarter.com,1c9y62,For the not so artistic. This game is made in just Unity and Qubicle and still looks really nice!,ZacharyKingston,15,4,6,http://www.reddit.com/r/Unity3D/comments/1c9y62/for_the_not_so_artistic_this_game_is_made_in_just/,,,False,http://d.thumbs.redditmedia.com/uyR3VS6TB2r6JB3K.jpg,t5_2qwj8,False,,,False,t3_1c9y62,http://www.kickstarter.com/projects/1487260230/preapocalypse-a-strategy-game-about-the-end-of-the,
1365452696.0,11,u3d.as,1bxux7,Uniduino - Arduino for Unity [RELEASED],edwonia,18,7,11,http://www.reddit.com/r/Unity3D/comments/1bxux7/uniduino_arduino_for_unity_released/,,,False,default,t5_2qwj8,False,,,False,t3_1bxux7,http://u3d.as/4oP,
1365129225.0,12,self.Unity3D,1bphq2,Is the subreddit banner too wide?,TekTekDude,12,0,11,http://www.reddit.com/r/Unity3D/comments/1bphq2/is_the_subreddit_banner_too_wide/,"It pushed the ""hot"" and ""new"" tabs off of the page (behind my username).
Maybe it's just me. If not, I propose the end gets shaved off a bit.",,False,self,t5_2qwj8,False,,,True,t3_1bphq2,http://www.reddit.com/r/Unity3D/comments/1bphq2/is_the_subreddit_banner_too_wide/,
1363280832.0,11,self.Unity3D,1aalar,C# in Unity,Zenkou,14,3,13,http://www.reddit.com/r/Unity3D/comments/1aalar/c_in_unity/,"I am currently learning C# to use in Unity.
I am however wondering if there are some good C# in Unity tutorials or if i should just keep learning C# till i am comfortable enough with it to jump into Unity with it.
Thank you in advance.",,False,self,t5_2qwj8,False,,,True,t3_1aalar,http://www.reddit.com/r/Unity3D/comments/1aalar/c_in_unity/,
1362478029.0,11,self.Unity3D,19p7lf,Is there a way to prototype Android builds of a game with Unity Free?,Twitchyy,11,0,16,http://www.reddit.com/r/Unity3D/comments/19p7lf/is_there_a_way_to_prototype_android_builds_of_a/,"I've been using Unity for the last 2 months and I'm still pretty new to it but enjoying it quite a bit. I've been very interested in making Android games but I just don't have $400/$1500 to spend on it so I've been making web player/standalone builds of games up till now. I was just wondering if there was a way to playtest/prototype a game in Android? Perhaps emulate it? I'm not sure how the different resolutions, touch-based stuff and performance optimization for Android works since I'm obviously not able to make those kinds of games so I'd really like to try it out and see what it's like.",,False,self,t5_2qwj8,False,,,True,t3_19p7lf,http://www.reddit.com/r/Unity3D/comments/19p7lf/is_there_a_way_to_prototype_android_builds_of_a/,
1361893569.0,11,self.Unity3D,199hh1,Learn to use Unity and C# at the same time or separately?,MrCalavera,13,2,26,http://www.reddit.com/r/Unity3D/comments/199hh1/learn_to_use_unity_and_c_at_the_same_time_or/,"Hi folks.
I'm hoping to start using Unity to develop games, more for fun and to teach myself a new skill than anything else.
I'm *alright* at writing small programs in python, which is as far as my programming skills go but I was thinking of moving to c# for game development. My question is, would I be better following some basic c# (possibly XNA) tutorials to get some knowledge under my belt first or would I be better trying to learn c# at the same time as I'm getting to grips with unity?
Based on my own investigation, the amount of tutorials for unity using c# seems pretty small. In fact the only decent ones I've been able to find are the [Cat like coding](http://catlikecoding.com/unity/tutorials/) ones.",,False,self,t5_2qwj8,False,,,True,t3_199hh1,http://www.reddit.com/r/Unity3D/comments/199hh1/learn_to_use_unity_and_c_at_the_same_time_or/,
1361657362.0,10,self.Unity3D,193m4p,Starting out in Unity: C# or Javascript?,nate427,12,2,32,http://www.reddit.com/r/Unity3D/comments/193m4p/starting_out_in_unity_c_or_javascript/,"I've installed Unity and I've learned the basics of the interface and how to use it, but I'm not sure if I should start out with C# or Javascript, mostly because I don't know of the differences beyond the syntax.
What are the differences? Is one better than the other, or is it mainly just personal preference?
EDIT: I have some programming experience in Java. I'm no expert but I think it's enough for me to not drown in C#.",,False,self,t5_2qwj8,1361731982.0,,,True,t3_193m4p,http://www.reddit.com/r/Unity3D/comments/193m4p/starting_out_in_unity_c_or_javascript/,
1361368744.0,10,krillbite.com,18vvzx,The Plan - first week reception,Bromlebass,12,2,0,http://www.reddit.com/r/Unity3D/comments/18vvzx/the_plan_first_week_reception/,,,False,http://a.thumbs.redditmedia.com/-iY9qYoul4yR7Ps0.jpg,t5_2qwj8,False,,,False,t3_18vvzx,http://krillbite.com/blog/02/the-plan-first-week-reception/,
1361342428.0,9,youtube.com,18vgn8,Rain{Indie} Simple 2D Chase Tutorial,PsychoDM,11,2,4,http://www.reddit.com/r/Unity3D/comments/18vgn8/rainindie_simple_2d_chase_tutorial/,,,False,http://c.thumbs.redditmedia.com/l_6FusCSl4jHWt0n.jpg,t5_2qwj8,False,,,False,t3_18vgn8,http://www.youtube.com/watch?v=46gNiunJtjE&feature=youtu.be,
1359113744.0,13,self.Unity3D,1791o7,Unity3d and Kinect -> Mesh deformation,clownr,14,1,10,http://www.reddit.com/r/Unity3D/comments/1791o7/unity3d_and_kinect_mesh_deformation/,"Hi,
Has anyone tried linking the Kinect to Unity?
I have, but my mesh gets fked up. I use 3ds max to get a FBX into Unity. It has some bones but when I force the coordinates I get from my Kinect upon the model, it goes really wrong.
I made a forum post, but no one seems to have any time/experience with 3ds max models and forcing bone positions... silly animators :)
original post: http://forum.unity3d.com/threads/167288-Mesh-Deforming-Help-pls!",,False,self,t5_2qwj8,False,,,True,t3_1791o7,http://www.reddit.com/r/Unity3D/comments/1791o7/unity3d_and_kinect_mesh_deformation/,
1357770448.0,9,west-racing.com,169xe6,"Excellent use of the MegaFiers morphing system to drive all the animations in Body XQ on iOS, Android and Web. a wonderful educational program available for free.",SpookyCat,14,5,1,http://www.reddit.com/r/Unity3D/comments/169xe6/excellent_use_of_the_megafiers_morphing_system_to/,,,False,http://b.thumbs.redditmedia.com/yFR4rdC79oJ8W3WI.jpg,t5_2qwj8,False,,,False,t3_169xe6,http://www.west-racing.com/mf/?p=3328,
1357704420.0,11,self.Unity3D,1689a2,"Are there any pros/cons to ""worlds built in a 3D modeller"" and ""worlds built in Unity3D""?",pocketninja,12,1,18,http://www.reddit.com/r/Unity3D/comments/1689a2/are_there_any_proscons_to_worlds_built_in_a_3d/,"Not even sure if that question is an apt way to put it...
Always had an underlying interest in how games are made and via Unity3D I'm finally getting hands on. The more I learn, the more questions I have...
One of them is on what common practice might be for constructing the crux of the static components of a level. By ""static components"" I mean all the walls, roads, floors, background scenery, etc...
There may be other methods, but to me it potentially comes down to two primary methods:
1. Most of the level is constructed in a program such as Blender or Max, and is imported in to Unity3D/UDK. Then it is filled out with all the various interactive elements; or
2. Blender or Max is used to create many individual components which, once imported in to Unity/UDK, you would then use to construct your world.
Are there any benefits or drawbacks to either method, such as performance, lightmapping, modularity?",,False,self,t5_2qwj8,False,,,True,t3_1689a2,http://www.reddit.com/r/Unity3D/comments/1689a2/are_there_any_proscons_to_worlds_built_in_a_3d/,
1356380273.0,11,self.Unity3D,15dzs2,Unity Organization Standards?,MintyAnt,11,0,8,http://www.reddit.com/r/Unity3D/comments/15dzs2/unity_organization_standards/,"Hello,
I am a programmer who has been using Unity for the past few months. A few days ago, a friend asked me to teach some Designers/Artists on how to best Organize their project, and their (javascript) code.
These people only have a few days of experience with unity, but that time, so I am to give them a high level look at how to best organize their projects.
I had the following outline so far, and the questions for them follow each:
1. How to organize your assets folder? I can keep the Scripts folder well organized, but things like Scene files, Images vs Materials, Sounds, etc... I'm a bit confused at the best way to organize each. I would like to know if there is some sort of ""Standard"" for this, so they may look at it, and possibly use it. Keeping to a standard makes it easier for other unity devs to come in and quickly understand what's happening.
2. Javascript, Variable Names, and Functions. As a programmer, I strive to keep my code clean, readable, and commented. Unity is very much along these lines, but there is 'some' uncertantity, and again, I would like to know the standard way.
What should the public variables be named? The private? My variables are always hungarian ""mVarName"" but this gets screwy with the Unity Editor, coming out as ""MVarName"" in the editor.
Function Names? I always do ""FunctionNameHere()"", but i've seen unity docs to ""Function_NameHere"" or ""functionNameHere"" somesuch. What's the general concencus on this guy?
3. Breaking up your components. In my latest project, I had a player with many scripts on him. He had a Health script, Attack script, PlayerController and SideScrolling script, Aggro script (ammount til he goes into super mode), etc.
I found this a lot more organized that one script to rule them all, but Unity examples seem to do that! Others, like the player controller, have sub-objects within the script that you define. Is there a good guide on this, on how to break up your scripts properly for your object?",,False,self,t5_2qwj8,False,,,True,t3_15dzs2,http://www.reddit.com/r/Unity3D/comments/15dzs2/unity_organization_standards/,
1355127009.0,12,self.Unity3D,14lg9f,Check out my level editor,Shredsauce,12,0,6,http://www.reddit.com/r/Unity3D/comments/14lg9f/check_out_my_level_editor/,"http://www.shredsauce.com/
I recently added a level editor to the ski game I've been working on. Right now the only way to save your level is by copy/pasting a code. I've been thinking about generating a URL instead. I'm not sure how I would do that though.",,False,self,t5_2qwj8,False,,,True,t3_14lg9f,http://www.reddit.com/r/Unity3D/comments/14lg9f/check_out_my_level_editor/,
1354650839.0,9,self.Unity3D,149zyb,any good beginners tutorials?,sailatlas,16,7,10,http://www.reddit.com/r/Unity3D/comments/149zyb/any_good_beginners_tutorials/,,,False,self,t5_2qwj8,False,,,True,t3_149zyb,http://www.reddit.com/r/Unity3D/comments/149zyb/any_good_beginners_tutorials/,
1354439984.0,11,itunes.apple.com,1458yz,My first game called Automation just came out on iOS for 99 cents! I made it using Unity3D follow the link to get it!,MagmaLemur,22,11,15,http://www.reddit.com/r/Unity3D/comments/1458yz/my_first_game_called_automation_just_came_out_on/,,,False,http://c.thumbs.redditmedia.com/CPZu8hZ7ERaLoycP.jpg,t5_2qwj8,False,,,False,t3_1458yz,https://itunes.apple.com/us/app/automation/id576621836?ls=1&mt=8,
1351948780.0,12,youtube.com,12k9sm,Using Mecanim with NavMeshAgent in Unity - YouTube,digijin,15,3,0,http://www.reddit.com/r/Unity3D/comments/12k9sm/using_mecanim_with_navmeshagent_in_unity_youtube/,,,False,http://d.thumbs.redditmedia.com/nrBIiY0zOfhM78Ac.jpg,t5_2qwj8,False,,,False,t3_12k9sm,https://www.youtube.com/watch?v=iOyKchngB7w,
1351861845.0,11,self.Unity3D,12ig07,TIL - How to use shader include files,7Geordi,15,4,5,http://www.reddit.com/r/Unity3D/comments/12ig07/til_how_to_use_shader_include_files/,"This started out as a question, but then I figured it out... here's what I figured out:
If you want to use shader inclusions, place the to-be-included programs somewhere in your assets folder. Make a note of where you put them, and figure out the relative path from the shader to the include. In my case this was ""include/shaderfuncs.cg"".
Then in your shader, use #include ""path/to/file.cg"" and you are golden. If your shaders are glsl then use that (obviously?).
All done. In retrospect it seems pretty obvious...",,False,self,t5_2qwj8,False,,,True,t3_12ig07,http://www.reddit.com/r/Unity3D/comments/12ig07/til_how_to_use_shader_include_files/,
1351127073.0,11,noisestudio.digijin.com,121fz2,"Noise Studio addon for Unity, now with a free non-commercial license.",digijin,15,4,4,http://www.reddit.com/r/Unity3D/comments/121fz2/noise_studio_addon_for_unity_now_with_a_free/,,,False,default,t5_2qwj8,False,,,False,t3_121fz2,http://noisestudio.digijin.com/,
1350948154.0,13,wauug.com,11wr0k,"Now forming, Washington Area Unity3D Users Group (DC)",MrPhil,15,2,7,http://www.reddit.com/r/Unity3D/comments/11wr0k/now_forming_washington_area_unity3d_users_group_dc/,,,False,http://b.thumbs.redditmedia.com/TKdx8PXgO7j-U5Ka.jpg,t5_2qwj8,False,,,False,t3_11wr0k,http://www.WAUUG.com/,
1350269321.0,11,self.Unity3D,11hr8d,My first game: Space Shooter!,where_is_the_any_key,13,2,11,http://www.reddit.com/r/Unity3D/comments/11hr8d/my_first_game_space_shooter/,"[Link](http://nack.bugs3.com/games/spaceshooter/) to game.
[Link](http://nack.bugs3.com/games/spaceshooter/source/) to source.
This is the first game I've made to a standard I feel comfortable showing others. I've a link to the game and a link to the assets I used along with the unity package for others to use or look at. Feel free to use them, if any have licenses they're with the source.
It's a simple top down shooter which didn't take long to create. It's looking quite nice but needs work still.
Anyway, have fun and feel free to ask any questions or leave comment on the game.
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_11hr8d,http://www.reddit.com/r/Unity3D/comments/11hr8d/my_first_game_space_shooter/,
1349785125.0,9,self.Unity3D,116xhx,"I have never used Unity, but I might soon. Would this be possible?",akamo,13,4,10,http://www.reddit.com/r/Unity3D/comments/116xhx/i_have_never_used_unity_but_i_might_soon_would/,"Hey r/Unity3d,
Say we have a 3D polygon crate with a wooden texture. We now want to allow the user to import his own ""decal"" texture via URL / local file. This imported texture should then be mapped on top of the wooden texture at specific places on the crate.
Can unity do this? How complex would it be?
With ""user"" I mean the end-user of the finished unity application, not the developer.",,False,self,t5_2qwj8,False,,,True,t3_116xhx,http://www.reddit.com/r/Unity3D/comments/116xhx/i_have_never_used_unity_but_i_might_soon_would/,
1349095532.0,11,blog.gfx47.com,10rar5,Unity3D beginner tips,GFX47,23,12,2,http://www.reddit.com/r/Unity3D/comments/10rar5/unity3d_beginner_tips/,,,False,http://b.thumbs.redditmedia.com/gxdpj7wudpz_XPVs.jpg,t5_2qwj8,False,,,False,t3_10rar5,http://blog.gfx47.com/2011/04/07/unity3d-beginner-tips/,
1348391421.0,10,youtube.com,10c46l,Realtime GI in unity3d with deffered lighting ,rockyearth,76,66,13,http://www.reddit.com/r/Unity3D/comments/10c46l/realtime_gi_in_unity3d_with_deffered_lighting/,,,False,http://e.thumbs.redditmedia.com/vyGNjgwcq3RqBeYX.jpg,t5_2qwj8,False,,,False,t3_10c46l,http://www.youtube.com/watch?v=nHiJwmrW1Yc,
1347751720.0,12,self.Unity3D,zy4ed,Script templates and partial base classes,hay_guise,12,0,3,http://www.reddit.com/r/Unity3D/comments/zy4ed/script_templates_and_partial_base_classes/,"hey lads. i just wrote a blag post about how to modify and create script templates, and how to use them with a partial base class to auto generate an accessor property for your components.
http://twistedoakgames.com/blog/?p=404
but yeah. fix up those templates, because the default script templates are a bit lame.",,False,self,t5_2qwj8,False,,,True,t3_zy4ed,http://www.reddit.com/r/Unity3D/comments/zy4ed/script_templates_and_partial_base_classes/,
1347468477.0,12,self.Unity3D,zruf5,"I'm an experienced programmer trying my hand at Unity, I'd like some pointers.",7Geordi,16,4,27,http://www.reddit.com/r/Unity3D/comments/zruf5/im_an_experienced_programmer_trying_my_hand_at/,"So, I've been watching some unity tutorials and it's all pretty straight forward, but I get tripped up about script context.
I've been pondering this question for a while and it ultimately boils down to two broad strokes:
1: How do I do things that are not related to gameobjects? If I have a script file with some functions in it, how do I call them from other scripts? In what context can I do that and why? How do source files talk to each other? (this may be related to the fact that I'm picking up C# along with Unity... I come from the world of C++, and includes are notably absent) Suppose I have one source file with a bunch of utility functions in it, how do I make sure I can access that from every other source file (no PCH!)
2: How do two scripts on the same object talk to each other? How do two scripts on different objects talk to each other?
Bonus question:
What is the consensus on where game logic should live? If I'm writing chess, should each piece know its role, or should there by a 'chess controller' that moves the pieces?",,False,self,t5_2qwj8,False,,,True,t3_zruf5,http://www.reddit.com/r/Unity3D/comments/zruf5/im_an_experienced_programmer_trying_my_hand_at/,
1346780205.0,12,cookingwithunity.com,zcfs0,Cooking With Unity - Episode 22: Asteroids-style Game Completed!,drakfyre,16,4,8,http://www.reddit.com/r/Unity3D/comments/zcfs0/cooking_with_unity_episode_22_asteroidsstyle_game/,,,False,http://e.thumbs.redditmedia.com/WLiKQfoNsXQeZk5d.jpg,t5_2qwj8,False,,,False,t3_zcfs0,http://www.cookingwithunity.com/b/331007170,
1345921826.0,11,self.Unity3D,ytf79,Good tutorial for networks games?,Beldarak,11,0,7,http://www.reddit.com/r/Unity3D/comments/ytf79/good_tutorial_for_networks_games/,"Hi Reddit.
I'm trying to figure out how to make a simple multiplayer game (basically some kind of deathmatch).
I succeeded at making a ""Create server"" and ""Connect"" buttons in my game and a new player is instanciated when someone join the server but all the characters move when someone move his character and nothing is synchronised.
Any good tutorials/books to help me to do this step by step?",,False,self,t5_2qwj8,False,,,True,t3_ytf79,http://www.reddit.com/r/Unity3D/comments/ytf79/good_tutorial_for_networks_games/,
1343752331.0,10,self.Unity3D,xgeqt,Is it more efficient to place map components in Unity or import a whole level from an external program?,Tyaedalis,13,3,11,http://www.reddit.com/r/Unity3D/comments/xgeqt/is_it_more_efficient_to_place_map_components_in/,"[Here is a small example of a ""map"" in my game.](http://i.imgur.com/5YGpI.png)
Each ""tile"" is a square plane (or not in the case of corners) with a texture mapped to it from a texture sheet.
Would it be better off to do this externally, combine it into one object, and export it
OR
would I be better to just place them all in Unity?
I'd post this on Unity Answers, but it wont let me log in.",,False,self,t5_2qwj8,1343764263.0,,,True,t3_xgeqt,http://www.reddit.com/r/Unity3D/comments/xgeqt/is_it_more_efficient_to_place_map_components_in/,
1343246901.0,11,google.com,x5dii,"Unity3D custom search lets you search the Unity site, Forum, Unity Answers, Wiki, plus Nvidia and MSDN",decoy98,12,1,3,http://www.reddit.com/r/Unity3D/comments/x5dii/unity3d_custom_search_lets_you_search_the_unity/,,,False,default,t5_2qwj8,False,,,False,t3_x5dii,http://www.google.com/cse/home?cx=001712401338047450041:csfhqk-trfa,
1343033372.0,10,self.Unity3D,x0azo,What shader / image effects do you miss?,ki3,12,2,13,http://www.reddit.com/r/Unity3D/comments/x0azo/what_shader_image_effects_do_you_miss/,"Hey everybody,
I was just wondering what kind of shader and image effects are the most demanded for unity? What have you ever dreamed of?
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_x0azo,http://www.reddit.com/r/Unity3D/comments/x0azo/what_shader_image_effects_do_you_miss/,
1342265626.0,11,self.Unity3D,wjo7x,99 Levels To Hell - Alpha 0.3.0 - Developer Commentary - I made a video showing what's new in the game.,boblond,14,3,4,http://www.reddit.com/r/Unity3D/comments/wjo7x/99_levels_to_hell_alpha_030_developer_commentary/,"Hi every one.¨
I made new video showing what's new in 0.3.0.
http://www.youtube.com/watch?v=jjzE3lDcS1I
This update has been all about making the game more fun. So some new rules have been added. First, we now have a Heart-cap, this means that you can only carry 5 hearts at the time, until you level up your Heart-cap.
You can now level up your weapons to level 3, and add boosts such as Range, Damage and Bullet size.
There is a time limit on the levels, that will start hell-mode if you take too long. I rewritten the jumping so it's easier to control, and some enemies will now charge you. Most of the graphic bits have been redrawn and lightened to make it easier to see where you are going.
Have fun!!
Changelog ALPHA 0.3.0:
Bugfixes: Curser aim improved No more than one pet More control when jumping straight
Added features: Shake on hit and explosions Heart container. 5/5 One UP extra heart for heart-container Volume slider New Character animations Rewamped Weapons and power-up system New tutorial Shotgun re-made New GUI BossFight SHAKE DOWN ladders Earth gold blocks! Graphic retouch of all dungeons TimeLimit on Levels New Shooting animations Pickup Weapons On ”S” New gold nugget Some enemies Charge you! New box explosion 15 new levels (40 levels total)
Special Items: RangeUp DamageUp BulletSizeUp WeaponLevelUp Bluestaff 1-2-3 BubbleGun 1-2-3 Cannon 1-2-3 CrossBow 1-2-3 IceStaff 1-2-3 MachineGun 1-2-3 RedStaff 1-2-3 ShotGun 1-2-3 Sniper 1-2-3
Sounds: New Death sounds. New Themes Theme OVERTIME",,False,self,t5_2qwj8,False,,,True,t3_wjo7x,http://www.reddit.com/r/Unity3D/comments/wjo7x/99_levels_to_hell_alpha_030_developer_commentary/,
1341868670.0,9,self.Unity3D,wahsn,A question on passing values into the unity webplayer from the site the player is on.,pastanazgul,11,2,1,http://www.reddit.com/r/Unity3D/comments/wahsn/a_question_on_passing_values_into_the_unity/,"I've got a site with a php/mySQL based registration/login/authentication system and, after a user/player has logged in, I'd like to be able to pass some sort of 'playerID' token with the player's playerID so that from within Unity, I can make mySQL requests based on their playerID in order to for example, load the player's last position on the map and then place the player at those coords when the session starts.
The problem I'm having is how to get that initial information into Unity from the PHP session variable I've got it stored in during the session. I've got a loading level that I was going to use to send a request from Unity, then have a PHP script that would send the playerID back into Unity.
Am I going about this the wrong way? Am I making any security concerns assuming I use good practices as far as sql injection prevention?
edit: I just wanted to add that I have a fair level of PHP and mySQL skill but I'm very limited on the JS side.
edit2: I've gotten JS working on an object in unity that calls to a JS in the header of the page. Right now it just alerts with a message, but I'm trying to get it to do something to send a message back to unity.",,False,self,t5_2qwj8,1341875187.0,,,True,t3_wahsn,http://www.reddit.com/r/Unity3D/comments/wahsn/a_question_on_passing_values_into_the_unity/,
1339486013.0,11,cookingwithunity.com,uxm4o,Cooking With Unity - Episode 12: Finished Tower Defense Prototype,drakfyre,17,6,4,http://www.reddit.com/r/Unity3D/comments/uxm4o/cooking_with_unity_episode_12_finished_tower/,,,False,http://b.thumbs.redditmedia.com/g0a6PqGOnRCn2pwg.jpg,t5_2qwj8,False,,,False,t3_uxm4o,http://www.cookingwithunity.com/b/321168802,
1338671485.0,11,self.Unity3D,uhnw0,"Hello again, everyone–I've got an updated version of my crushy-smashy space game for you to play with.",2DArray,13,2,5,http://www.reddit.com/r/Unity3D/comments/uhnw0/hello_again_everyoneive_got_an_updated_version_of/,"I posted a link to an early version of the game a few weeks ago (""Ahoy, Unitarians!""). Still haven't really settled on a title, but whatever.
Some new stuff since the last version:
* Several objectives
* 20 levels
* A storyline (it's mostly about sentient trash cans)
* A main menu that isn't elbow-fuck retarded
* Save data
* Other things that I can't remember
For some unexplainable reason, the gameplay controls still aren't listed in the game, so they're sitting underneath it on the webpage instead.
[Play me](http://www.2DArray.net/etcetera/arena.html)
Any and all feedback is helpful and appreciated.",,False,self,t5_2qwj8,False,,,True,t3_uhnw0,http://www.reddit.com/r/Unity3D/comments/uhnw0/hello_again_everyoneive_got_an_updated_version_of/,
1338207197.0,13,self.Unity3D,u8m05,New to Unity3D here. Anyone know how to simulate cutting or dismembering of characters?,aridpoison,14,1,8,http://www.reddit.com/r/Unity3D/comments/u8m05/new_to_unity3d_here_anyone_know_how_to_simulate/,"We're trying to develop a game where a character can slice up multiple enemies. Sort of like Metal Gear Rising: Revengeance. http://youtu.be/k5XEBbTcliw
Is this even possible in Unity Iphone?",,False,self,t5_2qwj8,False,,,True,t3_u8m05,http://www.reddit.com/r/Unity3D/comments/u8m05/new_to_unity3d_here_anyone_know_how_to_simulate/,
1334930291.0,13,self.Unity3D,sjn2p,A word of warning about changing Timestep values,jafarykos,14,1,7,http://www.reddit.com/r/Unity3D/comments/sjn2p/a_word_of_warning_about_changing_timestep_values/,"This is a situation that I think very few people would ever encounter, but I'll leave it here for posterity.
I spent the better part of yesterday tracking down why I couldn't click on my buttons after they moved. They seemed to take about 10 seconds to ""enable"". I could manually disable/enable the collider and they seemed to turn on a bit faster. Debugging led me to the Physics.Raycast() method failing when it should be working. I could leave my mouse over the buttons and after around 10 seconds the Raycast would magically start working again.
My 2d game uses very simple movement and I just wrote the translation code myself, skipping the built in physics engine. Months ago I noticed that the in-engine profiler showed the majority of time was spent doing Physics.Simulate. Being the premature optimizer, I turned the Fixed Timestep and Maximum Allowed Timestamp up to their max value of 10 since I wasn't using Unity's rigidbodies or physics.
As you might guess by the numbers, this was the issue. The colliders on the buttons would not be updated after being moved until the next Physics Timestep happened. Restoring the Timestep to 0.01667 (60 fps) fixed my issue. So this is again proof that premature optimization will lead to bugs. I was sure that I wasn't going to use the Unity physics engine for my project, but I was wrong! The button colliders are part of the Physics engine and were only added during runtime so it wasn't something I noticed every day.",,False,self,t5_2qwj8,True,,,True,t3_sjn2p,http://www.reddit.com/r/Unity3D/comments/sjn2p/a_word_of_warning_about_changing_timestep_values/,
1332598406.0,11,youtube.com,rbe2u,Timelapse of a prototype (realtime: 2.5 hours),jerkosaur,13,2,6,http://www.reddit.com/r/Unity3D/comments/rbe2u/timelapse_of_a_prototype_realtime_25_hours/,,,False,http://f.thumbs.redditmedia.com/NVlQ2B5WzbsiTluM.jpg,t5_2qwj8,False,,,False,t3_rbe2u,http://www.youtube.com/watch?v=hcvFOKnQuac,
1319889217.0,10,youtube.com,lt5cn,My first app made with Unity is now on the App Store after 12 months in development.,redkeybluekey,13,3,5,http://www.reddit.com/r/Unity3D/comments/lt5cn/my_first_app_made_with_unity_is_now_on_the_app/,,,False,http://a.thumbs.redditmedia.com/heu9txgv43FW_bVB.jpg,t5_2qwj8,False,,,False,t3_lt5cn,http://www.youtube.com/watch?v=s8qYQUqjl24&list=LL__gaCp-6IS4LafyvU2j1CQ&feature=mh_lolz,
1376120284.0,11,assetstore.unity3d.com,1k2vii,Networked Scene Editor (UNSE) - Edit the same scene in real time with your team over any network,hellaandrew,13,2,7,http://www.reddit.com/r/Unity3D/comments/1k2vii/networked_scene_editor_unse_edit_the_same_scene/,,,False,http://c.thumbs.redditmedia.com/1mz400cdCs0rxZTz.jpg,t5_2qwj8,False,,,False,t3_1k2vii,https://www.assetstore.unity3d.com/#/content/10457,
1375700079.0,12,youtube.com,1jqeug,Watch our brand new tutorial - Getting Started with Coherent UI for Unity3D :),CoherentLabs,14,2,6,http://www.reddit.com/r/Unity3D/comments/1jqeug/watch_our_brand_new_tutorial_getting_started_with/,,,False,http://d.thumbs.redditmedia.com/JhJv2RBVrdGLRuuc.jpg,t5_2qwj8,False,,,False,t3_1jqeug,http://www.youtube.com/watch?v=mxTI28EzTdU,
1374915147.0,9,hdmark.com.au,1j5i9x,I made a tutorial on how to implement a stamina bar.,hugepedlar,13,4,7,http://www.reddit.com/r/Unity3D/comments/1j5i9x/i_made_a_tutorial_on_how_to_implement_a_stamina/,,,False,default,t5_2qwj8,False,,,False,t3_1j5i9x,http://hdmark.com.au/tutorials/staminabar,
1374544896.0,10,self.Unity3D,1iuu6o,A quick warning for 4.2 and Animator Controller,gnusto,13,3,9,http://www.reddit.com/r/Unity3D/comments/1iuu6o/a_quick_warning_for_42_and_animator_controller/,"Couldn't find anything about this particular problem on the Unity forums or on here at the moment, so I figured I'd share my experience here just in case it saves anyone else some trouble. If anybody else has heard anything about this issue anywhere, please share.
Trying out 4.2 here, so I upgraded my current testing sandbox project, and my Animator Controller was immediately and totally clobbered in the process. All of my animations resulted in meshes spinning all over the place, and my scripts were getting ""Parameter [x] does not exist"" on code that was working this afternoon. And of course, 4.2 upgrades your project on import and warns that it won't open in older versions anymore.
I re-created my Controller, same parameters, same animations, everything just like before, and the new one works fine with no code changes, so it does seem to be limited to the Controller asset itself, and luckily it was a simple idle/walk/run system so it wasn't a big deal to recreate, but if I'd had something more complex in a project I upgraded to 4.2 format, I would not be having a good night.
So, FYI, maybe if you have a big complex Animator Controller system, you wait for 4.2.1.",,False,self,t5_2qwj8,False,,,True,t3_1iuu6o,http://www.reddit.com/r/Unity3D/comments/1iuu6o/a_quick_warning_for_42_and_animator_controller/,
1374475196.0,11,self.Unity3D,1isqm0,Best alternative to a character controller?,Twitchyy,11,0,5,http://www.reddit.com/r/Unity3D/comments/1isqm0/best_alternative_to_a_character_controller/,"Very often, I want to start on a 2.5D game. However, I'm always lost as to what to do regarding the collision. The character controller is not a good solution as it's stuck to being a capsule. The drawbacks of this are clear when you try it out, such as:
- Sliding off of colliders (usually unintentional behavior)
- Inability to have moving objects that do not suit the capsule shape
I've only thought of two alternatives, which are:
- Collider+kinematic rigidbody with custom collision detection using raycasts
- Collider+rigidbody modifying the velocity directly
There are problems with the above, though. For the kinematic rigidbody, I have trouble implementing the collision detection, probably due to my inexperience. Rather than ramble on for 20 minutes, I'll just leave it at that.
For a normal rigidbody, I haven't done too much work with this. But I foresee a problem with the fact that it's a rigidbody with physics. For a character, this doesn't seem like a good idea. There's bound to be a bunch of unforeseen physics problems that'll occur (such as colliders pushing it around), and the majority of the time you might not want this with a player character.
So, here I am. Does anyone have an idea as to what I should do regarding collision/physics for a 2.5D sidescroller?",,False,self,t5_2qwj8,False,,,True,t3_1isqm0,http://www.reddit.com/r/Unity3D/comments/1isqm0/best_alternative_to_a_character_controller/,
1374007212.0,9,self.Unity3D,1ifsh9,Any freelance Unity developers fancy sharing some knowledge?,fenderrio,13,4,6,http://www.reddit.com/r/Unity3D/comments/1ifsh9/any_freelance_unity_developers_fancy_sharing_some/,"I've always wanted to work for myself, and with the way my current job is going at the moment, I'm thinking about a life of freelancing more and more! But, it's a daunting step! So many unknowns. So I'd love to hear from any reddit Unity freelancers or even people who have used freelancers for projects, to answer a few questions I have.
- How did you start out? Did you freelance part-time to start with? (That's what I'm considering)
- Where did you find your first few jobs?
- How much did you charge for the first few? How much do you charge now?
- Do you find that you have regular work? Do you live comfortably?
- Would you recommend freelancing?
A little more about me; I have 3 years Unity development experience with Web and mobile games. I'm always working on personal projects outside of my full-time job, and most recently published a Text Animation plugin to the Unity assetstore (TextFx - https://www.assetstore.unity3d.com/#/search/textfx). I'm currently working on finishing a few game prototypes I started last summer. I live and work in London.",,False,self,t5_2qwj8,False,,,True,t3_1ifsh9,http://www.reddit.com/r/Unity3D/comments/1ifsh9/any_freelance_unity_developers_fancy_sharing_some/,
1373911031.0,9,self.Unity3D,1icq8n,"Unity3D and Awesomium 1.7, working!",Rycul,12,3,10,http://www.reddit.com/r/Unity3D/comments/1icq8n/unity3d_and_awesomium_17_working/,"**UPDATE: [GitHub repository online here](https://github.com/Rycul/AwesomiumUnity)**
**TL;DR:** Awesomium lets you use HTML to build your in-game GUI. Folks at Awesomium had a working Unity Wrapper, broke it. Said they were fixing it but if so they're taking a good while without letting anyone how how far they're progressing. Solution: A custom (third-party) wrapper for Unity around Awesomium's C++ API.
**For those of you that can read**:
As some of you might known, the folks over at [Awesomium](http://awesomium.com/) have developed a way for application developers to integrate a webbrowser based off of Google's [Chromium](http://www.chromium.org/Home).
This is all because it's pretty awesome to be able to build your in-game (or more general: in-app) interfaces using HTML, CSS, JavaScript and whatever plugins a solution might support (Flash, for example).
Now, a good while ago (think months), the good people of Awesomium decided to start developing an official Unity wrapper (they also altered their licensing to be far more liberal towards indie developers, thank goodness), so that people using Unity could also use the awesomeness that is Awesomium.
However, after with the release of version 1.7, things broke. Awesomium would no longer work due to an EntryPointNotFound exception being thrown. Without the actual source of Awesomium, this was unfixable.
People asked for fixes, the issue was acknowledged by some folks at Awesomium and there even a few mentions of a solution ""[within the next few days](http://answers.awesomium.com/questions/332/unity3d-plugin.html#)"" and ""[in a few days](http://answers.awesomium.com/questions/951/help-with-fixing-entrypointnotfound-error.html)"".
The wrapper that I've been working on today borrows a lot from the official Awesomium wrapper for Unity (the one that's broken) in terms of design, but it's not nearly as elaborate and functional as the official one was. This is on my TODO list. The functions in the wrapper simply call their C++ counterparts, and I've also added a method to allow Awesomium to copy a rendered webpage to a Texture2D from Unity using graphics-library specific code (Supported are Direct3D 9, Direct3D 11 and OpenGL). Especially this last part is nice because there's a bunch of wrappers out there that function somewhat the same (Such as the Unity Berkelium wrapper -- Unchanged for three years btw), except they use Unity's Texture.SetPixels() method (which is slower).
Currently it lets me browse the internet by attaching 1 script to an object that has a renderer and a collider attached (see screens).
The point of this post is to gauge interest in this wrapper to see if enough people would want to be able to use Awesomium in Unity again, but don't have time to wait for the guys (and gals) over at Awesomium to release an updated, working version of their own wrapper.
If you have any questions, feel free to ask them. I'm sure I've left some information out because I don't have a whole lot of time while I'm posting this, but if you'd like to know anything else about the project, drop a comment or a message!
Screens:
http://imgur.com/a/BDhtN#0",,False,self,t5_2qwj8,1374089120.0,,,True,t3_1icq8n,http://www.reddit.com/r/Unity3D/comments/1icq8n/unity3d_and_awesomium_17_working/,
1373640589.0,9,self.Unity3D,1i5loj,"How do you feel about class based hierarchy, as opposed to component based",fllwthewolves09,12,3,27,http://www.reddit.com/r/Unity3D/comments/1i5loj/how_do_you_feel_about_class_based_hierarchy_as/,"For example, Lets say I have 3 different types of enemies that all share common values such as Health, armor, etc...
Now, I could go through and create a separate script for each of these, but this requires a bit more work. So what I like to do is create a base class such as Enemy_Base and give it all the variables I will be using. I will then create a class that derives from the base class, and use it to do things that are specific to that particular type of enemy. I can even go as far as to override methods like Update(), and Start().
This seems like a good idea but I have read that it is not, and the only reason I can find is that they say so. So is this considered a bad practice, and if so, why?",,False,self,t5_2qwj8,False,,,True,t3_1i5loj,http://www.reddit.com/r/Unity3D/comments/1i5loj/how_do_you_feel_about_class_based_hierarchy_as/,
1372493142.0,9,self.Unity3D,1havpt,Importing a Spine Animation into TK2D (Unity) [x-Post /r/gamedev],GuideZ,11,2,2,http://www.reddit.com/r/Unity3D/comments/1havpt/importing_a_spine_animation_into_tk2d_unity_xpost/,"Made this guide today after I struggled for hours figuring out things pretty much on my own. I'm still a total newb and what not, but love to share what I've learned. Let me know if you guys like the format, any changes you think might be needed, and if you want to see more like it, thanks!
http://www.youtube.com/watch?v=dnQbS9ap-i8",,False,self,t5_2qwj8,False,,,True,t3_1havpt,http://www.reddit.com/r/Unity3D/comments/1havpt/importing_a_spine_animation_into_tk2d_unity_xpost/,
1370369028.0,8,self.Unity3D,1fnyo9,Question for Unity devs who use Blender,LordStinkleberg,11,3,24,http://www.reddit.com/r/Unity3D/comments/1fnyo9/question_for_unity_devs_who_use_blender/,"Okay, so before I dive into Blender I wanted to make sure it is the best option for me. Currently working on a prototype for a game but soon enough it will be time to incorporate real assets and I would like to be able to make a few of the simple ones on my own.
Could someone describe for me your basic workflow when creating an asset in Blender and then moving it to Unity? Nothing very detailed, just the general process. For example, say you were making a character model with simple animations for a mobile game. Obviously the actual model would be made in Blender, but what about texturing...and animation? Would you do the animation in Blender or in Unity's new system? How would you go about working on the model in Blender to ensure it wouldn't be a resource hog in a mobile platform?
Sorry for the general questions, but thanks for the help!!!
EDIT: All really great comments! Thanks everyone!!",,False,self,t5_2qwj8,1370397575.0,,,True,t3_1fnyo9,http://www.reddit.com/r/Unity3D/comments/1fnyo9/question_for_unity_devs_who_use_blender/,
1370155864.0,10,hdmark.com.au,1fibme,About 20 years ago I made a Spacewar clone. This week I made another: Suntrifugal Force!,hugepedlar,12,2,11,http://www.reddit.com/r/Unity3D/comments/1fibme/about_20_years_ago_i_made_a_spacewar_clone_this/,,,False,default,t5_2qwj8,False,,,False,t3_1fibme,http://hdmark.com.au/suntrifugal-force,
1369594033.0,11,self.Unity3D,1f3d95,What's the best way to start with Unity 3d? The plethora of different options makes it a bit daunting.,Ryanrh,18,7,29,http://www.reddit.com/r/Unity3D/comments/1f3d95/whats_the_best_way_to_start_with_unity_3d_the/,"Hi everyone!
I've recently started with game development and besides learning python, I also made up my mind about starting with unity. Not only is it something I will get in college a year from now but it also seems so rewarding to make your own game and create your own worlds.
My question now is, what's the best way to start?
Now, before you think I did not do my research, I am in fact fully aware of the different options that are laid out in front of me. I visited Digital Tutors, 3DBuzz, Cooking with Unity, UnityScript, ...
But this wide array of options, albeit very nice to have, makes it also a bit daunting and through to trees, it's hard to see the forest anymore (Dutch expression, poorly translated).
I need something that does not just shows me how to make a game without covering how and why different steps are taken or shows me the design aspect of the program. I need the whole package, the design as well as the scripting and this on a beginner level.
Could you give me your opinion on what tutorial covers this the best?
It would need to be free, though.
Thanks in advance!",,False,self,t5_2qwj8,False,,,True,t3_1f3d95,http://www.reddit.com/r/Unity3D/comments/1f3d95/whats_the_best_way_to_start_with_unity_3d_the/,
1368819464.0,9,quantumtheoryentertainment.com,1ejb58,"Urban Construction Pack - High Quality, Highly Optimized Modular Urban Art Package",QTheory,10,1,6,http://www.reddit.com/r/Unity3D/comments/1ejb58/urban_construction_pack_high_quality_highly/,,,False,http://d.thumbs.redditmedia.com/GLVrAwzNV5DtrJgW.jpg,t5_2qwj8,False,,,False,t3_1ejb58,http://quantumtheoryentertainment.com/,
1368719917.0,10,blog.coherent-labs.com,1eggga,Coherent UI is now available on Unity3D Asset Store,CoherentLabs,19,9,40,http://www.reddit.com/r/Unity3D/comments/1eggga/coherent_ui_is_now_available_on_unity3d_asset/,,,False,http://a.thumbs.redditmedia.com/Ukudbc0H7wrTbn4l.jpg,t5_2qwj8,False,,,False,t3_1eggga,http://blog.coherent-labs.com/2013/05/coherent-ui-is-now-available-on-unity3d.html,
1368454823.0,11,youtube.com,1e8u04,"Animated flags in Unity quickly and easily using the new Waving modifier in MegaFiers, also useful for any swaying waving objects.",SpookyCat,13,2,1,http://www.reddit.com/r/Unity3D/comments/1e8u04/animated_flags_in_unity_quickly_and_easily_using/,,,False,http://e.thumbs.redditmedia.com/RIoFWBzzg792_olp.jpg,t5_2qwj8,False,,,False,t3_1e8u04,https://www.youtube.com/watch?v=53WZZIMdAH4,
1368213108.0,11,self.Unity3D,1e33c7,Are there any examples of advanced control schemes and menu systems I can look at?,d1spatch3r,13,2,7,http://www.reddit.com/r/Unity3D/comments/1e33c7/are_there_any_examples_of_advanced_control/,,,False,self,t5_2qwj8,False,,,True,t3_1e33c7,http://www.reddit.com/r/Unity3D/comments/1e33c7/are_there_any_examples_of_advanced_control/,
1368010415.0,9,pocketgamer.biz,1dxb4q,Unity opens nominations for the sixth annual Unity awards,BoxFactory82,11,2,0,http://www.reddit.com/r/Unity3D/comments/1dxb4q/unity_opens_nominations_for_the_sixth_annual/,,,False,http://a.thumbs.redditmedia.com/AWM3-ZXXvAJpSzRB.jpg,t5_2qwj8,False,,,False,t3_1dxb4q,http://www.pocketgamer.biz/r/PG.Biz/Unity+news/news.asp?c=50712,
1367677139.0,10,self.Unity3D,1dofre,"Beginner here, ship interior as separate scene or camera culling trickery?",FreakingScience,10,0,13,http://www.reddit.com/r/Unity3D/comments/1dofre/beginner_here_ship_interior_as_separate_scene_or/,"I'm extremely new to Unity, and I'm a little confused about the concept of scenes since they're typically not addressed in beginner level tutorials and I haven't seen any advanced tutorials that don't gloss over them.
If they're just world/level containers, do they always exist in the same loaded environment if you load a second scene with Application.LoadLevelAddative or is there a way to give each a unique origin? Is that basically what happens if they're on separate layers?
The challenge I'm up against is the trite desire to have a walkable ship interior and a physically simulated exterior for various space activities. I've skipped the idea of using RenderToTexture window panels for performance reasons (there'd be lots) and for the simple fact that I'm not using Pro (yet?). The workaround I'm looking at learning how to implement is to either hide the ship interiors in a single scene with the space environment, or plop them into a second scene and find a creative way to look out the window.
What I *think* I can do when it comes to looking out into space is use two cameras for the player; one standard camera tied to the player's model and a second camera parented to the ship's rigidbody and translated around a (likely scaled) local position relative to the player's position in the ship interior. If I'm understanding how that should work, I can move both cameras in real time, cull the interior from the ship camera, and cull everything else from the interior camera.
What I'm asking is: will I run into obvious feature scalability problems with either the multi-scene or culling solution? My suspicion is that multi-scene could cause horrific problems when trying to adapt to multiplayer (a long-term optional feature), but the camera culling might greatly complicate moving ship interiors and player cameras intact through area transitions. Is there a third, more obvious or practical solution that I'm too green to understand?",,False,self,t5_2qwj8,False,,,True,t3_1dofre,http://www.reddit.com/r/Unity3D/comments/1dofre/beginner_here_ship_interior_as_separate_scene_or/,
1367645472.0,9,self.Unity3D,1dnz2t,No idea where to start learning.,Malmidu,12,3,22,http://www.reddit.com/r/Unity3D/comments/1dnz2t/no_idea_where_to_start_learning/,"Hi, not sure if I'm posting this to the right subreddit, but I have a strong interest in learning how to make games with Unity but have no clue where I should go to teach myself. Programming comes easy to me but I'm clueless when it comes to how 3D modelling, animation, and textures work and I'd just like to know where the best place to learn from step one is. Thanks for any help and I apologize if I posted this in the wrong place.",,False,self,t5_2qwj8,False,,,True,t3_1dnz2t,http://www.reddit.com/r/Unity3D/comments/1dnz2t/no_idea_where_to_start_learning/,
1367443381.0,8,self.Unity3D,1diacd,Completed my first piece of work! Feedback/Criticism would be awesome!,tegs,10,2,21,http://www.reddit.com/r/Unity3D/comments/1diacd/completed_my_first_piece_of_work/,"So I've been using Unity for a few months and managed to create this game. I've not shown it to anyone else and just played it myself. It's not fully complete as I dont really know where to go after the end of this prototype, but I'd love it if you took 5 minutes and gave it a try.
Thanks for reading!
https://dl.dropboxusercontent.com/u/73775331/BoneyardWeb.html",,False,self,t5_2qwj8,False,,,True,t3_1diacd,http://www.reddit.com/r/Unity3D/comments/1diacd/completed_my_first_piece_of_work/,
1367176440.0,11,youtube.com,1dac7n,Just waiting for the day unity supports this..,justafreakXD,15,4,8,http://www.reddit.com/r/Unity3D/comments/1dac7n/just_waiting_for_the_day_unity_supports_this/,,,False,http://f.thumbs.redditmedia.com/dUhCYeFaMtbJIrzM.jpg,t5_2qwj8,False,,,False,t3_1dac7n,http://www.youtube.com/watch?v=ok8ThRR-59Q,
1366626588.0,9,self.Unity3D,1cutvv,2D movement with transform.translate and collision detection...?,MrCalavera,11,2,7,http://www.reddit.com/r/Unity3D/comments/1cutvv/2d_movement_with_transformtranslate_and_collision/,"Hi there, this might end up as a long question but I'll try to provide as much information as possible.
I'm looking for a bit of help with collision detection. I'm prototyping a 2D top down roguelike. At the moment I have a Player cube that can move up, down, left and right, one square at a time. Every time they move there is a chance to spawn an enemy from an enemyPrefab. If the enemy is within a certain distance of the player, the enemy will move towards the player one square at a time every time the player moves (every turn). This all works reasonably well but all movement is done with transform.translate.
At present the enemies will move towards the player and then come to occupy the same square as the player. What I would like them to do is stop in the adjacent square instead and then spend subsequent turns attacking the player, additionally if the player attempts to move onto the square occupied by the enemy I want them to instead attack the enemy. Once the enemy is dead the player can move over their square.
I'm assuming to do the things I want, I'm going to need collision detection, am I right? After doing some research it would appear that collision detection doesn't seem to work with transform.translate, is that correct?
Does anyone have any advice for how I could proceed?
Someone on Unity Answers suggested this:
float xDist = Mathf.Abs(transform.position.x - player.transform.position.x);
float yDist = Mathf.Abs(transform.position.y - player.transform.position.y);
if(xDist > gridDistance || yDist > gridDistance)
{
//move toward player
}
This works fine for the enemy, they stop in adjacent squares and begin attacking, but I'm still at a loss for how to make my player attack them instead of moving onto their square.
Edit:
I ended up using raycasting and setting it uplike this...
void SearchSquare(Vector3 direction){
RaycastHit target;
if (Physics.Raycast(transform.position, direction, out target, 1))
{
string targetName = target.collider.gameObject.name;
GameObject enemy = target.collider.gameObject;
//Debug.Log (""You hit a "" + targetName);
hitATarget = true;
//return targetName;
Attack(enemy);
}
}
So now when the player tries to move it first calls the SeachSquare function, which casts a raycast in the direction the player pressed. If it finds something it sets hitATarget to true and runs my attack function, if its doesn't find anything then it defaults back to movement and sets hitATarget back to false.
I don't know how efficient this is all considered to be, but it definitely works. Now my player can destroy the square and spheres that are chasing him.
Although I ended up using a different method to the one aDFP suggested, I probably wouldn't have even followed this line of thinking if he hadn't suggested what he did. So thanks aDFP!",,False,self,t5_2qwj8,1366651488.0,,,True,t3_1cutvv,http://www.reddit.com/r/Unity3D/comments/1cutvv/2d_movement_with_transformtranslate_and_collision/,
1366426354.0,10,self.Unity3D,1cpx4k,Finding / deleting unused assets in a Unity project?,Railboy,10,0,5,http://www.reddit.com/r/Unity3D/comments/1cpx4k/finding_deleting_unused_assets_in_a_unity_project/,"My project is getting large enough so that manually checking if assets are still in use takes a long time.
I know Unity strips unused assets when I do a build. Is there a way way to find unused / unreferenced assets in the editor somehow?
My main problem is materials - the auto-creation that happens when I mass-import meshes leaves a ton of unused materials behind. A way to auto-delete them would be a godsend.",,False,self,t5_2qwj8,False,,,True,t3_1cpx4k,http://www.reddit.com/r/Unity3D/comments/1cpx4k/finding_deleting_unused_assets_in_a_unity_project/,
1366248883.0,10,u3d.as,1ckriw,"Hi guys, I made a tool to let you see asset size breakdown when making a build",AnomalousUnderdog,10,0,6,http://www.reddit.com/r/Unity3D/comments/1ckriw/hi_guys_i_made_a_tool_to_let_you_see_asset_size/,,,False,default,t5_2qwj8,False,,,False,t3_1ckriw,http://u3d.as/content/anomalous-underdog/build-report-tool/4u2,
1366231688.0,11,youtube.com,1ck3vg,Using Bend Space warp to bend playing cards as if you are sneaking a peek.,SpookyCat,13,2,1,http://www.reddit.com/r/Unity3D/comments/1ck3vg/using_bend_space_warp_to_bend_playing_cards_as_if/,,,False,http://a.thumbs.redditmedia.com/2N7a37rj13wuZTF6.jpg,t5_2qwj8,False,,,False,t3_1ck3vg,http://www.youtube.com/watch?v=fYH92O47Qe0,
1365461513.0,10,i.imgur.com,1by79p,Why are the brush sizes pixelated?,salshasam,12,2,6,http://www.reddit.com/r/Unity3D/comments/1by79p/why_are_the_brush_sizes_pixelated/,,,False,http://e.thumbs.redditmedia.com/w8DwTOfZmlQDBHBR.jpg,t5_2qwj8,False,,,False,t3_1by79p,http://i.imgur.com/sSL8MQU.png,
1365090534.0,10,self.Unity3D,1bo08q,Blendshapes in Unity,azpng,14,4,14,http://www.reddit.com/r/Unity3D/comments/1bo08q/blendshapes_in_unity/,Does anyone have any experience in implementing blendshape animations into a Unity project. Preferably keyed animations done in Maya or a similar program.,,False,self,t5_2qwj8,False,,,True,t3_1bo08q,http://www.reddit.com/r/Unity3D/comments/1bo08q/blendshapes_in_unity/,
1364620874.0,11,self.Unity3D,1baezr,Writing a cel shader: two-pass with vertex extrusion or surface shader with dot products?,MasterOfIllusions,12,1,3,http://www.reddit.com/r/Unity3D/comments/1baezr/writing_a_cel_shader_twopass_with_vertex/,"I'm writing a shader... should do cel shading with a dark outline. For the art style of the game I'm making, nearly every static object in every scene will use it. Which option is more efficient in terms of performance?
- Shader with a second pass in which the vertices are extruded, normals flipped, and rendered in a uniform dark color?
- Or, a surface shader that returns a dark color wherever the dot product of the surface normal and the camera direction is close to zero?",,False,self,t5_2qwj8,False,,,True,t3_1baezr,http://www.reddit.com/r/Unity3D/comments/1baezr/writing_a_cel_shader_twopass_with_vertex/,
1363837101.0,10,docs.unity3d.com,1apmvt,Find out when something was added to the Unity Scripting API by version,jasperstocker,11,1,2,http://www.reddit.com/r/Unity3D/comments/1apmvt/find_out_when_something_was_added_to_the_unity/,,,False,default,t5_2qwj8,False,,,False,t3_1apmvt,http://docs.unity3d.com/Documentation/ScriptReference/40_history.html,
1363715851.0,10,self.Unity3D,1altgo,"Buy Unity 4.1 pro commercial on sale for $1,749USD",tankwala,18,8,29,http://www.reddit.com/r/Unity3D/comments/1altgo/buy_unity_41_pro_commercial_on_sale_for_1749usd/,"Hi Guys,
Just got this in my newsletter and wanted to share this with you guys.
Students & Teachers can now get the complete **[Commercial Unity 4.1 Pro Suite](http://www.studica.com/unity/unity-pro-4-student-commercial/4-100135-7.html?ex_ref=reddit)** for over 70% off the retail price. The product includes **Unity 4 Pro Game Development & Visualization** - Student/Faculty Commercial - Complete Suite
(Includes Unity 4 Pro, Team License, Android Pro, iOS Pro & Flash Player Pro - Windows/Mac Download - Perpetual non-watermarked). This product will be increasing price by over $500 to $2,250 after April 1st. This is the complete, perpetual, upgradeable, non-watermarked license that can be used to generate profit. It includes a team license, Android Pro, iOS Pro and Flash Player Pro Add-ons.
More product specs are available on the following link: [http://www.studica.com/unity/unity-pro-4-student-commercial/4-100135-7.html](http://www.studica.com/unity/unity-pro-4-student-commercial/4-100135-7.html?ex_ref=reddit)
",,False,self,t5_2qwj8,False,,,True,t3_1altgo,http://www.reddit.com/r/Unity3D/comments/1altgo/buy_unity_41_pro_commercial_on_sale_for_1749usd/,
1363039527.0,10,self.Unity3D,1a3w35,"Sound Question: How can you get a distance attenuated sound, but without any panning?",ufimizm,16,6,2,http://www.reddit.com/r/Unity3D/comments/1a3w35/sound_question_how_can_you_get_a_distance/,"I am on Unity 4.0. I was hoping a volume rolloff and setting the pan level to 0 would do the trick, but pan level just seems to switch off volume attenuation alltogether. Any ideas?
Update: Apparently just using Reddit to talk to myself.",,False,self,t5_2qwj8,1363043746.0,,,True,t3_1a3w35,http://www.reddit.com/r/Unity3D/comments/1a3w35/sound_question_how_can_you_get_a_distance/,
1362798670.0,8,self.Unity3D,19yaxc,Try my new Unity game Heartography. It's like a competitive pipe dream.,soulareus,10,2,4,http://www.reddit.com/r/Unity3D/comments/19yaxc/try_my_new_unity_game_heartography_its_like_a/,"
[TitleScreen Image](http://i.imgur.com/Nrc9zOc)
I created **Heartography** with a couple friends of mine for the Global Game Jam 2013 in **Unity**. The prompt at GGJ2013 was the sound of a heartbeat. My friend and co-programmer Jabin thought we should make a digital board game like **carcassonne** but after fleshing out the idea it turned into something more like pipe dream. I think it turned out pretty well, but I would like to see what you guys think!
[GamePlay image](http://i.imgur.com/gcMqYlT)
You can play the game 1 player against the computer and compete against other players for the **High Score** on Kongregate, if you are logged in. But the most fun is if you have a friend or family member to play against. When you play a 2-player game the strategy can get really intense and you have to watch the other persons pieces as well as your own in order to play at the highest level.
Give it a try for FREE here!
[HeartographyGameLink](http://www.kongregate.com/games/soulareus/heartography)
Thanks!
-Nic",,False,self,t5_2qwj8,False,,,True,t3_19yaxc,http://www.reddit.com/r/Unity3D/comments/19yaxc/try_my_new_unity_game_heartography_its_like_a/,
1362248367.0,10,dannygoodayle.com,19j60l,Using Unity with GIT,DGoodayle,16,6,13,http://www.reddit.com/r/Unity3D/comments/19j60l/using_unity_with_git/,,,False,http://c.thumbs.redditmedia.com/yFWxtSDRCEtYq1sh.jpg,t5_2qwj8,False,,,False,t3_19j60l,http://www.dannygoodayle.com/2013/02/14/using-unity-with-git/,
1361114511.0,11,self.Unity3D,18oz6t,Are there any tutorials on networking/multiplayer?,Twitchyy,11,0,5,http://www.reddit.com/r/Unity3D/comments/18oz6t/are_there_any_tutorials_on_networkingmultiplayer/,"I've looked around for the past day or so and all I've found were dead links. Surprisingly there seems to be few people asking about this (or I'm looking in the wrong places). Does anyone know of a decent tutorial that teaches you networking/multiplayer in Unity? I'm not trying to make a next gen MMO but just some basic multiplayer gameplay, for example: say I had cubes on a plane and I wanted to have a player control their own cube, where do I start?",,False,self,t5_2qwj8,False,,,True,t3_18oz6t,http://www.reddit.com/r/Unity3D/comments/18oz6t/are_there_any_tutorials_on_networkingmultiplayer/,
1360822453.0,10,youtube.com,18i0su,::Nucleotide:: Update #8: infinite water surface physics,NenadM,18,8,10,http://www.reddit.com/r/Unity3D/comments/18i0su/nucleotide_update_8_infinite_water_surface_physics/,,,False,http://c.thumbs.redditmedia.com/Wu4U36JRzGkVJxOz.jpg,t5_2qwj8,False,,,False,t3_18i0su,http://www.youtube.com/watch?v=3JvoT1nnOgs&list=UUGBbJjkzF-k8kCZRpXnMp6A&index=1,
1360153429.0,10,self.Unity3D,17zuim,How do you guys handle pausing in-game?,jabberworx,13,3,18,http://www.reddit.com/r/Unity3D/comments/17zuim/how_do_you_guys_handle_pausing_ingame/,"Title sez it all.
This is how I do it: http://catcus-games.com/?p=387",,False,self,t5_2qwj8,1360156842.0,,,True,t3_17zuim,http://www.reddit.com/r/Unity3D/comments/17zuim/how_do_you_guys_handle_pausing_ingame/,
1360033100.0,10,youtu.be,17wr4x,"10 Minutes HD gameplay from My 2D Android Game ""Generic Platformer""",IIIMurdoc,13,3,9,http://www.reddit.com/r/Unity3D/comments/17wr4x/10_minutes_hd_gameplay_from_my_2d_android_game/,,,False,http://c.thumbs.redditmedia.com/7uecEhFzcogQjCHt.jpg,t5_2qwj8,False,,,False,t3_17wr4x,http://youtu.be/EDenRv3vsA4,
1359766586.0,10,self.Unity3D,17q8r2,Windows 7 multi-touch with Unity possible?,bdiddy12,11,1,2,http://www.reddit.com/r/Unity3D/comments/17q8r2/windows_7_multitouch_with_unity_possible/,"Hi,
I've recently started working for a technology company that uses a lot of touch devices, and would like to showcase some of my game development talent on their hardware.
I've done a lot of searching, and can't find a viable way to make this happen. Does anyone have any experience with this?
Anyone know of any similar engines that will work with Windows 7 multi-touch?
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_17q8r2,http://www.reddit.com/r/Unity3D/comments/17q8r2/windows_7_multitouch_with_unity_possible/,
1359093844.0,10,self.Unity3D,178qoi,One big script or multiple little ones?,PsychoDM,12,2,14,http://www.reddit.com/r/Unity3D/comments/178qoi/one_big_script_or_multiple_little_ones/,"I know this is probably preference but I would like to know what other fellow gamedevs are doing. I tend to break up my scripts and then attach them all to a gameObject but as I do more and more things, I feel like it can become cumbersome. Opinions?
",,False,self,t5_2qwj8,False,,,True,t3_178qoi,http://www.reddit.com/r/Unity3D/comments/178qoi/one_big_script_or_multiple_little_ones/,
1359022497.0,9,youtube.com,176m0m,Sky Arena Teaser - A new F2P Arena Shooter for the OUYA - YouTube,OliverE,12,3,13,http://www.reddit.com/r/Unity3D/comments/176m0m/sky_arena_teaser_a_new_f2p_arena_shooter_for_the/,,,False,http://e.thumbs.redditmedia.com/fP5gVgLMTQfAfB4F.jpg,t5_2qwj8,False,,,False,t3_176m0m,https://www.youtube.com/watch?v=HAvc47js7oU,
1358635836.0,11,self.Unity3D,16wd56,How can you afford to keep servers up?,ThatGuyRememberMe,14,3,30,http://www.reddit.com/r/Unity3D/comments/16wd56/how_can_you_afford_to_keep_servers_up/,I am looking at a server host that helps you set up servers and runs them for about 5 dollars a person every month. I don't see how I could run servers based on the cost alone. My game is a buy it once game. I don't understand how I could keep running the servers.,,False,self,t5_2qwj8,False,,,True,t3_16wd56,http://www.reddit.com/r/Unity3D/comments/16wd56/how_can_you_afford_to_keep_servers_up/,
1358352707.0,10,self.Unity3D,16oul4,GUI only app in Unity??,MintyAnt,14,4,26,http://www.reddit.com/r/Unity3D/comments/16oul4/gui_only_app_in_unity/,"Hey,
I'm working on a project with fellow classmates. It's a mobile app, and like most non-game apps, it's all GUI.
I hit two huge problems with this group already:
1. They have 0 code knowledge.
2. It needs to work on iOS and Android.
I know how to port C++ pretty nicely, but the dev time on that is really big. I can't much use other languages, that I know of, because they don't have any knowledge!
It's been fusterating, but honestly I keep coming back to unity. It's geared towards Artsists and Designers, who have no code knowledge when they begin, and ports to everything. But... UI Only app? it feels wrong in Unity, a 3D framework.
Am I right in thinking Unity is my best option here? What are some nice and easy GUI libraries I can utilize in Unity for this?
**EDIT** I came here a bit lost thinking of using Unity, and you guys gave very good opinions on Unity as a GUI app, Suggestions for Unity libraries, and most surprisingly, alternatives to Unity!
While i'm most likely going to not use Unity now, I really appreciate all the comments. This has helped me in ways you can't imagine. Rock on /r/Unity3D",,False,self,t5_2qwj8,1358374912.0,,,True,t3_16oul4,http://www.reddit.com/r/Unity3D/comments/16oul4/gui_only_app_in_unity/,
1357236753.0,9,wired.com,15wden,About that Unity license gambling clause...,mghicks,13,4,4,http://www.reddit.com/r/Unity3D/comments/15wden/about_that_unity_license_gambling_clause/,,,False,http://c.thumbs.redditmedia.com/i72sL9nyqHdHttzn.jpg,t5_2qwj8,False,,,False,t3_15wden,http://www.wired.com/threatlevel/2013/01/coder-charged-for-gambling-software/,
1355808223.0,10,self.Unity3D,151dfb,C# or Javascript? Why?,urban_hermit,13,3,18,http://www.reddit.com/r/Unity3D/comments/151dfb/c_or_javascript_why/,"I've attempted to teach myself programming multiple times, in multiple languages. C, C++, Python and various other scripting languages, etc etc etc. I've never gotten very far mainly because I never really saw much to do with what I'd learned. Didn't have the inspiration for it, I suppose. I am a decent 3D artist though (or at least I like to think I am), and seeing my creations come to life in game engines really does it for me. So toying around with Javascript in Unity has been a really rewarding experience, considering the furthest I've gotten in the realm of programming previously was maybe coding a simple modeling tool in MEL for maya that made a gear shape or something. It isn't surprising there is a debate between which language one should learn for use in Unity, but I don't see much substance. Only X is better than Y. It isn't outside the realm of possibility for me to learn C# in conjunction with (or instead of) Javascript, but why should I?",,False,self,t5_2qwj8,False,,,True,t3_151dfb,http://www.reddit.com/r/Unity3D/comments/151dfb/c_or_javascript_why/,
1355265097.0,10,codeimmunity.co.uk,14ou1f,How to add copy/paste functionality to all GameObjects in your project.,fenderrio,12,2,5,http://www.reddit.com/r/Unity3D/comments/14ou1f/how_to_add_copypaste_functionality_to_all/,,,False,default,t5_2qwj8,False,,,False,t3_14ou1f,http://www.codeimmunity.co.uk/,
1353100708.0,10,west-racing.com,13bhv6,Video showing how to quick and easily build a terrain in Unity using real world DEM data using our Terrain plugin for Max and some custom scripts in Unity.,SpookyCat,15,5,4,http://www.reddit.com/r/Unity3D/comments/13bhv6/video_showing_how_to_quick_and_easily_build_a/,,,False,http://b.thumbs.redditmedia.com/yFR4rdC79oJ8W3WI.jpg,t5_2qwj8,False,,,False,t3_13bhv6,http://www.west-racing.com/mf/?p=3213,
1353058166.0,12,self.Unity3D,13aisv,Any Newbies Want To Team Up?,Rybis,18,6,14,http://www.reddit.com/r/Unity3D/comments/13aisv/any_newbies_want_to_team_up/,"Hey there,
I'm at university learning programming but I haven't learnt much beyond the basics.
I want to learn Unity but doing it alone can get....lonely. So what I'm looking for is someone else new to unity, maybe you've done some tutorials (I know I have!) and want to get started on a game with someone.
Basically we'd just make a simple game together and hopefully learn something along the way.
I don't want to earn any money from this, it's a purely learning experience.
If you're interested: join us on our forum:
http://www.new-uniteam.freeforums.net",,False,self,t5_2qwj8,1353234864.0,,,True,t3_13aisv,http://www.reddit.com/r/Unity3D/comments/13aisv/any_newbies_want_to_team_up/,
1350675138.0,9,forum.unity3d.com,11rhhq,Serialization Best Practices Megapost,fhmiv,12,3,0,http://www.reddit.com/r/Unity3D/comments/11rhhq/serialization_best_practices_megapost/,,,False,default,t5_2qwj8,False,,,False,t3_11rhhq,http://forum.unity3d.com/threads/155352-Serialization-Best-Practices-Megapost,
1347374634.0,8,self.Unity3D,zpknz,Unity Procedural Maze,nallelcm,11,3,12,http://www.reddit.com/r/Unity3D/comments/zpknz/unity_procedural_maze/,"I'm working on my first unity project / game. It involves procedural meshes.
It's still a work in progress, but the basic concept will be a randomly generated maze, with a consistently increasing size.
[Web Player](http://slothnet.ca/maze/WebPlayer/WebPlayer.html) -Hit space to remove the map
[Project Download](http://slothnet.ca/maze/WebPlayer/Maze.rar)
[Screen Shot 1](http://i.imgur.com/WRyzJ.jpg)
[Screen Shot 2](http://i.imgur.com/ws7o9.jpg)
Can anyone give me some feedback?",,False,self,t5_2qwj8,False,,,True,t3_zpknz,http://www.reddit.com/r/Unity3D/comments/zpknz/unity_procedural_maze/,
1347297126.0,9,self.Unity3D,znswz,Realtime ambient occlusion,combatdave,12,3,10,http://www.reddit.com/r/Unity3D/comments/znswz/realtime_ambient_occlusion/,"Is this only possible in pro? I love the look it gives to simple objects.
Anyone know any links/resources/whatever to help?",,False,self,t5_2qwj8,False,,,True,t3_znswz,http://www.reddit.com/r/Unity3D/comments/znswz/realtime_ambient_occlusion/,
1347292184.0,11,self.Unity3D,znnzk,Screen-wrapping technique (like in Asteroids),yoonidy,12,1,17,http://www.reddit.com/r/Unity3D/comments/znnzk/screenwrapping_technique_like_in_asteroids/,"Hi,
I'm completely new to Unity. I'm making a primitive Asteroids game. When the ship goes off the left of the screen, it needs to reappear on the right. But it can't suddenly reappear. i.e., as it goes off the left you see it coming in on the right.
Fortunately the screen size will remain fixed.
I'm not looking for code to copy. Just suggestions for techniques.
One idea that I had is that when the ship goes *near* the border, a clone is made. For example, when the ship gets *near* the left border, a clone is made screen-width off to the right, so that when the original ship does begin leaving the screen, the clone will enter it appropriately.
Then once the original ship is completely outside of the screen, it will be deleted (otherwise we'll have clone ships building up indefinitely).
Does this seem like a good way to do it?
How would I go about cloning the ship and putting it in the right place? The script for the ship is 'attached' to the ship itself. Where else/how else might a script be running? Again, I'm completely new.
Can a game object be deleted in-game?
I've been working in C#.
Thanks",,False,self,t5_2qwj8,1347292569.0,,,True,t3_znnzk,http://www.reddit.com/r/Unity3D/comments/znnzk/screenwrapping_technique_like_in_asteroids/,
1345152348.0,9,self.Unity3D,ycaw9,Unite 2012,alleycatsphinx,12,3,19,http://www.reddit.com/r/Unity3D/comments/ycaw9/unite_2012/,"Hi! Are any Redditors going to Unite in Amsterdam next week? I'm stoked to be going myself.
Is there any interest in a Reddit Unite? =)
Additionally, does anyone know a place I can stay? I'll probably end up at a hostel otherwise, but it'd be great to hang out with a dev. I can pay, and I promise I'm neat, quiet, and otherwise legitimate human. =)
Send me a message if you want more info, or stalk me via google - Chris Birke
",,False,self,t5_2qwj8,False,,,True,t3_ycaw9,http://www.reddit.com/r/Unity3D/comments/ycaw9/unite_2012/,
1344924467.0,9,cookingwithunity.com,y6ur6,Cooking With Unity - Episode 19: Asteroids-style Game Part 2,drakfyre,12,3,3,http://www.reddit.com/r/Unity3D/comments/y6ur6/cooking_with_unity_episode_19_asteroidsstyle_game/,,,False,http://b.thumbs.redditmedia.com/rHJE2JFMu42k4beO.jpg,t5_2qwj8,False,,,False,t3_y6ur6,http://www.cookingwithunity.com/b/328554164,
1344822480.0,10,forum.unity3d.com,y4dd7,"Unity, On skype",charliesamways,14,4,0,http://www.reddit.com/r/Unity3D/comments/y4dd7/unity_on_skype/,,,False,default,t5_2qwj8,False,,,False,t3_y4dd7,http://forum.unity3d.com/threads/119724-UNITY-Now-on-Skype,
1344359747.0,11,self.Unity3D,xtyel,Pricing items in the Asset Store,zaikman,13,2,14,http://www.reddit.com/r/Unity3D/comments/xtyel/pricing_items_in_the_asset_store/,"Does anyone have any experience selling script packages in the Asset Store? I have a script that I want to sell, but I'm not sure what level to price it at.
For those interested, it generates a [Voronoi diagram](http://en.wikipedia.org/wiki/Voronoi_diagram) from a list of 2D points, which has all kinds of interesting applications. Most implementations just return a list of the edges in the diagram, but my implementation returns polygonal data for the voronoi cells as well. My gut instinct is to put it up for around $15.
Does anyone have any experience selling script packages or other assets? For those of you with niche offerings, have you seen any substantial amount of revenue from Asset Store sales?",,False,self,t5_2qwj8,False,,,True,t3_xtyel,http://www.reddit.com/r/Unity3D/comments/xtyel/pricing_items_in_the_asset_store/,
1343407243.0,10,self.Unity3D,x95nu,"What networking platform should I learn, or should I just roll my own?",puttputt,12,2,8,http://www.reddit.com/r/Unity3D/comments/x95nu/what_networking_platform_should_i_learn_or_should/,"Hi folks,
I'm looking to get multiplayer into my games but I am unsure of where to start with the various multiplayer networking platforms that are available.
Ideally I would like a semi-authoritative/authoritative master server. From what I have read, uLink looks like the most promising option - but there is no way I'd be able to fork over 550 euro for each time. I'm looking into Photon at the moment, and although it is a bit pricey it might be able to do the job.
I'm a fairly competent developer, but don't have a lot of experience with socket programming.
How do you guys handle authoritative collissions and position updates server side?",,False,self,t5_2qwj8,False,,,True,t3_x95nu,http://www.reddit.com/r/Unity3D/comments/x95nu/what_networking_platform_should_i_learn_or_should/,
1342752305.0,9,self.Unity3D,wuqe8,Blender/Unity/Animation/Collision?,DerreckValentine,11,2,5,http://www.reddit.com/r/Unity3D/comments/wuqe8/blenderunityanimationcollision/,"So with all of your help I was able to create a model in Blender, animate it and import it into Unity. It looks great, does the animations and the collision mesh is oriented correctly. But the collision doesn't animate with the character. Is that expected behavior? I wanted to use that for things like detecting punch hits.
I have heard of something along the lines of baking the animation. I tried that but it didn't seem to do anything. (assuming I did it correctly)
Does anyone know how to solve this issue? All I can find by searching is people having trouble animating or not getting their collisions to hit things. I haven't really found anything on the collision portion not animating.",,False,self,t5_2qwj8,False,,,True,t3_wuqe8,http://www.reddit.com/r/Unity3D/comments/wuqe8/blenderunityanimationcollision/,
1341331465.0,11,youtube.com,vzf17,Quill18 Creates: A Complete Unity Game (tutorial with source),quill18,16,5,3,http://www.reddit.com/r/Unity3D/comments/vzf17/quill18_creates_a_complete_unity_game_tutorial/,,,False,http://b.thumbs.redditmedia.com/38T-Ylx_rSs2XLe1.jpg,t5_2qwj8,False,,,False,t3_vzf17,http://www.youtube.com/watch?v=0Tl1Cc0IRnI&list=PLCD6B6D279036462A&feature=plpp_play_all,
1339655508.0,11,dl.dropbox.com,v1adh,"weird little game made in 4 hours
",TehWut,16,5,3,http://www.reddit.com/r/Unity3D/comments/v1adh/weird_little_game_made_in_4_hours/,,,False,default,t5_2qwj8,False,,,False,t3_v1adh,http://dl.dropbox.com/u/25029213/Bird/WebPlayer.html,
1338933559.0,11,youtube.com,umswh,"I made a ""Let's Play"" of the game I'm working on in Unity3d.",boblond,12,1,6,http://www.reddit.com/r/Unity3D/comments/umswh/i_made_a_lets_play_of_the_game_im_working_on_in/,,,False,http://e.thumbs.redditmedia.com/piTV0kR-ZX0FAjQR.jpg,t5_2qwj8,False,,,False,t3_umswh,http://www.youtube.com/watch?v=gy65WezQeAM,
1338100428.0,10,unity3d.com,u70tg,Question about Union: What exactly does it do? Would I use this for an android app?,Wizuhd,14,4,3,http://www.reddit.com/r/Unity3D/comments/u70tg/question_about_union_what_exactly_does_it_do/,,,False,http://a.thumbs.redditmedia.com/5bnMUFFEnPqb8hGl.jpg,t5_2qwj8,False,,,False,t3_u70tg,http://unity3d.com/union/developers,
1336863479.0,10,self.Unity3D,tk82a,Can someone tell me how a player character is typically setup?,Karmazyn3D,15,5,9,http://www.reddit.com/r/Unity3D/comments/tk82a/can_someone_tell_me_how_a_player_character_is/,"2 questions... I have made a few smaller games where I only really kept track of player health and score. I am now attempting something larger and am a bit confused where to keep all my player related content.
I have a character who moves and jumps, has life, mana, armor/weapons, casts spells...
Q1: Would I have 1 giant script that contains all these attributes? Or would I have a separate script for each one, and just call them as I use them in the main player script? The latter seems like it would be more efficient. Or is there another way that I may not be aware of?
I have the knowledge to script them all, I'm not asking for help with that, but how do I organize my player?
Q2: Pretty much the same question for things such as the spellbook. Do I have 1 giant script for the spellbook containing all spells, or do I have 1 spellbook script that references a script for each individual spell?
Thanks in advance!",,False,self,t5_2qwj8,True,,,True,t3_tk82a,http://www.reddit.com/r/Unity3D/comments/tk82a/can_someone_tell_me_how_a_player_character_is/,
1331755830.0,10,self.Unity3D,qwnm0,2D iOS Platformer in Unity,G3ck0,15,5,13,http://www.reddit.com/r/Unity3D/comments/qwnm0/2d_ios_platformer_in_unity/,"So me and a friend want to make a 2D platformer for iOS/Android. With Unity Mobile being free, it has became a viable option. So now I have two questions:
1. What language can we use for iOS? Can we use boo? Or will we be stuck to C# or something?
2. How easy is it to create a 2D platformer with sprites? I know it's called Unity3D, but I assume it would be easy enough, right? Quite a few games are 2D and made in Unity.
3. Are there any good iOS tutorials out there that you would recommend?
Thanks for any help! :)",,False,self,t5_2qwj8,False,,,True,t3_qwnm0,http://www.reddit.com/r/Unity3D/comments/qwnm0/2d_ios_platformer_in_unity/,
1268067455.0,10,marketwire.com,baqhr,Unity Technologies Unveils Third Generation of Its Powerful Development Platform,,11,1,1,http://www.reddit.com/r/Unity3D/comments/baqhr/unity_technologies_unveils_third_generation_of/,,,False,http://thumbs.reddit.com/t3_baqhr.png,t5_2qwj8,False,,,False,t3_baqhr,http://www.marketwire.com/press-release/Unity-Technologies-Unveils-Third-Generation-of-Its-Powerful-Development-Platform-1128176.htm,
1376535972.0,9,self.Unity3D,1ke992,"/r/Unity3D teamspeak, mumble, etc?",AtticusVulpes,13,4,19,http://www.reddit.com/r/Unity3D/comments/1ke992/runity3d_teamspeak_mumble_etc/,"Am I the only one that would love being able to talk to people and ask questions verbally while I work on projects?
Edit: Best hosting I found so far (by price). https://www.mumbleserverhost.com/
Definitely something to consider. I'd certainly enjoy having a community for this around.",,False,self,t5_2qwj8,1376564632.0,,,True,t3_1ke992,http://www.reddit.com/r/Unity3D/comments/1ke992/runity3d_teamspeak_mumble_etc/,
1375962597.0,7,github.com,1jy7w2,unity_svn_checker - svn server-side hooks to help with Unity3D version control,KaliMaul,10,3,4,http://www.reddit.com/r/Unity3D/comments/1jy7w2/unity_svn_checker_svn_serverside_hooks_to_help/,,,False,http://e.thumbs.redditmedia.com/3uZxQqqmOYer9hAj.jpg,t5_2qwj8,False,,,False,t3_1jy7w2,https://github.com/kalimaul/unity_svn_checker,
1374815279.0,8,self.Unity3D,1j2vqx,Irregular shaped bars,Saevax,10,2,7,http://www.reddit.com/r/Unity3D/comments/1j2vqx/irregular_shaped_bars/,"I currently have a few bars in my game however they are irregularly shaped. I am avoiding transparency for the sake of draw calls. The frames have a few pixel bored of the lighter gray (In addition to the few pixel border between the bar and the darker background of the frame) that is cut out with a blender made frame. I am avoiding transparency for the sake of draw calls. The finished product should look something like this and smoothly tween to all values:
http://i.imgur.com/kNsgFb0.jpg
I've read and through up few answers to this problem and I was wondering if anyone could point me in the right direction.
The only solutions that seems realistic to me is some UV coordinate wizardry or some Vertex manipulation wizardry. I have no experience with either of them. Can anyone do a quick rundown of either? (If either of those work)
I had thought of cutting out the center and doing 3 frames, One for the dark background, one for the outline foreground, and one for a quad bar I do traditional scaling on, however because the border is only a few pixels the bar would be visible on the ends.
Another solution I saw was:
http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html
However I'm not sure if this would create an additional draw call for each bar because transparency is involved.",,False,self,t5_2qwj8,False,,,True,t3_1j2vqx,http://www.reddit.com/r/Unity3D/comments/1j2vqx/irregular_shaped_bars/,
1374667239.0,10,self.Unity3D,1iy8qo,Is it possible to random generate a world and use navmeshes?,warium,11,1,16,http://www.reddit.com/r/Unity3D/comments/1iy8qo/is_it_possible_to_random_generate_a_world_and_use/,"Hi Unity3D noob here.
I have been trying to figure out, if it is possible to randomly generate a world, consisting of prefab tiles/rooms that are combined, and then still use a navmesh for AI navigation?
It seems to me that the navmesh has to be baked while editing, and that it cannot be create at runtime, is this correct?
Also would it be possible to create each tile/room as a scene, bake a navmesh and then create the finished world by additively loading the scenes and combining the navmeshes ?
Edit: I found a solution posted here http://forum.unity3d.com/threads/122545-Problem-with-NavMesh-and-Asynchronous-load in the last post, kind of ugly, i will keep this post up in case someone else is searching for a solution to this problem, or someone has a better solution.
",,False,self,t5_2qwj8,1374667777.0,,,True,t3_1iy8qo,http://www.reddit.com/r/Unity3D/comments/1iy8qo/is_it_possible_to_random_generate_a_world_and_use/,
1373825789.0,10,self.Unity3D,1iackq,Anyone familiar with Aron Greenberg's AStar project?,ensiferum888,12,2,5,http://www.reddit.com/r/Unity3D/comments/1iackq/anyone_familiar_with_aron_greenbergs_astar_project/,"Hi Reddit!
As you may know I'm making a city building game, I'm using Aron's A* pathfinding project to help me. I started prototyping and so far things are good. Yesterday I made a crude implementation of roads. It's starting to work my only problem is my villagers aren't using them.
I tried reading the documentation as to how to work with tags but nothing seems to work. The penalties don't even seem to be applied. Plus I noticed that the tags in the A* graph object aren't the same I can tag my GameObjects with.
Here is a pastebin of my road building script, the IF statement at line 54 should be setting the penalty right normally. http://pastebin.com/m1F4tJUX
Thanks for any input you can provide, if not a picture of a cat would suffice.",,False,self,t5_2qwj8,False,,,True,t3_1iackq,http://www.reddit.com/r/Unity3D/comments/1iackq/anyone_familiar_with_aron_greenbergs_astar_project/,
1373476112.0,9,greyscalegorilla.com,1i0oda,"Free Intro to C4D series. 20+ hours. Learned a bunch from you guys, want to give back how I can.",ChachaMoose,10,1,2,http://www.reddit.com/r/Unity3D/comments/1i0oda/free_intro_to_c4d_series_20_hours_learned_a_bunch/,,,False,http://f.thumbs.redditmedia.com/M-fDLPviZHme2-QY.jpg,t5_2qwj8,False,,,False,t3_1i0oda,http://greyscalegorilla.com/intro-to-cinema-4d,
1373226437.0,11,self.Unity3D,1htfyk,"Animating 2 characters (like a fighting game throw, or a wrestling game's grapple moves)",cheezballs,13,2,7,http://www.reddit.com/r/Unity3D/comments/1htfyk/animating_2_characters_like_a_fighting_game_throw/,"How are things where a character's animation ties together with another character's animation implemented? (IE: wrestling game moves, fighting game throws, etc)
So, say one character grabs another and throws him against a wall. Is this 2 separate animations that get attached to each character? Or is this really one animation that somehow attaches each of the character models to it?
Also, how do you create generic animations that can be applied to many different models? (once again, say each character can throw someone - this is the same animation for each one, just applied to each individual model)
",,False,self,t5_2qwj8,False,,,True,t3_1htfyk,http://www.reddit.com/r/Unity3D/comments/1htfyk/animating_2_characters_like_a_fighting_game_throw/,
1373111028.0,9,self.Unity3D,1hqtnc,Round two: This time it's free.,Krunkworx,10,1,13,http://www.reddit.com/r/Unity3D/comments/1hqtnc/round_two_this_time_its_free/,"So a little [while ago] (http://www.reddit.com/r/Unity3D/comments/1fg7dk/our_first_game_fox3) we released our first game for 99c. We played around with price points, keywords and dabbled in some marketing. The game got pirated within a few days on the market. It was slightly disheartening but taught us a valuable lesson regarding pricing models. We soon realised that to be able to succeed in the paid market you really need to either having something fairly amazing or quite niche - mediocre paid apps make less than mediocre downloads. Being realists we knew our game would have the best chance if it were free. So that's what we did.
[Here it is] (https://play.google.com/store/apps/details?id=com.TwoBeans.FoxThree&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5Ud29CZWFucy5Gb3hUaHJlZSJd). Please let us know what you think :)",,False,self,t5_2qwj8,1373111709.0,,,True,t3_1hqtnc,http://www.reddit.com/r/Unity3D/comments/1hqtnc/round_two_this_time_its_free/,
1372714787.0,11,self.Unity3D,1hgcfj,What are some some of the best assets from the asset store?,,13,2,21,http://www.reddit.com/r/Unity3D/comments/1hgcfj/what_are_some_some_of_the_best_assets_from_the/,What can be bought in the asset store that is essential to making a better game in unity?,,False,self,t5_2qwj8,False,,,True,t3_1hgcfj,http://www.reddit.com/r/Unity3D/comments/1hgcfj/what_are_some_some_of_the_best_assets_from_the/,
1372270296.0,10,youtube.com,1h4fsr,Super Kart Racing - New Final Kart Model,JamesArndt,11,1,2,http://www.reddit.com/r/Unity3D/comments/1h4fsr/super_kart_racing_new_final_kart_model/,,,False,http://d.thumbs.redditmedia.com/QdMUSX6tu--uNzEQ.jpg,t5_2qwj8,False,,,False,t3_1h4fsr,http://www.youtube.com/watch?v=lH0NjaWvHc8&feature=share,
1371616080.0,9,xenosmash.com,1gmvh2,Unity3d Tutorials on Xenosmash,xenosmash,10,1,2,http://www.reddit.com/r/Unity3D/comments/1gmvh2/unity3d_tutorials_on_xenosmash/,,,False,http://d.thumbs.redditmedia.com/3uZs8-2xqR9luLN9.jpg,t5_2qwj8,False,,,False,t3_1gmvh2,http://xenosmash.com,
1371447747.0,9,self.Unity3D,1ghz6o,1 mesh collider Vs. 50 box colliders.,SuicidalCat,12,3,11,http://www.reddit.com/r/Unity3D/comments/1ghz6o/1_mesh_collider_vs_50_box_colliders/,"I have a bridge model, i need to put colliders on a large mesh. Would it be better to use 1 mesh collider or around 50 box colliders.",,False,self,t5_2qwj8,False,,,True,t3_1ghz6o,http://www.reddit.com/r/Unity3D/comments/1ghz6o/1_mesh_collider_vs_50_box_colliders/,
1371262032.0,11,self.Unity3D,1gdmb6,Survival horror game made in Unity,jonkikong,12,1,7,http://www.reddit.com/r/Unity3D/comments/1gdmb6/survival_horror_game_made_in_unity/,"
Hey!
We are three students that are studying multimedia design and for our exam we decided to make a survival horror game.
The gameplay is around 5-10 min.
The main reason I posted this here is because before we oral exam we need some feedback from the game and I thought if I posted the game here someone can play it and give use some feedback, basically usability testing.
We are not necessary looking for bugs or glitches just if you enjoyed the game.
* The Mac version might be broken
Anyway here is the game.
http://www.joneinar.com/vanished.html[1]
",,False,self,t5_2qwj8,False,,,True,t3_1gdmb6,http://www.reddit.com/r/Unity3D/comments/1gdmb6/survival_horror_game_made_in_unity/,
1371029899.0,10,self.Unity3D,1g6q7q,Render to texture camera reflects skybox on meshes. Why?,arashi256,12,2,4,http://www.reddit.com/r/Unity3D/comments/1g6q7q/render_to_texture_camera_reflects_skybox_on/,"I'm making an arcade racing game and have created a camera facing backwards from the car to act as a rear view mirror view which renders to texture. The problem is, the external meshes I import from Blender show up in the rear view mirror as having a blue tint and seem to reflect the skybox from the scene almost like a cubemap. The funny thing is, the plane I'm using as a temporary floor for the level which was created in Unity itself doesn't display this and shows normally. Does anybody know what's going on here?
Example screenshot: [HERE](http://joshua14.homelinux.org/images/tmp/unity_error.jpg)",,False,self,t5_2qwj8,False,,,True,t3_1g6q7q,http://www.reddit.com/r/Unity3D/comments/1g6q7q/render_to_texture_camera_reflects_skybox_on/,
1370727764.0,7,self.Unity3D,1fy432,"How can I add ""..."" to GUI.Label if it goes past its bounds?",commodore-69,9,2,4,http://www.reddit.com/r/Unity3D/comments/1fy432/how_can_i_add_to_guilabel_if_it_goes_past_its/,,,False,self,t5_2qwj8,False,,,True,t3_1fy432,http://www.reddit.com/r/Unity3D/comments/1fy432/how_can_i_add_to_guilabel_if_it_goes_past_its/,
1370422586.0,7,indiedb.com,1fpm5t,Sci-fi co-op FPS - Insection - Releases first gameplay footage.,koyima,13,6,12,http://www.reddit.com/r/Unity3D/comments/1fpm5t/scifi_coop_fps_insection_releases_first_gameplay/,,,False,http://a.thumbs.redditmedia.com/M0og3iIi7KCHgTj6.jpg,t5_2qwj8,False,,,False,t3_1fpm5t,http://www.indiedb.com/games/insection/videos/first-insection-pre-alpha-gameplay-video,
1370247565.0,10,self.Unity3D,1fkjou,"[Noob Question] - Making a train follow a track, real-time snapping I guess, but retaining physics.",stubbledchin,11,1,6,http://www.reddit.com/r/Unity3D/comments/1fkjou/noob_question_making_a_train_follow_a_track/,"So I'm a bit of a noob with game programming, but have light experience in other sorts of programming. Unity seems to be great for my level of understanding.
I'm trying to start fairly simple, but I'm having trouble finding the specific method I need to use. I have a feeling it is pretty simple to do, and that I'm just using the wrong terminology. Google searches always seem to end me up at pathfinding, but all I really want it snapping, but google searches for that results in discussion on snapping objects in the editor.
**To start with I want a train to follow track**. There is no need for pathfinding here. The user will control the forward and backward motion. The tricky bit is that I would like to add a wagon (that of course also follows the track) and for the train and wagon to interact physically (so the train can push a wagon along the line and maybe later, using hinges, can pull them)
I just trying to think along simple lines to start with. The train a cuboid, the wagon a cuboid, the track a line.
I'm not asking for someone to code this here, but a pointer to the ideas I should be looking at, or examples of what I'm after.
Cheers.",,False,self,t5_2qwj8,False,,,True,t3_1fkjou,http://www.reddit.com/r/Unity3D/comments/1fkjou/noob_question_making_a_train_follow_a_track/,
1369842909.0,8,self.Unity3D,1f9vvv,Should we sacrifice ARMv6 devices and use Unity 4?,davidc02,13,5,10,http://www.reddit.com/r/Unity3D/comments/1f9vvv/should_we_sacrifice_armv6_devices_and_use_unity_4/,"Hey guys, I made this post on the forums, and would love to see what you guys thought, if you can share your comments on the forums I think it would be better, that way we can have just one discussion.
http://forum.unity3d.com/threads/184112-Should-we-sacrifice-ARMv6-devices-and-use-Unity-4",,False,self,t5_2qwj8,False,,,True,t3_1f9vvv,http://www.reddit.com/r/Unity3D/comments/1f9vvv/should_we_sacrifice_armv6_devices_and_use_unity_4/,
1369241799.0,9,self.Unity3D,1eudye,Character Controller Movement,_Zodiak,11,2,24,http://www.reddit.com/r/Unity3D/comments/1eudye/character_controller_movement/,"I've been toying with some movement scripts using the character controller system and I'm noticing that through FixedUpdate() or Update() using something like Vector3 (1, 0, 1) moves you diagonally, but is stutters very noticeably, and that the only way I've been able to fix this issue is by making is Vector3 (0.95, 0, 1).
Is there a better solution for this problem?
EDIT: Because there's been a few requests..
if(grounded){
float xInput = Input.GetAxis(""Horizontal"");
float zInput = Input.GetAxis(""Vertical"");
moveDirection = new Vector3((Input.GetMouseButton(1) ? xInput: 0) ,0, (zInput));
speedMod = walkSpeed;
if(isWalking == false){
speedMod = runSpeed;
}
moveDirection = transform.TransformDirection(moveDirection) * speedMod;
}
moveDirection.y -= gravity * Time.deltaTime;
controller = GetComponent<CharacterController>();
grounded = ((controller.Move(moveDirection * Time.deltaTime)) & CollisionFlags.Below) != 0;
Of course there's more to the script, but this is how it currently handles the movement, if I use MouseButton1 & xInput & zInput it'll put me in a diagonal movement that is choppy to the point that it looks like it updates x then z and looks zig zaggy instead of fluent. The only solution I've found was to add something like
moveDirection.z = moveDirection.z - 0.05f;
Just before the end bracket of if(grounded){
EDIT #2 - Matter of a fact, I have this short video of Unity's Scene window showing the choppy movement.. (Please excuse the shortness of it, before hand I put some normal movement into it to show that everything else is smooth, just the diagonal looks like that)
[Youtube](http://www.youtube.com/watch?feature=player_detailpage&v=j_3TMlRKCe8#t=18s)
EDIT #3 - [Here](http://www.mediafire.com/download/k1myltd9qpe41nm/HashTagLerp.rar)
There is the Unity Project that I have built.. if someone wants to look at the wobble moving themselves.. In this example I used the same code provided by archiesteel in an attempt to fix the error.. [Here](http://www.reddit.com/r/Unity3D/comments/1eudye/character_controller_movement/ca419nc) is what he posted.",,False,self,t5_2qwj8,1369262985.0,,,True,t3_1eudye,http://www.reddit.com/r/Unity3D/comments/1eudye/character_controller_movement/,
1368787926.0,9,self.Unity3D,1eie65,Property Drawer collection?,tenpn,9,0,2,http://www.reddit.com/r/Unity3D/comments/1eie65/property_drawer_collection/,"Unity4 has these nifty new things called property drawers that can potentially make building a custom inspector much easier:
http://blogs.unity3d.com/2012/09/07/property-drawers-in-unity-4/
http://docs.unity3d.com/Documentation/ScriptReference/PropertyDrawer.html
They're pretty straightforward - I just made my first one. An attribute you can add to a string field to turn it into a dropdown listing all subclasses of some type. The name of the selected type is then stored in the string property.
So I thought this was the kind of thing that's easy to share between projects. I had a look around but couldn't see anyone doing so, except for this japanese(?) github repro:
https://github.com/anchan828/property-drawer-collection
I like how it splits each drawer into its own subfolder, each with a readme.
Would anyone be interested if I set up a similarly-styled repro, that people could then pull-request new drawers into? Users can submodule the repro or just unzip it into their assets directory.
Thoughts?",,False,self,t5_2qwj8,False,,,True,t3_1eie65,http://www.reddit.com/r/Unity3D/comments/1eie65/property_drawer_collection/,
1367808489.0,9,self.Unity3D,1drpg0,Can anyone explain why this happens or how I can prevent it?,epidemicz,10,1,9,http://www.reddit.com/r/Unity3D/comments/1drpg0/can_anyone_explain_why_this_happens_or_how_i_can/,"[Example](http://imgur.com/ou2jSMk)
What you're seeing are two cubes through my orthographic camera. I'm trying to fake a drop shadow. The shadow is just parented onto the blue one.
So, if I move the blue cube across the scene slowly, you can see it jiggling all over and sort of re-sizing.
Is there any explanation or solution for this?
**Edit: My Findings so far:**
First, thanks everyone for your help.
I have no clue if this is really practical, but it seems to have answered my question so I'm just going to do a brain dump.
* **To find the amount of pixels in 1 unit:**
* 0.5 * screen height / ortho size = pixels in 1 unit
* **To find amount of units taken up by 1 pixel:**
* ortho size / 0.5 * screen height = units in 1 pixel
Therefore, I see that it seems to be possible to scale a game object to an exact pixel size, given any ortho size and screen height.
* **To scale game object to desired pixel amount (hopefully power of 2, otherwise not much point):**
* ortho size / (0.5 * screen height) * desired pixels = scale needed to achieve desired pixels on screen
And one more, with this one you can adjust the ortho size instead of the game object, to enable to you display a game object in a desired pixel amount
* **(having a little trouble here, tinkering with this still) To scale ortho size to display game object at desired pixel amount:**
* object scale * (0.5 * screen height) / desired pixels = ortho size
Don't laugh at my mathing, this was hard for me, but I got the results I wanted. Hopefully it's not completely bs, I have been testing this and it seems to work so far!
Thanks!",,False,self,t5_2qwj8,1367904090.0,,,True,t3_1drpg0,http://www.reddit.com/r/Unity3D/comments/1drpg0/can_anyone_explain_why_this_happens_or_how_i_can/,
1367550210.0,8,forum.unity3d.com,1dlhls,Performant glow (w/aura!) shader for mobile,burtonposey,14,6,7,http://www.reddit.com/r/Unity3D/comments/1dlhls/performant_glow_waura_shader_for_mobile/,,,False,http://d.thumbs.redditmedia.com/gHZiMXMfTVNh_cuQ.jpg,t5_2qwj8,False,,,False,t3_1dlhls,http://forum.unity3d.com/threads/180602-Glow-11-for-desktop-and-mobile,
1367001371.0,9,self.Unity3D,1d649o,Any good books that cover online multiplayer?,shaboinkin,9,0,21,http://www.reddit.com/r/Unity3D/comments/1d649o/any_good_books_that_cover_online_multiplayer/,I'm having a terrible time understanding how to implement multiplayer in my game and these online tutorials just isn't cutting it for me. Any recommendations? Thanks,,False,self,t5_2qwj8,False,,,True,t3_1d649o,http://www.reddit.com/r/Unity3D/comments/1d649o/any_good_books_that_cover_online_multiplayer/,
1365616075.0,9,self.Unity3D,1c2r76,Where do you see Unity3D in the next 5 years?,TekTekDude,11,2,33,http://www.reddit.com/r/Unity3D/comments/1c2r76/where_do_you_see_unity3d_in_the_next_5_years/,"It looks to me like the growth in Unity3D adoption is just now going mainstream. As adoption grows, Unity Technologies is bound to get a lot more funding and spending it on development.
Do you see the UI changing much? I don't, but I see a lot of dual-monitor development support probably coming soon.
I predict improvements to lighting, a built-in tutorial (floating info boxes step-by-stepping you through), and tighter integration with the Asset Store.",,False,self,t5_2qwj8,False,,,True,t3_1c2r76,http://www.reddit.com/r/Unity3D/comments/1c2r76/where_do_you_see_unity3d_in_the_next_5_years/,
1365425979.0,10,self.Unity3D,1bwxmr,Using a 2D texture as a player... How?,MrCalavera,10,0,20,http://www.reddit.com/r/Unity3D/comments/1bwxmr/using_a_2d_texture_as_a_player_how/,"Hi there,
In my mission to learn how to use unity I've created a small 2D Galaga style space shooter.
As the moment the player is represented by a cube, from the players view it just looks like a square.
I've drawn a very simple spaceship and saved it out as a .png file. I'm guessing that if I dragged this on to my player cube's material it would look alright, but would still have the collision area of the cube. Is that correct?
If so what would be the easiest way to go about having my spaceship represent the player, with a collision area that closely matches the ship?
I know nothing about creating models, is this something I need to learn before continuing?",,False,self,t5_2qwj8,False,,,True,t3_1bwxmr,http://www.reddit.com/r/Unity3D/comments/1bwxmr/using_a_2d_texture_as_a_player_how/,
1364431055.0,9,self.Unity3D,1b5arj,Unity for Windows Phone 8 BETA is out,whatstheirname,13,4,3,http://www.reddit.com/r/Unity3D/comments/1b5arj/unity_for_windows_phone_8_beta_is_out/,"Looks like the beta is out, anyone going to try it out?
http://blogs.unity3d.com/2013/03/27/unity-4-beta-program-for-windows-phone-apps/",,False,self,t5_2qwj8,False,,,True,t3_1b5arj,http://www.reddit.com/r/Unity3D/comments/1b5arj/unity_for_windows_phone_8_beta_is_out/,
1364168413.0,9,self.Unity3D,1axwcf,How can you store and display accented characters? è [Update / Solution],grantmoore3d,9,0,4,http://www.reddit.com/r/Unity3D/comments/1axwcf/how_can_you_store_and_display_accented_characters/,"[Original Post](http://www.reddit.com/r/Unity3D/comments/10lysp/how_can_you_store_and_display_french_characters_%C3%A8/)
For months I couldn't figure out why accented character wouldn't display properly on my GUI, today I finally figured it out and figured I should share it in case anyone else winds up with the same problem. (This solution is specific to using MonoDevelop and C#)
Save-As... Character Encoding, choose ""Western (ISO-8859-15)""",,False,self,t5_2qwj8,False,,,True,t3_1axwcf,http://www.reddit.com/r/Unity3D/comments/1axwcf/how_can_you_store_and_display_accented_characters/,
1362510481.0,11,vovchik.org,19q101,"""Hacking"" Unity3d using Reflection.",vova616,14,3,0,http://www.reddit.com/r/Unity3D/comments/19q101/hacking_unity3d_using_reflection/,,,False,default,t5_2qwj8,False,,,False,t3_19q101,http://www.vovchik.org/blog/13001,
1362444592.0,7,edge-online.com,19oagh,The Edge Get Into Games Challenge 2013: ‘Do no harm’,grantmoore3d,10,3,1,http://www.reddit.com/r/Unity3D/comments/19oagh/the_edge_get_into_games_challenge_2013_do_no_harm/,,,False,http://c.thumbs.redditmedia.com/87pod8MV82QlqrtJ.jpg,t5_2qwj8,False,,,False,t3_19oagh,http://www.edge-online.com/get-into-games/the-edge-get-into-games-challenge-2013-announcing-the-theme/,
1362423578.0,9,self.Unity3D,19nih1,Possible to read color data from screen buffer in shader program?,NervousNerve,9,0,13,http://www.reddit.com/r/Unity3D/comments/19nih1/possible_to_read_color_data_from_screen_buffer_in/,"I'm wondering if, in a surface shader program, it's possible to read the color data that has already been written to the screen buffer, before drawing the current object.
I know I can use 'screenPos' to get the position where the current pixel will be drawn, and I think it should be possible to get the color already at that position.
Any ideas?
EDIT: After some further research and experimenting I've realized that there is some sort of bug causing a shader using GrabPass to always render completely black and unlit on my, and some other's, systems. The code posted below, should in fact work, in most cases.
If anyone reading this has seen the issue, and found a solution, I'm more than interested.",,False,self,t5_2qwj8,1362569118.0,,,True,t3_19nih1,http://www.reddit.com/r/Unity3D/comments/19nih1/possible_to_read_color_data_from_screen_buffer_in/,
1362017477.0,9,self.Unity3D,19dawe,What is Unity like for an absolute beginner?,Atomicide,13,4,20,http://www.reddit.com/r/Unity3D/comments/19dawe/what_is_unity_like_for_an_absolute_beginner/,"First off, I'm not entirely sure if this is the right subreddit to be asking my question in, so I apologise if I have made a mistake.
What I'm trying to find out is how likely I am to be able to learn to use Unity to make games with pretty much zero prior experience. I'm in my late twenties and have decided I want to start learning programming and game development. I am not a capable programmer in any language, I have started learning C# and have at various times in the past made half assed attempts to learn Java, PHP and Python.
I've decided it might be better to try and learn programming via learning game development as I can see how everything applies to a game, as this is more likely to keep me motivated.
So with this in mind, would I be able to download unity, find some tutorials and get myself started with only a very small, shaky base in a programming language?
**Edit: After seeing several different tutorials suggested, plenty of advice on where to get help, and much encouragement, I feel like I would be an idiot to pass up on trying Unity. All I have to lose is my time, but with so much documentation/help/advice available I cannot see that being the case! Thank you everyone for taking the time to help me out. It is very much appreciated!**",,False,self,t5_2qwj8,1362061764.0,,,True,t3_19dawe,http://www.reddit.com/r/Unity3D/comments/19dawe/what_is_unity_like_for_an_absolute_beginner/,
1361279356.0,11,self.Unity3D,18tdnu,Having trouble understanding how to make a fire spread. ,stunts002,11,0,18,http://www.reddit.com/r/Unity3D/comments/18tdnu/having_trouble_understanding_how_to_make_a_fire/,"So I'm trying to make a fire that spreads over time but I'm still very new to unity and I'm having some trouble.
I'm using a raycast inside my fire script that checks infront,behind aswell as left and right to look for another object tagged as ""fire"" If after such a time there isn't a fire there I'm trying to create on there.
I have it working sort of but it's creating the new fire prefab directly on top of the current one. I know how to create a prefab that would shoot forwards like a bullet or something but I don't understand how instantiate a new stationary prefab directly in front of my current fire. ( I'm using C#)
Currently if the raycast doesn't find an object tagged as fire then it calls the following method.
private void FireStarter()
{
GameObject.Instantiate(p_fire, transform.position, Quaternion.identity);
}
Sorry again, I don't know if this is the kind of subreddit I should really ask for help but I'm pretty stuck and I know I'm making some sort of small stupid mistake.",,False,self,t5_2qwj8,False,,,True,t3_18tdnu,http://www.reddit.com/r/Unity3D/comments/18tdnu/having_trouble_understanding_how_to_make_a_fire/,
1361213479.0,7,indiegogo.com,18rjog,"Dragon Maze for OUYA crowd funding campaign, our second game.",felinearts,10,3,5,http://www.reddit.com/r/Unity3D/comments/18rjog/dragon_maze_for_ouya_crowd_funding_campaign_our/,,,False,default,t5_2qwj8,False,,,False,t3_18rjog,http://www.indiegogo.com/projects/284223/x/1669518?show_todos=true,
1358815943.0,10,self.Unity3D,170vss,How do I procedurally generate 2D terrain?,PizzaFetus,11,1,5,http://www.reddit.com/r/Unity3D/comments/170vss/how_do_i_procedurally_generate_2d_terrain/,"Hi folks, I'm trying to come up with a way of procedurally generating 2D terrain similar to that in Dragon, Fly!
https://play.google.com/store/apps/details?id=com.lsgvgames.slideandfly&hl=en
I've been thinking that I would need to create a mesh on the fly from a predetermined set of plot points but I really don't know how to get started. Can someone either spell it out for me :) or point me in the direction of a good set of tutorials. I've looked around and can see how to create small meshes i.e. trapezoids but it would be nice to see one showing how you can integrate collision detection etc. Thanks!",,False,self,t5_2qwj8,False,,,True,t3_170vss,http://www.reddit.com/r/Unity3D/comments/170vss/how_do_i_procedurally_generate_2d_terrain/,
1358807866.0,10,youtube.com,170luk,"Added a Dynamic Hose system to MegaShapes, you can easily link two objects with a flexible hose, great for robots or flame thrower pipes to backpacks etc",SpookyCat,15,5,3,http://www.reddit.com/r/Unity3D/comments/170luk/added_a_dynamic_hose_system_to_megashapes_you_can/,,,False,http://d.thumbs.redditmedia.com/eHJBmvHvWey6FQJK.jpg,t5_2qwj8,False,,,False,t3_170luk,http://www.youtube.com/watch?v=HgfzWg9TmFw,
1358290873.0,7,calagator.org,16nbcc,Any Portlanders here? We're having our very first UnityPDX meetup this Thursday at Nedspace.,maxticket,13,6,7,http://www.reddit.com/r/Unity3D/comments/16nbcc/any_portlanders_here_were_having_our_very_first/,,,False,default,t5_2qwj8,False,,,False,t3_16nbcc,http://calagator.org/venues/202393529,
1357397057.0,8,self.Unity3D,160b90,Mechanical Meltdown - my first complete Unity3D game! feedback would be great.,Bloodbrand,8,0,14,http://www.reddit.com/r/Unity3D/comments/160b90/mechanical_meltdown_my_first_complete_unity3d/," Hi everybody! This is also my first reddit post so woo!
Anyway, I would like to share with you guys and girls my first complete Unity game called Mechanical Meltdown.
The game is hosted on Wooglie, [HERE](http://www.wooglie.com/games/Action/Mechanical-Meltdown), or on my website [HERE](http://mechanicalmeltdown.com/webplayer/WebPlayer.html).
Mechanical Meltdown is a third person arena survival game, where the player uses lots of skills to melt away waves of enemies. The player can also upgrade and modify those skills to personalize their play style.
Right now, the game has a few bugs, but I'm waiting for Wooglie to upload the latest build I sent them.
Would really like to hear what you guys think and if you have any suggestions, please go right ahead!
Thanks for reading!",,False,self,t5_2qwj8,1357426481.0,,,True,t3_160b90,http://www.reddit.com/r/Unity3D/comments/160b90/mechanical_meltdown_my_first_complete_unity3d/,
1356609607.0,9,self.Unity3D,15il7s,What are some scripts/script packages you think the Asset Store is lacking?,Kooledude,11,2,20,http://www.reddit.com/r/Unity3D/comments/15il7s/what_are_some_scriptsscript_packages_you_think/,"As the title says, have you ever started a project and thought to yourself ""I wish I could get a script/package to do X or Y""? I'm looking for ideas and I'd like to see if there is a gap in the asset store which I could fill in.",,False,self,t5_2qwj8,False,,,True,t3_15il7s,http://www.reddit.com/r/Unity3D/comments/15il7s/what_are_some_scriptsscript_packages_you_think/,
1354894499.0,9,plus.google.com,14g3z7,Good morning everyone. I'd like to extend an invitation to the Game Developers community on the Google+ platform. Hope to see you there!,manisaintvictor,16,7,2,http://www.reddit.com/r/Unity3D/comments/14g3z7/good_morning_everyone_id_like_to_extend_an/,,,False,http://e.thumbs.redditmedia.com/QDcI8SbO4xZOYcA4.jpg,t5_2qwj8,False,,,False,t3_14g3z7,https://plus.google.com/u/0/communities/114419830448831714539,
1351635210.0,11,youtu.be,12d3al,"Hey Unity3D, here's another video of me, this time modelling, texturing, rigging and animation for our game! Feedback?",minax,17,6,4,http://www.reddit.com/r/Unity3D/comments/12d3al/hey_unity3d_heres_another_video_of_me_this_time/,,,False,default,t5_2qwj8,False,,,False,t3_12d3al,http://youtu.be/ojmKfqjYT-M?hd=1,
1350856629.0,9,self.Unity3D,11v2ge,Distance: Successor to the Award Winning Student Arcade Racing Game Nitronic Rush,Tasgall,15,6,0,http://www.reddit.com/r/Unity3D/comments/11v2ge/distance_successor_to_the_award_winning_student/,"If you haven't played Nitronic Rush yet, [check it out here for free at www.nitronic-rush.com](http://nitronic-rush.com/download-game/). It's a student made survival-racing game built from the ground up in C++ by students at DigiPen Institute of Technology.
More on Nitronic Rush: [Announcement Trailer](http://www.youtube.com/watch?v=yZ1XqIPOTLY), [Teaser Trailer](http://www.youtube.com/watch?v=ymVvnfOn4xE), [TotalBiscuit Review](http://www.youtube.com/watch?v=3p3o4d7JUTI).
[Distance](http://survivethedistance.com/) is a spiritual successor made by some of the key team members behind Nitronic Rush under their new indie studio [Refract](http://www.refractstudios.com/press/). This time, using Unity as the base of their project, the game will support features lacking in the original, such as networked multiplayer with new game modes. If you are a fan of over the top arcade racing games and awesome music, please support [**their kickstarter**](http://www.kickstarter.com/projects/1857884659/distance-a-next-generation-arcade-racer) and [greenlight](http://steamcommunity.com/sharedfiles/filedetails/?id=103111305), and help spread the word. Pre-alpha gameplay can be seen at 3:20 in the kickstarter video. Also, check out the [announcement trailer](http://www.youtube.com/watch?v=f-OWRBdhHQg).
Also if you're interested, the devs will be doing an AMA today at 5pm PST, which you can get to by following [this link](http://reddit.survivethedistance.com/).",,False,self,t5_2qwj8,1350857291.0,,,True,t3_11v2ge,http://www.reddit.com/r/Unity3D/comments/11v2ge/distance_successor_to_the_award_winning_student/,
1350689814.0,9,self.Unity3D,11rwds,Your thoughts on our game?,minax,13,4,20,http://www.reddit.com/r/Unity3D/comments/11rwds/your_thoughts_on_our_game/,"Hey guys,
A few friends and myself have been developing an online MMORPG, similar to what they used to be like in the late 90s, with a main focus on risk and freedom.
It would be awesome if you would check out our [blog](http://www.flyingllama.net), and give us your thoughts? Any constructive criticism will be really appreciated.
And also, if you need help with anything (unity, maya etc...) don't hesitate to ask!
",,False,self,t5_2qwj8,False,,,True,t3_11rwds,http://www.reddit.com/r/Unity3D/comments/11rwds/your_thoughts_on_our_game/,
1350530766.0,7,self.Unity3D,11o5qh,"FPS Horror Game, How do you make it so you have different sounds playing when you walk on different materials?",MadToLove,12,5,15,http://www.reddit.com/r/Unity3D/comments/11o5qh/fps_horror_game_how_do_you_make_it_so_you_have/,"So I have a basic project I'm working and of course collecting or paying for help when I can and sharing with the community via the Unity Forums and YouTube. I have a basic FPS game, Standard FPS Controller and I want to be able to A. Walk and have varied sounds for the footsteps while walking and B. When walking on wood/metal/carpet etc the sounds can change to suit what it is your walking on. I have been looking all day and really cannot find any great tutorials on this.
I have been trying to mess with the AngryBots demo project same as this Unity user http://answers.unity3d.com/questions/264254/angrybots-materialimpactmanager-script-and-footste.html
but have not made any headway.
Anyone have an existing script that works? Anyone want to take a peek at that unity question link and maybe answer it? Any answers or help or a push in the right direction would be AWESOME!",,False,self,t5_2qwj8,False,,,True,t3_11o5qh,http://www.reddit.com/r/Unity3D/comments/11o5qh/fps_horror_game_how_do_you_make_it_so_you_have/,
1349004740.0,11,self.Unity3D,10pgyo,Generating a building interior,MurrayL,11,0,5,http://www.reddit.com/r/Unity3D/comments/10pgyo/generating_a_building_interior/,"A game I'm planning will feature randomly generated floors of a building - a fairly common problem. I've got some ideas on how to do it, but was hoping for some feedback/best practice advice!
What I'm thinking is:
* Create a set of square, identically-sized rooms as 'modules', as well as a door object to connect them.
* Starting with an 8x8 grid, place the entry room and the exit room, then add rooms (randomly selected from the modules) until the two are connected.
* Recursively add more rooms within the 8x8 grid, adjacent to existing rooms, until we hit a random maximum number of rooms for this floor *(this is the part I'm especially unsure about - any suggestions for an algorithm would be appreciated!).*
* Loop through all the rooms and add door objects on the correct walls if another room is adjacent.
I'm fairly experienced with Unity, but I've not done random level generation or pathfinding before - hopefully this isn't too complicated a challenge!",,False,self,t5_2qwj8,False,,,True,t3_10pgyo,http://www.reddit.com/r/Unity3D/comments/10pgyo/generating_a_building_interior/,
1348424981.0,7,self.Unity3D,10cn91,What is the Asset Store market like? Could you make a living off high-quality tool sales?,gamesbyangelina,11,4,6,http://www.reddit.com/r/Unity3D/comments/10cn91/what_is_the_asset_store_market_like_could_you/,"The Unity Asset Store really intrigued me when I first got into using the tool. It's full of stuff, but I can't tell how heavily it gets used. Does anyone know the sorts of developers that buy stuff off there, what categories are most popular, or whether you can make a living solely through producing assets for other developers to use? Any interesting links breaking down the asset store's usage?",,False,self,t5_2qwj8,False,,,True,t3_10cn91,http://www.reddit.com/r/Unity3D/comments/10cn91/what_is_the_asset_store_market_like_could_you/,
1348207287.0,8,self.Unity3D,108ja7,Any Mod/Addon for skins in Unity Free?,megabuster,12,4,4,http://www.reddit.com/r/Unity3D/comments/108ja7/any_modaddon_for_skins_in_unity_free/,Pretty sad that the black skin is a Unity Pro exclusive. Just because I am poor doesn't mean I deserve my eyes burned. Any work around?,,False,self,t5_2qwj8,False,,,True,t3_108ja7,http://www.reddit.com/r/Unity3D/comments/108ja7/any_modaddon_for_skins_in_unity_free/,
1347843579.0,10,self.Unity3D,zzydq,"Connecting players over the internet, by using a master server.",Laurikens,11,1,3,http://www.reddit.com/r/Unity3D/comments/zzydq/connecting_players_over_the_internet_by_using_a/,"In my game, players can either host their own game, or query the master server to see if anyone else is hosting a game - and then join that server.
Everything works perfectly when playing over a local network, however when I try to get players to connect over the internet I am having issues.
When someone is hosting a game, other players can see this game and can attempt to connect. (I tested this by emailing a build of the game to a friend, and having him help me test it out)
The servers public IP address is shown, so I was able to verify that I could indeed see the same game my friend was hosting from his house on the other side of town.
However, whenever I attempt to connect to his game, the connection attempt fails.
I have made sure that no firewalls are blocking the game, and have set it up to use NAT punchthrough (don't understand this very well at the moment)
I'm not really sure what's causing this issue, however I am making progress - as actually being able to see other players games is a big step forward from where I was in the past.
If needed, I can share the scripts that I use - and I may be able to upload a web browser version of the game somewhere if someone was kind enough to help me test it out.
",,False,self,t5_2qwj8,False,,,True,t3_zzydq,http://www.reddit.com/r/Unity3D/comments/zzydq/connecting_players_over_the_internet_by_using_a/,
1347223421.0,11,self.Unity3D,zm8uv,Prototype of a game Ive been working on for about 3weeks,Tyy2,13,2,6,http://www.reddit.com/r/Unity3D/comments/zm8uv/prototype_of_a_game_ive_been_working_on_for_about/,"UPDATE:
Windows: https://www.dropbox.com/sh/f7uk1xlqz3me259/PM2YZ3knel
Mac: https://www.dropbox.com/sh/l2xyz0bu7idr55e/KXxSou4-b2
Some Background: You are leah. She loves cats. Cats are loose all around the world and you are starting at your neighborhood. You run around collecting cats, protecting them from dogs and possibly other dangers. At the end of each level the amount of cats youve collected is added to your house.
Features other then what are in the prototype include: mutant cats, each bird they eat increases their size; super-power cats, each bird they eat increases your speed and jump speed; play as a cat or dog in special missions; use dogs on leashes to persuade cats movement; use toy mice to lure cats a certain direction.
Not included in the instructions: Tab opens GUI.
It's very short, I was just wondering if anybody had any suggestions. Such as darker colors, Vector art instead of pixel (I am not the best artist), changing the GUI or anything really. I feel like its missing something.
There are a few features not shown in this prototype, such as switching control of character's in-game. So I could have like a mind swap device, then there's unchaining dogs. There are birds that fly randomly, making cats eat them gains extra points.
Please let me know what I can do to make it better, thank you in advance.",,False,self,t5_2qwj8,1347278180.0,,,True,t3_zm8uv,http://www.reddit.com/r/Unity3D/comments/zm8uv/prototype_of_a_game_ive_been_working_on_for_about/,
1346907411.0,8,self.Unity3D,zfoll,How large of a forest area/open-world game could Unity handle?,MuNansen,11,3,25,http://www.reddit.com/r/Unity3D/comments/zfoll/how_large_of_a_forest_areaopenworld_game_could/,"Obviously fidelity of the art/lighting all has a big effect, but is there a size limit to a unity game that could stream without level loads? Did I read correctly that Unity only has linear level-streaming? I have an idea for a game that would require a BIG area.",,False,self,t5_2qwj8,False,,,True,t3_zfoll,http://www.reddit.com/r/Unity3D/comments/zfoll/how_large_of_a_forest_areaopenworld_game_could/,
1346078957.0,9,self.Unity3D,ywlji,"[Crosspost from /r/gamedev] Here's our Unity game from this weekend's 2012 NM Game Jam. It was made in 48 hours, and there's a making-of video, too.",onewayout,12,3,10,http://www.reddit.com/r/Unity3D/comments/ywlji/crosspost_from_rgamedev_heres_our_unity_game_from/,"We used Unity to create this game: **[QWOBot](http://mediapro.nmsu.edu/qwobot/)**
It's basically a ""one button QWOP"" game which has you playing a robot trying to fly through a system of caves without destroying all the fragile structures and creatures around you. Accidentally picking up powerups makes that more and more difficult as you go.
We had two programmers, a musician, and several artists, and the game was made in 48 hours (including sleeping).",,False,self,t5_2qwj8,False,,,True,t3_ywlji,http://www.reddit.com/r/Unity3D/comments/ywlji/crosspost_from_rgamedev_heres_our_unity_game_from/,
1345638553.0,8,theverge.com,ymucq,Windows 8 and Windows Phone 8 will support the Unity game engine | The Verge,jbfp10,11,3,0,http://www.reddit.com/r/Unity3D/comments/ymucq/windows_8_and_windows_phone_8_will_support_the/,,,False,http://f.thumbs.redditmedia.com/KwysSHa-muDMMoI5.jpg,t5_2qwj8,False,,,False,t3_ymucq,http://www.theverge.com/2012/8/22/3259791/unity-windows-8-windows-phone-8?utm_source=dlvr.it&utm_medium=twitter,
1344482432.0,9,redactedgame.com,xx53d,L-System based road generation in Unity,jasperstocker,9,0,3,http://www.reddit.com/r/Unity3D/comments/xx53d/lsystem_based_road_generation_in_unity/,,,False,http://c.thumbs.redditmedia.com/26NM_7lxaHYnJHwn.jpg,t5_2qwj8,False,,,False,t3_xx53d,http://www.redactedgame.com/?p=39,
1344246189.0,8,self.Unity3D,xrbyy,List vs Array,CharlesVI,12,4,16,http://www.reddit.com/r/Unity3D/comments/xrbyy/list_vs_array/,"I am setting up a chess board. I am wondering how I will store the position, ownership and ect. of all the pieces. The two ideas bouncing around in my head are to either set up a list with a dataclass variable that stores all the data I need. that or a array of game objects(xna reference not sure if it works the same in unity) to do the same thing. Can anyone advise me on the efficiency of these two methods?",,False,self,t5_2qwj8,False,,,True,t3_xrbyy,http://www.reddit.com/r/Unity3D/comments/xrbyy/list_vs_array/,
1343249320.0,8,self.Unity3D,x5gci,"Just a reminder, only 7 days left to get the extra %20 off of the Unity 4 upgrade price.",TALIHAM,11,3,15,http://www.reddit.com/r/Unity3D/comments/x5gci/just_a_reminder_only_7_days_left_to_get_the_extra/,,,False,self,t5_2qwj8,False,,,True,t3_x5gci,http://www.reddit.com/r/Unity3D/comments/x5gci/just_a_reminder_only_7_days_left_to_get_the_extra/,
1343086228.0,7,danielkiedrowski.com,x1kd7,Wall Vision Outline Image Effect – Unity Asset Store,ki3,13,6,3,http://www.reddit.com/r/Unity3D/comments/x1kd7/wall_vision_outline_image_effect_unity_asset_store/,,,False,http://f.thumbs.redditmedia.com/Ej71YsKaaWmQ6EHw.jpg,t5_2qwj8,False,,,False,t3_x1kd7,http://www.danielkiedrowski.com/2012/07/wall-vision-outline-image-effect-unity-asset-store/,
1339015451.0,10,i.imgur.com,uok25,"I downloaded the old Island demo from the website and opened it and it is giving me these errors what do they mean, how can i fix them?",purplegoalie1,13,3,13,http://www.reddit.com/r/Unity3D/comments/uok25/i_downloaded_the_old_island_demo_from_the_website/,,,False,http://d.thumbs.redditmedia.com/5O95bJx5DIQzGK-Q.jpg,t5_2qwj8,False,,,False,t3_uok25,http://i.imgur.com/jXgnQ.png,
1338955951.0,9,self.Unity3D,unee3,Which language should I use in Unity?,Wizuhd,12,3,38,http://www.reddit.com/r/Unity3D/comments/unee3/which_language_should_i_use_in_unity/,"I'm debating between Javascript and C#
From http://unity3d.com/support/documentation/ScriptReference/index.Vectors.html this it seems C# is a lot more complicated, what are the pros and cons of each?",,False,self,t5_2qwj8,False,,,True,t3_unee3,http://www.reddit.com/r/Unity3D/comments/unee3/which_language_should_i_use_in_unity/,
1338177467.0,8,adamzwakk.com,u87uz,"Hey r/Unity3D, I made a Wordpress plugin that lets you play Unity 3 projects (the official one doesn't seem to support Unity 3)",adamzwakk,11,3,8,http://www.reddit.com/r/Unity3D/comments/u87uz/hey_runity3d_i_made_a_wordpress_plugin_that_lets/,,,False,default,t5_2qwj8,False,,,False,t3_u87uz,http://adamzwakk.com/?p=629,
1336512916.0,8,self.Unity3D,tdl8i,Collisions not working properly. Help appreciated.,mathematicool,12,4,5,http://www.reddit.com/r/Unity3D/comments/tdl8i/collisions_not_working_properly_help_appreciated/,"EDIT: Fixed, I was foolish enough to not attach a rigid body component to the bullets...
[Here is a video demonstrating it.](http://www.youtube.com/watch?v=dieHRmi2zxM)
Basically, the bullets are supposed to be destroyed when colliding with the enemies (purple cubes) and the enemies should be destroyed after two hits. However, most bullets just pass through and don't trigger any collisions.
I'm new to Unity so any and all help would be great.
[Link to Unity Answers thread](http://answers.unity3d.com/questions/250158/collisions-triggering-sporadically-at-best.html?viewedQuestions=250158&viewedQuestions=36859)",,False,self,t5_2qwj8,True,,,True,t3_tdl8i,http://www.reddit.com/r/Unity3D/comments/tdl8i/collisions_not_working_properly_help_appreciated/,
1335285405.0,10,codingjargames.com,sq5w2,Better State Machines in Unity (x-post),CodingJar,13,3,3,http://www.reddit.com/r/Unity3D/comments/sq5w2/better_state_machines_in_unity_xpost/,,,False,http://c.thumbs.redditmedia.com/d5IbtNLT4W78yWkb.jpg,t5_2qwj8,False,,,False,t3_sq5w2,http://www.codingjargames.com/blog/2012/04/09/unity-state-machines/,
1332959622.0,9,blogs.unity3d.com,rhwqg,Unity & Flash Update,grantmoore3d,10,1,0,http://www.reddit.com/r/Unity3D/comments/rhwqg/unity_flash_update/,,,False,http://a.thumbs.redditmedia.com/9bTtQkaoJt-fjzwH.jpg,t5_2qwj8,False,,,False,t3_rhwqg,http://blogs.unity3d.com/2012/03/28/unity-flash-update/,
1332872452.0,9,shawn.origaminc.com,rg6pg,Some Git and some Unity (and a little Redmine too)….(Deux)(x-post from /r/devblogs),jimjastajay,9,0,1,http://www.reddit.com/r/Unity3D/comments/rg6pg/some_git_and_some_unity_and_a_little_redmine/,,,False,default,t5_2qwj8,False,,,False,t3_rg6pg,http://www.shawn.origaminc.com/blog/?p=358,
1332443690.0,10,georgebroadhurstdesigns.com,r8roi,I Made a Simple and Scientifically Semi-Accurate Solar System Simulation,SXHarrasmentPanda,15,5,7,http://www.reddit.com/r/Unity3D/comments/r8roi/i_made_a_simple_and_scientifically_semiaccurate/,,,False,default,t5_2qwj8,False,,,False,t3_r8roi,http://georgebroadhurstdesigns.com/Games/WebPlayer.html,
1331617258.0,8,unity3d.com,qu5yg,UNITE11 Session Videos are up! See the awesome things pro's are doing with Unity3D.,villageid_10t,11,3,1,http://www.reddit.com/r/Unity3D/comments/qu5yg/unite11_session_videos_are_up_see_the_awesome/,,,False,default,t5_2qwj8,False,,,False,t3_qu5yg,http://unity3d.com/unite/sessions,
1330448504.0,9,youtube.com,q9vcs,An FPS game I am working on,farooqaaa,13,4,9,http://www.reddit.com/r/Unity3D/comments/q9vcs/an_fps_game_i_am_working_on/,,,False,http://d.thumbs.redditmedia.com/vUhlvhF-FfVsLmjQ.jpg,t5_2qwj8,False,,,False,t3_q9vcs,http://www.youtube.com/watch?v=yed23FK7Mpg,
1330267601.0,9,self.Unity3D,q6pjg,My iOS apps are 3-4 times larger than their Android versions. I'm not sure what I am doing.,AJKenny84,11,2,8,http://www.reddit.com/r/Unity3D/comments/q6pjg/my_ios_apps_are_34_times_larger_than_their/,"I've made two apps so far and here are the build sizes for each:
* App1 Android: 6.68MB
* App1 iOS: 30.2MB
* App2 Android: 11.38MB
* App2 iOS: 38.5MB
Since I'm new I thought maybe this was just normal, but I saw that Angry Bots was the same size in the Android Market and iTunes.
I've never used Xcode before so I'm assuming that I am building apps incorrectly.
Here are settings/steps I set to build, everything else should be default. Can you guys look over it and shed some light on the matter?
UNITY SETTINGS
* Api Compatibility Level: .NET 2.0 Subset
* Target Platform: Universal armv6+armv7 (OpenGL ES 1.1+2.0)^1
* Script Call Optimization: Fast but no Exceptions
* Target iOS Version: 3.1.3
XCODE SETTINGS
* Build Settings > Supported Platforms: DELETE iphonesimulator^2
* Build Settings > Architectures: armv6 armv7
* Build Active Architecture Only: No
* Valid Architectures: armv6 armv7
I tried searching for an answer but all I could find was general build advice, nothing relating to the same exact app being much larger on iOS compared to Android.
Thanks for any help you can give.
.^1 I know Unity recommends not building for ARMv6 but I test my apps on an Optimus V which is a relatively weak ARMv6 phone so I know my apps will work on low end devices and I don't want to exclude the iPhone 3G or older iPod touches. I also tried changing the build settings in Xcode to ARMv7 only but it didn't seem to change the final build size, so I don't know if this is the issue or not.
.^2 Not sure if this is necessary.
EDIT: I use the same texture compression settings on both Android and iOS so that shouldn't be a problem either.",,False,self,t5_2qwj8,True,,,True,t3_q6pjg,http://www.reddit.com/r/Unity3D/comments/q6pjg/my_ios_apps_are_34_times_larger_than_their/,
1316551929.0,11,justinteractive.tv,klz03,"Pros and Cons for Unity in Developing Non-Game iOS Apps -- A Simple, Novel Approach",JTownlol,12,1,5,http://www.reddit.com/r/Unity3D/comments/klz03/pros_and_cons_for_unity_in_developing_nongame_ios/,,,False,http://thumbs.reddit.com/t3_klz03.png,t5_2qwj8,False,,,False,t3_klz03,http://justinteractive.tv/?p=618,
1376464858.0,8,youtube.com,1kc3b8,Waking Man - An Oculus Rift Meditation (repost from /r/oculus/),Unello,12,4,5,http://www.reddit.com/r/Unity3D/comments/1kc3b8/waking_man_an_oculus_rift_meditation_repost_from/,,,False,http://d.thumbs.redditmedia.com/ewzbJdN00-9bT7_o.jpg,t5_2qwj8,False,,,False,t3_1kc3b8,http://www.youtube.com/watch?v=02y9ODDdj8Q&feature=youtu.be,
1376420017.0,7,self.Unity3D,1kanie,Xbox 360 controller inputs?,AtticusVulpes,8,1,11,http://www.reddit.com/r/Unity3D/comments/1kanie/xbox_360_controller_inputs/,"Anyone able to point me towards a good tutorial for setting it up or have one pre-made?
I'd prefer the tutorial ad I'd rather learn how to make it.",,False,self,t5_2qwj8,False,,,True,t3_1kanie,http://www.reddit.com/r/Unity3D/comments/1kanie/xbox_360_controller_inputs/,
1376317781.0,8,self.Unity3D,1k7hwf,Has anyone tried the new Uni2d?,PsychoDM,9,1,6,http://www.reddit.com/r/Unity3D/comments/1k7hwf/has_anyone_tried_the_new_uni2d/,"I'm looking for a way to do 2d skeletal animations in unity efficiently. I'm pretty much set on Smoothmoves since that seems to have been out longer and is more stable. I recently saw that Uni2D 2.0 came out and while it promises many feautures I feel like it might be too new and have many bugs or it won't work as promised.
Has anyone used it?",,False,self,t5_2qwj8,False,,,True,t3_1k7hwf,http://www.reddit.com/r/Unity3D/comments/1k7hwf/has_anyone_tried_the_new_uni2d/,
1376075739.0,7,self.Unity3D,1k1lee,Is it possible to have the server and client be separate in Unity?,drewlark99,9,2,17,http://www.reddit.com/r/Unity3D/comments/1k1lee/is_it_possible_to_have_the_server_and_client_be/,"Basically I am trying to have multiplayer, but I don't want the server to be embedded in the client as I do not want players to be able to create servers of their own, in addition I would like the server software to not need to visualize the game. Essentially I want a system similar to source engine where there is a dedicated server software - except without the ability to create servers of your own. If this is possible I would like to know how.",,False,self,t5_2qwj8,False,,,True,t3_1k1lee,http://www.reddit.com/r/Unity3D/comments/1k1lee/is_it_possible_to_have_the_server_and_client_be/,
1376063571.0,8,self.Unity3D,1k15bc,"Has anyone used Spriter with Unity yet? If so, what're your thoughts?",falcorbeam,8,0,4,http://www.reddit.com/r/Unity3D/comments/1k15bc/has_anyone_used_spriter_with_unity_yet_if_so/,"http://brashmonkey.com/spriter.htm
Has anyone heard anything about the Unity implementation yet, or have any of you worked with it? I'd love to know what you guys think before I attempt to use this in a new project.",,False,self,t5_2qwj8,False,,,True,t3_1k15bc,http://www.reddit.com/r/Unity3D/comments/1k15bc/has_anyone_used_spriter_with_unity_yet_if_so/,
1375835628.0,8,youtube.com,1jum28,"WebKit for Unity3D, All UIWebView APIs Exposed",vitapoly,13,5,5,http://www.reddit.com/r/Unity3D/comments/1jum28/webkit_for_unity3d_all_uiwebview_apis_exposed/,,,False,http://a.thumbs.redditmedia.com/v8HAaxjNMImCgAP6.jpg,t5_2qwj8,False,,,False,t3_1jum28,http://www.youtube.com/watch?v=pyzoh4u6sPw&feature=share,
1375741124.0,6,twitch.tv,1jrqw1,Energy hook Dev streaming right now while working on a new trick animation feature.,grimpunch,8,2,0,http://www.reddit.com/r/Unity3D/comments/1jrqw1/energy_hook_dev_streaming_right_now_while_working/,,,False,default,t5_2qwj8,False,,,False,t3_1jrqw1,http://www.twitch.tv/happionlabs,
1375163136.0,10,self.Unity3D,1jbykb,Internet radio?,Speedfreak501,12,2,7,http://www.reddit.com/r/Unity3D/comments/1jbykb/internet_radio/,I wondering if it would be possible to integrate internet radio into my game and actually have it play.,,False,self,t5_2qwj8,False,,,True,t3_1jbykb,http://www.reddit.com/r/Unity3D/comments/1jbykb/internet_radio/,
1374996154.0,8,self.Unity3D,1j7f9d,Class template for Visual Studio users,fyndor,8,0,0,http://www.reddit.com/r/Unity3D/comments/1j7f9d/class_template_for_visual_studio_users/,"I have created a Visual Studio class template for an empty MonoBehaviour class. This template will be inserted right under the default Class template and it will be called Unity Class. With this template you will no longer have to remove the namespace that VS creates. In fact I copied this template from what Unity creates for you when you create a new C# file in Unity.
If you don't know what templates are, when you ""Add New Item"" to a project a list of templates is presented for you to choose from. The most common one that you likely use is the Class template.
To install this template you need download [UnityClass.zip](https://dl.dropboxusercontent.com/u/195136886/Unity%20Templates/UnityClass.zip) and copy the zip file in to your ItemTemplates folder for Visual Studio. Leave the template in the zip file, **DO NOT UNZIP**. For example my path on Win7 with Visual Studio 2010 was:
> C:\Users\MYUSERNAME\Documents\Visual Studio 2010\Templates\ItemTemplates
Once the file is copied you should be able to go in to Visual Studio, click Add, click New Item, and you will now see ""Unity Class"".
Enjoy!",,False,self,t5_2qwj8,False,,,True,t3_1j7f9d,http://www.reddit.com/r/Unity3D/comments/1j7f9d/class_template_for_visual_studio_users/,
1374916711.0,9,self.Unity3D,1j5j0y,Characters made up of multiple parts,Zombait,9,0,7,http://www.reddit.com/r/Unity3D/comments/1j5j0y/characters_made_up_of_multiple_parts/,"I want a character in unity that can sneak, walk and run. I also want him to be able to carry a couple of different weapons that would change his posture. So say for instance he is carrying a frying pan, that would be a one handed weapon. But then if he was carrying a baseball bat he would be holding it with both hands. Do I make several animations of the character to suit different weapons? Do I make the sneak, walk, run animations for his legs and then... Parent a body to the legs? I'm just starting to get into animations within unity, and a couple of things are catching me off guard.",,False,self,t5_2qwj8,False,,,True,t3_1j5j0y,http://www.reddit.com/r/Unity3D/comments/1j5j0y/characters_made_up_of_multiple_parts/,
1374632755.0,6,self.Unity3D,1ixgqu,New to to shaders. Looking for a cool lighting technique.,LiamosaurusRex,8,2,15,http://www.reddit.com/r/Unity3D/comments/1ixgqu/new_to_to_shaders_looking_for_a_cool_lighting/,"Hey r/Unity3d.
I'm working on a prototype and I'm having a tricky time getting a feature behaving property.
I'm looking for a **field of view** effect similar to that of **Monaco**:
**IMG**
http://i.imgur.com/R1iES5p.jpg
Or **Teleglitch**:
**IMG**
http://mytide.net/wp-content/uploads/2012/12/teleglitch-2012-12-14-15-19-47-52.jpg
These are both 2d rendering examples but I'm taking a stab at something **similar** in 3d.
Here's what I have so far.
**CODE**
http://paste.bradleygill.com/index.php?paste_id=4510
Which produces this:
**IMG**
http://i.imgur.com/xc9PTbN.png
And that's alllllmost what I want - but there were a few things I wanted to do to make it feel more 2D.
Namely
* Remove attenuation from the point light so that the coloration of the surface remains consistent (not fade the light over distance)
* But still, hopefully, have a maximum range.
To accomplish this, I THINK I need to customize the lighting model in my shader. Here is a half hearted attempt at addressing this:
**CODE**
http://paste.bradleygill.com/index.php?paste_id=4511
**IMG**
http://i.imgur.com/il40z7W.png
It's results are not that great. It ignores the bump mapping which is fine, but notice the complete lack of dynamic shadows and the infinite light range. I've looked through the Unity shader documentation extensively but only really teaches by example. I don't know if this is the correct approach and have no documentation to read on functionality of CG in Unity.
If anyone knows where I should go from here or ever have an opinion on how to approach this effect, I'd greatly appreciate it.
TL;DR: Am I shadering right?",,False,self,t5_2qwj8,False,,,True,t3_1ixgqu,http://www.reddit.com/r/Unity3D/comments/1ixgqu/new_to_to_shaders_looking_for_a_cool_lighting/,
1374280220.0,7,self.Unity3D,1io1ud,How to create a super fast update loop without using FixedUpdate,Quixotic7,9,2,19,http://www.reddit.com/r/Unity3D/comments/1io1ud/how_to_create_a_super_fast_update_loop_without/,"So I'm working on a project in which I need an update loop that runs about 200 times per second. We can achieve this by changing the timescale for the FixedUpdate, but that also causes the Physics Engine to run much faster, which I don't want to do. What's the best way to go about creating a new UpdateLoop that runs on it's own timescale? Thanks!
**Edit:** Thanks for the replies, to answer your question of why, I am not updating an in game object at 200 Frames per second. I am updating a external haptic device. The device uses motors which move tactors that stretch your skin. This device needs to constantly be sent values which tell each motor what position to move to. It works at 60fps, but unfortunately your brain is a lot more sensitive to framerate with touch than your eyes are. At 60fps, you can feel stepping. The stepping starts to smooth out around 120fps and something around 200fps feels great, and gives a really solid smooth sensation.
I only really need about two loops that run at 200fps. In the speedy loop we will do all our math to calculate forces and stuff from our game objects. We then filter these values using an exponential moving average filter, so we get a real nice curve. The precise filtered number is then sent to the controller. At our current state, changing the timescale works pretty well, but there is really no need to calculate physics objects that fast. As more Physics interactions start occuring, it will eventually cause the fixedUpdate to run slower than the desired framerate. This is quite problematic as then the values sent to the controller will slow down and you will feel the difference.
The solution is probably to create a new thread. I've never tried doing such a thing in Unity and have no idea where to start and what kind of problems I may run in to.
**Edit 2:** I've concluded that pretty much the only way I will be able to do this will be to create a separate thread, which is a slightly more complicated solution than I wanted, but I can make it work.
**Solved** Starting a separate Thread was the solution. This of course can cause some issues with keeping stuff in sync but since I'm not needing to use Unity's API in the thread, it's no problem. Did some testing and am able to run a separate thread at 9434014 times per second, so 200 times per second is not a problem. Again, thanks for the comments and ideas!
**Edit 3: For anyone else wondering how to do this**
I've been reading a bunch about how to work with Threads in Unity, it's actually not too difficult. I found [this](http://www.albahari.com/threading/) article very helpful as well as [this](http://www.youtube.com/watch?v=qlLEpf4Pih0) video tutorial.
Here is a simple script I wrote to test the execution of a separate Update Thread
using System.Threading;
using System;
/// <summary>
/// This class shows how to make an Update loop on a separate thread that is faster
/// than 60fps
/// </summary>
public class SuperFastUpdateLoop : MonoBehaviour
{
// These are used to display how many times per second the loop is being updated
public int RegularUpdatesPerSecond;
public int ThreadedUpdatedsPerSecond;
// This is our thread that we'll use to do our super fast update loop with
private Thread _updateThread;
// This keeps tracks of how many times Update is run per second
private int _updateCount;
// This is used for keeping track of time
private float _time;
// This is used to lock the thread while writing
// However, this will not be needed in this example
private object _threadLock = new object();
private void Start () {
// Start the thread that will be the SuperFastLoop
_updateThread = new Thread(SuperFastLoop);
_updateThread.Start();
_time = Time.time;
}
private void OnDisable()
{
// Stop the thread when disabled, or it will keep running in the background
_updateThread.Abort();
// Waits for the Thread to stop
_updateThread.Join();
}
// Regular Unity update loop, should run at 60fps
private void Update () {
// One second has occured
if (Time.time - _time >= 1f)
{
RegularUpdatesPerSecond = _updateCount;
_updateCount = 0;
_time = Time.time;
}
_updateCount++;
}
private void SuperFastLoop()
{
// We can't use Time.time which is a Unity API, instead we'll use this
var time = System.DateTime.UtcNow.Ticks;
const int oneSecond = 10000000;
var count = 0;
// This begins our Update loop
while (true)
{
if (System.DateTime.UtcNow.Ticks - time >= oneSecond)
{
ThreadedUpdatedsPerSecond = count;
count = 0;
time = System.DateTime.UtcNow.Ticks;
}
count++;
// This suspends the thread for 5 milliseconds, making this code execute 200 times per second
Thread.Sleep(5);
}
}
}
So **TLDR:** Need to update motors on external haptic controller lightning fast or you will feel motor stepping. As mentioned, no need to update in game rendering or physics that fast. ",,False,self,t5_2qwj8,1374474868.0,,,True,t3_1io1ud,http://www.reddit.com/r/Unity3D/comments/1io1ud/how_to_create_a_super_fast_update_loop_without/,
1372702585.0,8,self.Unity3D,1hfvbd,Need help with building a menu,owenoliver1,8,0,5,http://www.reddit.com/r/Unity3D/comments/1hfvbd/need_help_with_building_a_menu/,"I have a menu on a game I am making but it only supports controllers, the issue that I am having is that I have no idea about how to make a menu that works using controller buttons. Can anyone please help me out?",,False,self,t5_2qwj8,False,,,True,t3_1hfvbd,http://www.reddit.com/r/Unity3D/comments/1hfvbd/need_help_with_building_a_menu/,
1372695782.0,8,self.Unity3D,1hfm3f,Best way to put together a Unity team?,MeltedTwix,8,0,37,http://www.reddit.com/r/Unity3D/comments/1hfm3f/best_way_to_put_together_a_unity_team/,"I have experience in level design and some experience in programming. I have a background in music but it's always been with real-world instruments rather than digital creation. I can tinker with sprite art but my 3D modeling skills are non-existent.
Most people in this forum fit some variation of the description above.
How do people like me end up putting a team together? I have enough money to buy assets from the Unity store and cover any other initial costs, but certainly not enough to employ better programmers and artists than me to work on a project. It's unfair to ask people to work on something for no pay but impossible for most indies to pay up front.
We all know the ""idea guy"" that has tons of awesome ideas but has no skills. What about the guy that can create art, but can't code? What about the guy that can code enemy AI and make great levels but couldn't make netcode or a randomly generated level to save his life? How do they find people that can fill in the gaps in their skills?
",,False,self,t5_2qwj8,False,,,True,t3_1hfm3f,http://www.reddit.com/r/Unity3D/comments/1hfm3f/best_way_to_put_together_a_unity_team/,
1371659348.0,8,self.Unity3D,1gnwe2,Tutorials on mobile game menus?,,9,1,12,http://www.reddit.com/r/Unity3D/comments/1gnwe2/tutorials_on_mobile_game_menus/,"Hey all, I'm developing a new game for android / iOS and, whereas I have the gameplay element coming along just swimmingly, I don't know where to start for making mobile menus.
Essentially what I'm looking for is either a package or a tutorial on how to make menus in the style of angry birds / cut the rope, with level selection, level unlock, and score retention.
Does anyone know of a good source for this?",,False,self,t5_2qwj8,False,,,True,t3_1gnwe2,http://www.reddit.com/r/Unity3D/comments/1gnwe2/tutorials_on_mobile_game_menus/,
1371378478.0,8,self.Unity3D,1gg5l9,Access variable from script A in script B,Nhjufy,12,4,18,http://www.reddit.com/r/Unity3D/comments/1gg5l9/access_variable_from_script_a_in_script_b/,"I have variable 'test' in script A and it's public, how can I access to it from script B?
*They're on two different gameobjects",,False,self,t5_2qwj8,False,,,True,t3_1gg5l9,http://www.reddit.com/r/Unity3D/comments/1gg5l9/access_variable_from_script_a_in_script_b/,
1370707891.0,8,self.Unity3D,1fxj0t,Mecanim: Tutorials from basic to advanced,Redz0ne,8,0,0,http://www.reddit.com/r/Unity3D/comments/1fxj0t/mecanim_tutorials_from_basic_to_advanced/,"So, like many game-devs using unity we've heard about mecanim and just how awesome it really is.
Thing is, as with any new technology there is a good amount of basic learning tools but when it comes to the more advanced stuff it seems that it's not easy to find things.
So, i would like to see about collecting in this thread a listing of tutorials from basic all the way to the insanely advanced because i've seen some screenshots where some of the FSMs are big and beastly and knowing just what mecanim can do can certainly help.
**Beginner:**
[Will Goldstone's Tutorial](http://www.youtube.com/watch?v=Xx21y9eJq1U)
[the Stealth game tutorial class's Mecanim starting point](http://youtu.be/Ii3_r4r3_Eo) - [from here](http://unity3d.com/learn/tutorials/projects/stealth)
[Making a mecanim compatible rig in Blender](http://youtu.be/Z9iUm2llVPc)
**Intermediate:**
**Advanced:**
[Gamasutra link to AirBuccaneer's Mecanim article](http://www.gamasutra.com/blogs/HeikkiTormala/20121214/183567/Creating_fluid_motion_transitions_with_Unity_and_Mecanim.php)
If you have a link to a tutorial either video or text, please post in the comments and i'll add it to the list... if you can, try and give it a basic classification too but don't worry if you aren't sure what it'd be as.",,False,self,t5_2qwj8,1370746208.0,,,True,t3_1fxj0t,http://www.reddit.com/r/Unity3D/comments/1fxj0t/mecanim_tutorials_from_basic_to_advanced/,
1370461825.0,7,self.Unity3D,1fqq58,I'm having trouble getting the URL of the page hosting the game,commodore-69,11,4,7,http://www.reddit.com/r/Unity3D/comments/1fqq58/im_having_trouble_getting_the_url_of_the_page/,"
**Here's what my code looks like in the html file**
<script type=""text/javascript"" src=""http://webplayer.unity3d.com/download_webplayer-3.x/3.0/uo/UnityObject.js""></script>
<script type=""text/javascript"">
<!--
function GetUnity()
{
if(typeof unityObject != ""undefined"")
{
return unityObject.getObjectById(""unityPlayer"");
}
return null;
}
if (typeof unityObject != ""undefined"")
{
var params =
{
disableContextMenu: true
};
unityObject.embedUnity(""unityPlayer"", ""selector_test.unity3d"", 800, 600, params);
}
function GetURL()
{
unityObject.SendMessage(""URLobject"", ""SetURL"", document.URL);
}
-->
</script>
**And here's what I have in Unity**
function Start()
{
GetURL();
}
function GetURL()
{
Application.ExternalCall(""GetURL"");
}
function SetURL(url: String)
{
pageURL = url;
}
I feel like this should be working. ",,False,self,t5_2qwj8,False,,,True,t3_1fqq58,http://www.reddit.com/r/Unity3D/comments/1fqq58/im_having_trouble_getting_the_url_of_the_page/,
1370302938.0,10,self.Unity3D,1fm6xy,New advanced Unity3d Tutorials [ Inventory & AI ],jesseetzler,11,1,1,http://www.reddit.com/r/Unity3D/comments/1fm6xy/new_advanced_unity3d_tutorials_inventory_ai/,"After reaching 100 unity3d tutorials I took a break for a while to learn some more proper coding tecniques and to think of some new tutorials. So far I've done an Advanced Inventory tutorial complete with making custom items, adding items to inventory, equipping items, tooltips, and comparing tooltips. The other tutorial that I started recently is covering more AI. Just thought I would let everyone know about them. Always take requests and will be covering more advanced topics soon after the AI tutorials which will be covering random wandering, attacks, respawn, and possibly working on some boss fight mechanics.
Advanced tutorial Playlist
https://www.youtube.com/playlist?list=PLxLNqnnCshwm9ayxqMpeWH4P1SLzrN92-
Previous 100 tutorial playlist
https://www.youtube.com/playlist?list=PLxLNqnnCshwlE0UebbpV_v8M4kcLhXEz9",,False,self,t5_2qwj8,False,,,True,t3_1fm6xy,http://www.reddit.com/r/Unity3D/comments/1fm6xy/new_advanced_unity3d_tutorials_inventory_ai/,
1369150526.0,7,self.Unity3D,1erodn,Easiest game to make in Unity (and work your way up),welluhthisisawkward,9,2,23,http://www.reddit.com/r/Unity3D/comments/1erodn/easiest_game_to_make_in_unity_and_work_your_way_up/,"Hey there. I can't seem to really get the hang of Unity. I'm thinking if I do the EASIEST thing you can do in Unity and SLOWLY work my way up, I can figure it out. This is strictly a hobby for me.
Any advice for this?",,False,self,t5_2qwj8,False,,,True,t3_1erodn,http://www.reddit.com/r/Unity3D/comments/1erodn/easiest_game_to_make_in_unity_and_work_your_way_up/,
1369101438.0,9,self.Unity3D,1eqjcj,Using Blender w/ Unity Tutorials,ZebracurtainZ,12,3,4,http://www.reddit.com/r/Unity3D/comments/1eqjcj/using_blender_w_unity_tutorials/,Does anyone know of any tutorials that use Blender in combination with Unity? I have a decent beginners understanding of Unity and followed a few Blender tuts today but I think something combining the two would be really helpful!,,False,self,t5_2qwj8,False,,,True,t3_1eqjcj,http://www.reddit.com/r/Unity3D/comments/1eqjcj/using_blender_w_unity_tutorials/,
1368841178.0,8,self.Unity3D,1ejz3j,Unity Orthographic Camera Size,nitishh,8,0,4,http://www.reddit.com/r/Unity3D/comments/1ejz3j/unity_orthographic_camera_size/,What would be the best way of ensuring that the objects in my 2D game look the same size regardless of screen resolution? I am using a 2D orthographic camera.,,False,self,t5_2qwj8,False,,,True,t3_1ejz3j,http://www.reddit.com/r/Unity3D/comments/1ejz3j/unity_orthographic_camera_size/,
1368653671.0,7,youtube.com,1eer1w,Quick Audio Visualization Test with Unity3D,Rycul,9,2,26,http://www.reddit.com/r/Unity3D/comments/1eer1w/quick_audio_visualization_test_with_unity3d/,,,False,http://a.thumbs.redditmedia.com/_PcGdyZ_chHssnBH.jpg,t5_2qwj8,False,,,False,t3_1eer1w,http://www.youtube.com/watch?v=bgK_UvPGieM,
1368544436.0,7,self.Unity3D,1ebg72,Creating a large Old Western open world map,InhailedYeti,8,1,8,http://www.reddit.com/r/Unity3D/comments/1ebg72/creating_a_large_old_western_open_world_map/,"For my next project, I'm going to create a map similar to that of Red Dead: Redemption. What would be the best way going about creating a massive open world environment? Should I create a massive terrain in the unity editor? How would canyons be implemented?
I plan to use game draw and 3Ds max for models
Edit:Grammar
",,False,self,t5_2qwj8,1368564433.0,,,True,t3_1ebg72,http://www.reddit.com/r/Unity3D/comments/1ebg72/creating_a_large_old_western_open_world_map/,
1368487512.0,8,youtube.com,1ea0ou,Super Kart Racing - Race Event Selection Menus,JamesArndt,8,0,0,http://www.reddit.com/r/Unity3D/comments/1ea0ou/super_kart_racing_race_event_selection_menus/,,,False,http://f.thumbs.redditmedia.com/bnxnPeG50kcJHnlS.jpg,t5_2qwj8,False,,,False,t3_1ea0ou,http://www.youtube.com/watch?v=H5_ahnTz9gg&feature=share,
1367887477.0,6,self.Unity3D,1dtwkv,Asset Authors - What has your experience with the Unity Asset Store been like?,seraph1441,8,2,17,http://www.reddit.com/r/Unity3D/comments/1dtwkv/asset_authors_what_has_your_experience_with_the/,"A little background: I released my first asset a few weeks ago, after getting a lot of positive feedback about the initial idea. At $20, no one bought the asset. At $15, 2 people bought it, but left no feedback. Now it's $5, but I'm tempted to just make it free so that more people might get the chance use my work.
Sales were less than I expected, but I'm not dependent on sales for money (I have a day job). But, then again, I really had nothing to base my expectations on. So I wanted to pose the question to the Unity3D subreddit; what has your Asset Store experience been like? Were sales what you expected? If you got feedback on your asset, was it more positive, or more negative than you expected? Tell us your story!
For those who are curious (and as a shameless plug), my asset is [Meshinator](https://www.assetstore.unity3d.com/#/content/8228), a realtime mesh deformation utility.
EDIT: Excellent feedback! It sounds like something that I missed that is really important to people is a playable web demo. And videos of how to set up the asset. Hopefully this thread will be helpful to anyone else looking to put their work up on the Asset Store as well!",,False,self,t5_2qwj8,1367962954.0,,,True,t3_1dtwkv,http://www.reddit.com/r/Unity3D/comments/1dtwkv/asset_authors_what_has_your_experience_with_the/,
1367845106.0,10,self.Unity3D,1dsfjz,"Getting a second game object to follow the movement of a character controller. Should I be applying a force, and if so, how to calculate it?",candlebrush,10,0,5,http://www.reddit.com/r/Unity3D/comments/1dsfjz/getting_a_second_game_object_to_follow_the/,"Hey guys.
I'm using a Character Controller from a 2d platformer, and using .move() to move the player around, as you'd expect.
Every now and then, I've got another game object that needs to move in the same direction and speed as the player.
Is there a way of making sure the second game object follows the same movement? I need to still trigger collisions, so I don't think simply setting the following object's position to be += the .move() vector will work.
Should I be applying a force, and if so, how can I determine the exact force to move?
Thanks in advance, and feel free to ask if my question isn't clear enough.",,False,self,t5_2qwj8,False,,,True,t3_1dsfjz,http://www.reddit.com/r/Unity3D/comments/1dsfjz/getting_a_second_game_object_to_follow_the/,
1367214055.0,7,ludumdare.com,1dblka,Proxy - a puzzle platformer made in Unity for Ludum Dare 26,Broxxar,21,14,7,http://www.reddit.com/r/Unity3D/comments/1dblka/proxy_a_puzzle_platformer_made_in_unity_for_ludum/,,,False,http://c.thumbs.redditmedia.com/xgeDOkJ9G6q-5knJ.jpg,t5_2qwj8,False,,,False,t3_1dblka,http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22132,
1367200820.0,9,ludumdare.com,1db6b1,Wandering Darkness - My Ludum Dare 26 entry is finished! I'd love to know what you think,predominant,10,1,3,http://www.reddit.com/r/Unity3D/comments/1db6b1/wandering_darkness_my_ludum_dare_26_entry_is/,,,False,default,t5_2qwj8,False,,,False,t3_1db6b1,http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5709,
1366848914.0,10,youtube.com,1d1qek,Tutorial on getting transparent glass - is this still the best/easiest way to get transparency in Unity3D or will they soon have texture color sliders like they do with rotation/location?,TekTekDude,14,4,6,http://www.reddit.com/r/Unity3D/comments/1d1qek/tutorial_on_getting_transparent_glass_is_this/,,,False,http://c.thumbs.redditmedia.com/mwRngmLTMS-LzXAh.jpg,t5_2qwj8,False,,,False,t3_1d1qek,http://www.youtube.com/watch?v=p7B_DXxqiGw,
1366061015.0,9,calagator.org,1cezbl,"UnityPDX, Portland's Unity3D user group, is meeting this Thursday",MBoffin,9,0,1,http://www.reddit.com/r/Unity3D/comments/1cezbl/unitypdx_portlands_unity3d_user_group_is_meeting/,,,False,default,t5_2qwj8,False,,,False,t3_1cezbl,http://calagator.org/events/1250463993,
1366049714.0,10,self.Unity3D,1cej0l,Unity3D and Linux?,TekTekDude,11,1,11,http://www.reddit.com/r/Unity3D/comments/1cej0l/unity3d_and_linux/,"Two questions:
1. Will Unity3D (development suite) ever arrive on Linux?
2. Does anyone have experience playing a Unity game built for Linux? If so, does it behave any differently than one on Windows or Mac as far as initialization and execution go? ",,False,self,t5_2qwj8,False,,,True,t3_1cej0l,http://www.reddit.com/r/Unity3D/comments/1cej0l/unity3d_and_linux/,
1365583638.0,8,self.Unity3D,1c1wc3,How would I go about adding multiplayer into my FPS game??,SuicidalCat,16,8,17,http://www.reddit.com/r/Unity3D/comments/1c1wc3/how_would_i_go_about_adding_multiplayer_into_my/,EDIT : I don't have any knowledge on multiplayer in unity. Any tips or assets I might need would be great thanks.,,False,self,t5_2qwj8,False,,,True,t3_1c1wc3,http://www.reddit.com/r/Unity3D/comments/1c1wc3/how_would_i_go_about_adding_multiplayer_into_my/,
1365202051.0,7,youtube.com,1brj1f,"I was asked if MegaFiers could do a Toon Wheel speed effect, so with a tiny bit of scripting and the Skew modifier we had an answer.",SpookyCat,11,4,1,http://www.reddit.com/r/Unity3D/comments/1brj1f/i_was_asked_if_megafiers_could_do_a_toon_wheel/,,,False,http://e.thumbs.redditmedia.com/f9Iro_mkc6J-ibXR.jpg,t5_2qwj8,False,,,False,t3_1brj1f,https://www.youtube.com/watch?v=hlrLZK3fgUs,
1365007058.0,7,answers.unity3d.com,1blh9q,"Can any reddit unity brainiacs help solve this? I've asked numerous professors in math and friends. None have come to a conclusion. Anybody know how to calculate intersection of two moving objects knowing their speeds, directions, and next position?",1337GameDev,14,7,10,http://www.reddit.com/r/Unity3D/comments/1blh9q/can_any_reddit_unity_brainiacs_help_solve_this/,,,False,default,t5_2qwj8,False,,,False,t3_1blh9q,http://answers.unity3d.com/questions/429234/constant-time-way-to-find-intersection-of-two-obje.html,
1364703316.0,7,self.Unity3D,1bccc6,Simple Deterministic Finite State Machine Builder/Simulator,Deathcalibur,8,1,5,http://www.reddit.com/r/Unity3D/comments/1bccc6/simple_deterministic_finite_state_machine/,"Link:
https://filer.case.edu/bmm58/FSM/FSM.html
Built a quick little program for my Theoretical Computer Science class. Allows you to create some simple DFSMs. There are a few bugs and doesn't include all the features I wanted (such as better looking loops), but it gets the job done.
Let me know what you think or if you would like to know how I did anything.
-Brendan",,False,self,t5_2qwj8,False,,,True,t3_1bccc6,http://www.reddit.com/r/Unity3D/comments/1bccc6/simple_deterministic_finite_state_machine/,
1364565531.0,10,self.Unity3D,1b8pcn,How to stop terrain from spazzing out at a distance while moving.,Stroking_My_Neckbear,11,1,2,http://www.reddit.com/r/Unity3D/comments/1b8pcn/how_to_stop_terrain_from_spazzing_out_at_a/,"So my basic set-up is I have a road, which is a simple cube with a road texture maped to it and underneath I have a terrain piece slight bigger than the road itself.
I am using the terrains grass feature to make the road look overgrown and in some cases raising the terrain over the road to make it look like grass has clumped there.
But when you are above the terrain and look down on it and the player moves the corners of the showing terrain shake in and out of the road. I think this has something to do with optimizing the terrain but am not positive.
How can I fix this or turn it off. Thanks.",,False,self,t5_2qwj8,False,,,True,t3_1b8pcn,http://www.reddit.com/r/Unity3D/comments/1b8pcn/how_to_stop_terrain_from_spazzing_out_at_a/,
1364492557.0,8,self.Unity3D,1b6tct,Topan Networking Framework,Pandiux,10,2,4,http://www.reddit.com/r/Unity3D/comments/1b6tct/topan_networking_framework/,"Hey, I just finished a presentable version of my networking framework for Unity, I started this some time ago after testing the few other frameworks such as uLink and Photon. I started this framework because both uLink and Photon can be quite pricy for an indie, or an individual, and let's face it, Unity's Raknet implementation sucks. So here I made Topan which implements the features I've always wanted for networking in unity, but free. Topan is built on top of Lidgren, but lidgren is not fit for a unity game and trying to use lidgren can be very hard. Lidgren is not a full framework and provides only messaging, so I used Lidgren to make my own framework. My samples do not quite show all Topan's features, but there is a bigger picture underneath and I'll keep making samples. Topan is very similar to Unity's Networking in usage, but supports more data types and features, so many unity networking tutorials will work with Topan, but Topan provides some more thing such as using something similar to hash tables in network views for data syncing, byte serialization for custom file types, and more. It is also open source, so not to keep you waiting, here is the link. Enjoy and tell me what you think.
Got my Git up :)
https://bitbucket.org/DuxDucis/topan/src",,False,self,t5_2qwj8,1364518694.0,,,True,t3_1b6tct,http://www.reddit.com/r/Unity3D/comments/1b6tct/topan_networking_framework/,
1362542238.0,8,self.Unity3D,19r6m8,"Blender files to Unity, and accessing them in script",Mcfishbomb,8,0,3,http://www.reddit.com/r/Unity3D/comments/19r6m8/blender_files_to_unity_and_accessing_them_in/,"I have started to build a FPS in Unity, and while it is going well, one problem I have had is being able to change Gameobject's meshes to the models I have created in blender. I export the models in .fbx format into unity, and while I can set gameobject's meshes in the interface, I am unable to do it by script. I have put the .fbx files into a file named resources, attempted to do resources.load, etc, if anyone can tell me how to do this I would really appreciate it.",,False,self,t5_2qwj8,False,,,True,t3_19r6m8,http://www.reddit.com/r/Unity3D/comments/19r6m8/blender_files_to_unity_and_accessing_them_in/,
1362278959.0,6,self.Unity3D,19k1xh,Applying force to the first person controller,darth_krayt,8,2,14,http://www.reddit.com/r/Unity3D/comments/19k1xh/applying_force_to_the_first_person_controller/,I am making a game and i need my character to bounce when he lands on a platform. I have everything working except a way to apply force to the first person controller. If I attach a rigidbody it rapidly applies force upward and I am unable to do anything. I have looked everywhere for a solution and haven't been able to find one.,,False,self,t5_2qwj8,False,,,True,t3_19k1xh,http://www.reddit.com/r/Unity3D/comments/19k1xh/applying_force_to_the_first_person_controller/,
1361437392.0,7,self.Unity3D,18y23a,"just finished a game I've been working on the past month, a short fps called The King of the Wood",alllen,10,3,10,http://www.reddit.com/r/Unity3D/comments/18y23a/just_finished_a_game_ive_been_working_on_the_past/,"The game was mostly inspired by Deus Ex and Snatcher (as well as Blade Runner), and a few other things which may or may not be as obvious.
There's a little bit of shooting and a few puzzles, and it's not the most polished or beautiful game out there but I did my best. Have a play and tell me what you think.
http://alllen.tumblr.com/post/43634869332/thekingofthewood",,False,self,t5_2qwj8,False,,,True,t3_18y23a,http://www.reddit.com/r/Unity3D/comments/18y23a/just_finished_a_game_ive_been_working_on_the_past/,
1361134046.0,7,self.Unity3D,18pidn,Discussion on physics in voxel engines,NervousNerve,8,1,18,http://www.reddit.com/r/Unity3D/comments/18pidn/discussion_on_physics_in_voxel_engines/,"I've been experimenting with a voxel engine in Unity for a little while now, and like any voxel engine has to, I'm dividing the world into chunks and procedurally generating a mesh for each chunk whenever any of its voxels change. This part is pretty simple and runs well, even with very large worlds, but I'm struggling to come up with a way to handle collision detection and physics without shooting all performance to hell. Hopefully we can get a discussion going here on some various techniques that will work in Unity.
First, let me tell you about the ways I've already tried and considered, and why I don't think they work.
The easiest and most straightforward method imaginable is to simply use the meshes that are generated for the graphics as MeshColliders. This will work perfectly if your world is static (i.e you cannot add or remove voxels at run-time), but otherwise it's not good enough as whenever a mesh is rebuilt and reassigned to the MeshCollider, the physics system needs to process it which will cause an unacceptable delay and freezing the game for about half a second.
Another approach is to use BoxColliders for individual voxels, and in the same way you generate the meshes, you'll only add colliders for voxels that are currently visible, destroying them if the voxel they´re associated with is removed or suddenly hidden behind others. I've tested this and it works quite well with small worlds, but creating and destroying GameObjects is slow and the bigger your world, the longer the delay (or game freeze) when editing voxels. I'm not sure why it is like this, but with the amount of GameObjects you get with this method it's not surprising.
It might be possible to optimize this method by not destroying a collider when the voxel is removed, but rather disabling it and moving it to a separate list - a pool - of inactive colliders, and grabbing them from that list and enabling them when you need to create one. This is probably what I'll try next but it will still lead to a crazy amount of GameObjects and I'm not sure if it'll work.
Yet another method I thought of, but have not tested, was to only create colliders for voxels within a certain distance of moving objects. Then you could also avoid creating and destroying, and instead just shift them around as the objects move. This approach might work, but I'm worried it will cause problems with fast moving objects.
The ideal solution, in my mind, would be to write a custom collider for chunks, extending the standard Collider class. It could access the voxel data directly and play nice with Unity's physics system without having to create a whole bunch of other stuff. Sadly, I've learned you cannot extend Unity's built in classes, or at least not the colliders.
So, before I go any further in my experimenting I thought I'd throw all of this out there and see if any of you have any experience with problems like these, or has some ideas anyway.
TL;DR: I can't get the physics in my voxel game to run fast enough. Can you help?",,False,self,t5_2qwj8,False,,,True,t3_18pidn,http://www.reddit.com/r/Unity3D/comments/18pidn/discussion_on_physics_in_voxel_engines/,
1360094960.0,8,github.com,17y9b1,I've made a network library using Lidgren. Feedback welcome.,xireth,14,6,4,http://www.reddit.com/r/Unity3D/comments/17y9b1/ive_made_a_network_library_using_lidgren_feedback/,,,False,http://e.thumbs.redditmedia.com/XZFtwwHU1w5l-YDv.jpg,t5_2qwj8,False,,,False,t3_17y9b1,https://github.com/jbruening/PNet,
1360017787.0,9,self.Unity3D,17w769,Anyone know where the new GUI editor is?,loki_racer,9,0,21,http://www.reddit.com/r/Unity3D/comments/17w769/anyone_know_where_the_new_gui_editor_is/,"I saw the video from Unite 2012 that said the new GUI editor would be out with Unity3D 4. After that video, there's been nothing on the interwebs. Any ideas? Maybe my google-fu is weak.",,False,self,t5_2qwj8,False,,,True,t3_17w769,http://www.reddit.com/r/Unity3D/comments/17w769/anyone_know_where_the_new_gui_editor_is/,
1358863630.0,10,moddb.com,171zae,My Game is on ModDB :) Thank you Unity!,Solidust,13,3,6,http://www.reddit.com/r/Unity3D/comments/171zae/my_game_is_on_moddb_thank_you_unity/,,,False,http://c.thumbs.redditmedia.com/EVXjBKOMtTEpecx2.jpg,t5_2qwj8,False,,,False,t3_171zae,http://www.moddb.com/games/diecrypter,
1358747311.0,8,self.Unity3D,16z3a4,Useful gui slider script for prototyping,BernsteinA,9,1,10,http://www.reddit.com/r/Unity3D/comments/16z3a4/useful_gui_slider_script_for_prototyping/,"I'm the kind of guy who likes to tweak in-game constants (e.g. gravity) all the time, and so instead of just playing with public floats in the editor, I wrote myself a slider to do so onscreen.
Using code from http://forum.unity3d.com/threads/155784-string-and-variables-to-reference-a-variable?p=1067595&viewfull=1#post1067595 to set variables using Reflections.
Hope this helps somebody else. I know I'm gonna throw like four of these on every mobile project I ever make from now on.
using UnityEngine;
using System.Collections;
public class GuiSlider : MonoBehaviour {
private float mySlider = 1.0f;
//public GUIStyle theStyle;
public GameObject target;
public string whichScript;
public string variableName;
public float max = 50F;
public float min = 0F;
public float ypos=100F;
public float defaultvalue =0f;
private Component targetScript;
void Start ()
{
targetScript=target.GetComponent(whichScript);
mySlider = defaultvalue;
}
void OnGUI () {
Rect posRect = new Rect (10, ypos, 120, 20);
mySlider = LabelSlider (posRect, mySlider,min, max, variableName+"" ""+ mySlider.ToString());
targetScript.SetValue(variableName,mySlider);
}
float LabelSlider (Rect screenRect, float sliderValue,float sliderMinValue, float sliderMaxValue, string labelText) {
GUI.Label (screenRect, labelText);
// <- Push the Slider to the end of the Label
screenRect.x += screenRect.width;
sliderValue = GUI.HorizontalSlider (screenRect, sliderValue, sliderMinValue, sliderMaxValue);
return sliderValue;
}
}",,False,self,t5_2qwj8,1358747880.0,,,True,t3_16z3a4,http://www.reddit.com/r/Unity3D/comments/16z3a4/useful_gui_slider_script_for_prototyping/,
1358566069.0,8,self.Unity3D,16uvtr,"Animation help, I have to click 5 times to get my player to swing his bat. script inside",Guzidus,9,1,6,http://www.reddit.com/r/Unity3D/comments/16uvtr/animation_help_i_have_to_click_5_times_to_get_my/,"function Update () {
if(Input.GetAxis(""Horizontal"") || Input.GetAxis(""Vertical"")){
animation.CrossFade(""Run"");
}else if(Input.GetMouseButtonDown(0)){
animation.Play(""Hit"");
}else{
animation.CrossFade(""Idle"");
}
}
what am I doing wrong?
I tried CrossFadeQueue but that made it so my run animation was always playing when i stood still.
*EDIT* thank you all who commented I understand what happened now and can better avoid it in the future thanks to ya'll. It does work now after a pause but that's an animation thing I have to fix in blender. I will post the finished product here when I'm done it's a zombie game featuring my favorite history teacher as a sort of joke. but again thanks for the help I owe you guys.
",,False,self,t5_2qwj8,1358620099.0,,,True,t3_16uvtr,http://www.reddit.com/r/Unity3D/comments/16uvtr/animation_help_i_have_to_click_5_times_to_get_my/,
1358194096.0,7,self.Unity3D,16kibz,"Is it just me, or are the Unity Web-Player collisions sometimes very off?",falcorbeam,10,3,8,http://www.reddit.com/r/Unity3D/comments/16kibz/is_it_just_me_or_are_the_unity_webplayer/,"I'm working on an FPS right now, and when I throw it into the web-player, the collisions are off for me. I'm running Mac OS X 10.8, using Google Chrome v24.
Here is the game I'm working on: http://tonycoculuzzi.com/gamefiles/doomed/
In the web-player (at least for me) you have to be very close to the doors or interactive objects to activate them. And then when they move, you have to look around for where their hit-boxes might be. When you finally find where the hit-box is, it's very far away and off. I'm casting a ray directly in-front of the camera which should hit whatever you're looking at up to 2 units away, but when you look directly at the door (when opened, look at the edge of the open door model) it doesn't trigger a hit, but when you look more toward the wall, it does.
This isn't supposed to happen, and in-editor and in the standalone exe/app files, the collisions work fine.
Anyone else having problems like this, or experiencing something similar?
EDIT: [This is an image better depicting what I mean](http://i.imgur.com/UaqVn.png)",,False,self,t5_2qwj8,1358262407.0,,,True,t3_16kibz,http://www.reddit.com/r/Unity3D/comments/16kibz/is_it_just_me_or_are_the_unity_webplayer/,
1357497042.0,10,self.Unity3D,162jt3,I want to program a simple 2D RPG- is Unity the way to go?,newloaf,11,1,35,http://www.reddit.com/r/Unity3D/comments/162jt3/i_want_to_program_a_simple_2d_rpg_is_unity_the/,"The premise is a single player, turn-based fantasy game where you progress through a castle one tile at a time, no 3D graphics, limited (or no) animation. Small inventory, dead simple quests and combat.
I had thought Unity would provide a GUI framework for something basic like this. I've created several simple games using Flash ActionScript 3.0, but don't know C# or Java. I want it to be playable on Android devices.
So is Unity the way to go, or what? Do they still let you publish with the free license for 25% of the profits?",,False,self,t5_2qwj8,False,,,True,t3_162jt3,http://www.reddit.com/r/Unity3D/comments/162jt3/i_want_to_program_a_simple_2d_rpg_is_unity_the/,
1357020219.0,7,self.Unity3D,15rfo0,Making Trees in Unity,agentgruer,9,2,3,http://www.reddit.com/r/Unity3D/comments/15rfo0/making_trees_in_unity/,"I'm trying to create trees for my game that I am making, and I was wondering if anyone could point me in the right direction for good tutorials on how to make trees from scratch. I've read Unity's manuals on it, but I am having trouble finding more in-depth guides. Thanks!
Edit: Also, does anyone know of any good guides for making realistic textures for bark and leaves?",,False,self,t5_2qwj8,1357059931.0,,,True,t3_15rfo0,http://www.reddit.com/r/Unity3D/comments/15rfo0/making_trees_in_unity/,
1356747275.0,6,self.Unity3D,15lrqe,Anyone want to join me in a game jam?,DarKKendO,9,3,13,http://www.reddit.com/r/Unity3D/comments/15lrqe/anyone_want_to_join_me_in_a_game_jam/,"Hey Guys,
Over this weekend I've decided to have a little game jam in order to brush the cobwebs off that have gathered over the holidays. For this reason I'm dubbing it the ""COBWEB GAME JAM"" :)
I'm working in Unity so I thought that we could do some work and post it on here so we can see each others ideas/ help each other out.
Thoughts?
EDIT:: This seems to have gotten some attention so here's what I'm proposing.
We take 2-3 days between now and the 6th January to work on whatever we want individually or as part of a team. As long as its different to our main projects/anything we've tried before. For example, the game I'm working on is mostly autobiographical, something I usually would steer WELL away from. Theres no real theme per se. Just a kick up the arse to dust off those cobwebs :)
I say we submit here when were done and on January 6th I'll create a new post for the submissions and link to everyones projects.
TL;DR: 2-3 Days each. New game, not something you usually work on. Submit link here by Jan 6th and I'll compile them into a new post.",,False,self,t5_2qwj8,1356814402.0,,,True,t3_15lrqe,http://www.reddit.com/r/Unity3D/comments/15lrqe/anyone_want_to_join_me_in_a_game_jam/,
1356400968.0,6,youtube.com,15eh38,"Unity3D - ApolloVox, Lunar Infinite Terrain Generation",dissent9119191191,9,3,5,http://www.reddit.com/r/Unity3D/comments/15eh38/unity3d_apollovox_lunar_infinite_terrain/,,,False,http://c.thumbs.redditmedia.com/0h4VCXyRnVkePyBV.jpg,t5_2qwj8,False,,,False,t3_15eh38,http://www.youtube.com/watch?v=lBFBOCpK6jE,
1355854911.0,8,self.Unity3D,15294p,Noob guide to SVN with Unity3D?,woox13,8,0,18,http://www.reddit.com/r/Unity3D/comments/15294p/noob_guide_to_svn_with_unity3d/,"I am working on a game between myself and another person. We want to share/work on files/different parts of project at same time. I understand I have to setup something called SVN...but I have never used it and I cant really find any easy guides online.
We currently use Dropbox, but we noticed files are getting bigger, and we cant really work on stuff at same time with that anyways.
Can anyone point me to a noob-friendly guide for setting up SVN for Unity?",,False,self,t5_2qwj8,False,,,True,t3_15294p,http://www.reddit.com/r/Unity3D/comments/15294p/noob_guide_to_svn_with_unity3d/,
1355633471.0,10,self.Unity3D,14xg0z,Making an ingame radio station switcher...,Speedfreak501,11,1,15,http://www.reddit.com/r/Unity3D/comments/14xg0z/making_an_ingame_radio_station_switcher/,"I am making an ingame radio station switcher but don't know how to get it to switch what is coming out of the audio source in Javascript, any help would be appreciated.",,False,self,t5_2qwj8,False,,,True,t3_14xg0z,http://www.reddit.com/r/Unity3D/comments/14xg0z/making_an_ingame_radio_station_switcher/,
1354840036.0,9,self.Unity3D,14ey4q,"Hi. I'm 17, but want to start experience in game design with Unity 4.0 - I have a passion for the industry. Can anyone help me to hit the ground running?",UNSKIALz,21,12,30,http://www.reddit.com/r/Unity3D/comments/14ey4q/hi_im_17_but_want_to_start_experience_in_game/,"So I'm totally new to game design, and Unity is my very first bridge to starting my own project. I'm in need of a bit of advice, if anyone's got some time :) Thanks in advance guys.
I've looked up alot tutorial videos on Youtube to get a feel for Unity, in regard to working with the software, and building First person shooters primarily, but alot of these videos assume the viewer has experience with other elements of Game design - Like coding, texture + Model Work, etc. I don't have any of that. I'm someone with no past experience, diving straight into the deep end.
All I want to ask you guys is, where should I look first to start building the key foundations of any game design skills I hope to have in the future? I've heard people say I should get accustomed to C++ script, etc. But I'm not sure where to start.
Any links to helpful websites, videos, or even some input from yourselves would be absolutely fantastic and much appreciated. I'm totally new here keep in mind, but as an avid gamer and an in-depth follower of the games industry I am willing to put years into training myself as a hobby, should that be required.
Thanks once again and I look forward to hearing from you guys :)",,False,self,t5_2qwj8,False,,,True,t3_14ey4q,http://www.reddit.com/r/Unity3D/comments/14ey4q/hi_im_17_but_want_to_start_experience_in_game/,
1354554551.0,8,self.Unity3D,147hq7,"I want to learn Unity3D, would publications on unity 3.x still be worth reading while working with Unity 4.0?",TheNumberJ,12,4,14,http://www.reddit.com/r/Unity3D/comments/147hq7/i_want_to_learn_unity3d_would_publications_on/,"I want to learn Unity3d. I have some game programing experience from my youth, and still know a bit of C# and C++. Basically I was looking for a good tutorial/publication on how to get started with Unity. With Unity 4.0 just being released recently there isn't much out there on the new version. I was going to pickup [this book](http://www.amazon.com/Unity-3-x-Game-Development-Essentials/dp/1849691444/ref=sr_1_1?s=books&ie=UTF8&qid=1354554084&sr=1-1&keywords=unity+3d), but I'm not sure on how much of the information will still be relevant. Does anyone know of any good tutorials or publications on the newest version of Unity?
Also, to get a little more discussion going, how did you learn to use Unity? and how would you rate that method? what would you inform others trying to start with Unity?",,False,self,t5_2qwj8,False,,,True,t3_147hq7,http://www.reddit.com/r/Unity3D/comments/147hq7/i_want_to_learn_unity3d_would_publications_on/,
1354212756.0,6,self.Unity3D,14066s,"Adding a ""restart"" function",officialgrejsimojs,12,6,12,http://www.reddit.com/r/Unity3D/comments/14066s/adding_a_restart_function/,"Hello all!
I was wondering how I could make the key 'R' restart the scene?
Thank you in advance.",,False,self,t5_2qwj8,False,,,True,t3_14066s,http://www.reddit.com/r/Unity3D/comments/14066s/adding_a_restart_function/,
1354192911.0,8,anomalousunderdog.blogspot.com,13zoao,Progress on my little Assassin's Creed clone experiment,AnomalousUnderdog,8,0,4,http://www.reddit.com/r/Unity3D/comments/13zoao/progress_on_my_little_assassins_creed_clone/,,,False,default,t5_2qwj8,False,,,False,t3_13zoao,http://anomalousunderdog.blogspot.com/2012/11/battle-maiden-part-1.html,
1353495694.0,8,self.Unity3D,13k7x7,"Mecanim problem - 2 models, one controller, one anim, wildly differing results. lil help?",oddgoat,10,2,10,http://www.reddit.com/r/Unity3D/comments/13k7x7/mecanim_problem_2_models_one_controller_one_anim/,"This issue is annoying me now... I have two different models, both with humanoid rigging and using humanoid avatars. They use a shared AnimatorController which works great except for one animation - the RunForward animation. For reasons I am unable to fathom, one model will animate perfectly with this anim, and the other goes to hell. The issue seems to lie in the XZ translation, as one model will fly wildly off course, and the other follows the path normally.
See this video for an example:
[example video](http://youtu.be/mufHkzwU31U)
It's weird that only this animation is affected. It's especially weird because they share the same controller, so are using the same animation take. In the animation preview window, I can switch between the two models and they preview plays the same for both. It's only in the game that things get messed up. I have no idea the cause - they are both moving with the same movement speed, have the same scripts running on them, and identical everything, except for the model used. Yet both models use valid humanoid avatars, and all the other animations in the controller work fine.
I'm at a complete loss as to the cause of this. Has anyone else come across a similar problem or have a guess as to the cause?",,False,self,t5_2qwj8,False,,,True,t3_13k7x7,http://www.reddit.com/r/Unity3D/comments/13k7x7/mecanim_problem_2_models_one_controller_one_anim/,
1352719291.0,10,youtube.com,1324et,Aliens Tracker iPhone application,DemonNite,12,2,6,http://www.reddit.com/r/Unity3D/comments/1324et/aliens_tracker_iphone_application/,,,False,http://b.thumbs.redditmedia.com/x8L0-gQXHSNwLxxC.jpg,t5_2qwj8,False,,,False,t3_1324et,http://www.youtube.com/watch?v=FVcOMD0qaUg,
1351421361.0,8,self.Unity3D,127qwq,Unity3d Pro + iOS / Android coupons or sales?,tayl0rs,10,2,14,http://www.reddit.com/r/Unity3D/comments/127qwq/unity3d_pro_ios_android_coupons_or_sales/,"I am to the point now where I want to purchase Pro + iOS & Android Pro (mostly for the profiler, build size stripping, customized loading screen, and quicker loading screen), but I'm hesitant to pay full price. It seems like there are sales or coupons out there but I can't find any right now.
Does anyone have any tips or info on how I can buy $4500 worth of licenses at a discount?
Someone mentioned subscribing to the newsletter for a coupon but I've done that and I didn't get a coupon.
edit: Summary of findings:
Student Commercial Version
* 50% off ($750 per license component)
* Can use on 1 computer only
* 4.0 preorder + 3.x now
Normal Commercial Version
* Can contact Sales department for a discount (10-20% maybe)
* Wait for a deal, supposedly there will be a Christmas Sale (10-20% discount)
* Can use on 2 computers
* 4.0 preorder + 3.x now
So, if you want to use it on 2 computers, you're better off buying the normal commercial version
and getting a 10-20% discount.",,False,self,t5_2qwj8,1351502045.0,,,True,t3_127qwq,http://www.reddit.com/r/Unity3D/comments/127qwq/unity3d_pro_ios_android_coupons_or_sales/,
1351266457.0,7,self.Unity3D,124mch,Moving game mid development from custom C# code to Unity... Few hurdles experienced people might be able to help with.,itsSparkky,10,3,7,http://www.reddit.com/r/Unity3D/comments/124mch/moving_game_mid_development_from_custom_c_code_to/,"Hey guys!
I've got a prototype build of a game we've been playing around with built in C# using XNA. We seemed to get a lot of positive feedback on it so we're moving forward with developing the game.
Because the team wants to move to multi-platform, we're changing from the prototype engine built from scratch in c# to Unity.
One of the issues I have is the I built the engine for a 2d game, and I'm having a really hard time finding a solution in Unity to deal with 2d collisions.
Right now I have the option of building 3d objects for collision and restricting the movement to two dimensions, but I'm not sure of the overhead of that 3rd unused dimension, perhaps somebody else can tell me how good/bad an idea that is? The other option seems to be building my own collision code then simulating the world in code and then rendering using planes.
The only requirement is that the collisions have to be handled dynamically with the game, as the players can change the collidable terrain.
There seems to be a lot of resources for 2d sprite's which is good to know. Any opinions between 2Dtoolkit, ex2d and spritemanager2 would be nice.
Thanks guys, I know I'm asking a lot of questions, but seriously any help or opinions you can provide in either case would be GREATLY appreciated
",,False,self,t5_2qwj8,False,,,True,t3_124mch,http://www.reddit.com/r/Unity3D/comments/124mch/moving_game_mid_development_from_custom_c_code_to/,
1350925476.0,7,youtube.com,11wj6g,Unity Hangout II - Ask Unity Developers Your Questions (LIVE RIGHT NOW!!),Crunchman,10,3,2,http://www.reddit.com/r/Unity3D/comments/11wj6g/unity_hangout_ii_ask_unity_developers_your/,,,False,default,t5_2qwj8,False,,,False,t3_11wj6g,http://www.youtube.com/watch?v=QYOqRXV2qS8,
1350863208.0,9,developer.samsung.com,11v92k,S Pen SDK Unity Extension for the GALAXY Note released,psychohistorian3,12,3,2,http://www.reddit.com/r/Unity3D/comments/11v92k/s_pen_sdk_unity_extension_for_the_galaxy_note/,,,False,default,t5_2qwj8,False,,,False,t3_11v92k,http://developer.samsung.com/events/developer-blog/blog/GALAXY-Note-S-Pen-SDK-Unity-Extension,
1350615456.0,8,self.Unity3D,11q7tt,"When making a room in Maya for Unity3D, should I make the whole room in Maya and import to Unity or should I make each individual piece?",AnonymousTreeSmoker,11,3,5,http://www.reddit.com/r/Unity3D/comments/11q7tt/when_making_a_room_in_maya_for_unity3d_should_i/,,,False,self,t5_2qwj8,False,,,True,t3_11q7tt,http://www.reddit.com/r/Unity3D/comments/11q7tt/when_making_a_room_in_maya_for_unity3d_should_i/,
1350326189.0,7,self.Unity3D,11iuzr,Profiler GPU Usage: Other?,SpooderW,8,1,8,http://www.reddit.com/r/Unity3D/comments/11iuzr/profiler_gpu_usage_other/,"I'm working on optimizing my game, and easily the item causing the most slowdown is ""other"" on the GPU. What exactly does ""other"" include?",,False,self,t5_2qwj8,False,,,True,t3_11iuzr,http://www.reddit.com/r/Unity3D/comments/11iuzr/profiler_gpu_usage_other/,
1350266148.0,6,self.Unity3D,11ho16,Simple City Generator Suggestions? ,justafreakXD,8,2,14,http://www.reddit.com/r/Unity3D/comments/11ho16/simple_city_generator_suggestions/,[click here for the photo of what I have so far!](http://i.imgur.com/z9Bqs.jpg) Hellos reddit. I got into making a city generator thats called by one line of code and creates an entire city (different every time) at run time. Look interesting to anyone? Would it be worthy of putting on the asset store? Suggestions? I have it create cars and fire hydrants that line the streets. Everything is pretty blocky since I have one type of tile. Looking for thoughts to improve add on to it.,,False,self,t5_2qwj8,False,,,True,t3_11ho16,http://www.reddit.com/r/Unity3D/comments/11ho16/simple_city_generator_suggestions/,
1349192501.0,9,self.Unity3D,10tjvn,"Made a Tile editor/generator, but I need suggestions for improvements. You can check it out for free! ",sedesikus,9,0,7,http://www.reddit.com/r/Unity3D/comments/10tjvn/made_a_tile_editorgenerator_but_i_need/,"Hi! I was working on a tile editor/generator to simplify simple level making process in unity. You can download it in here:
[Link to info and tutorial](http://bit.ly/PL2NGQ)
Right now I need to get all the errors that might be left, and finish some options like copy, paste and such, but the core functionality is there.
What I really would need is some feedback. I need to know if this will be needed. Or what functions would be needed in it.
So, if you got any ideas, please share. Thanks!
EDIT: Sorry, but due to some major bugs i removed the link. It will be up again,. when I will fix the problems.
",,False,self,t5_2qwj8,1349294187.0,,,True,t3_10tjvn,http://www.reddit.com/r/Unity3D/comments/10tjvn/made_a_tile_editorgenerator_but_i_need/,
1349074597.0,8,self.Unity3D,10r1u7,Question about Pixel Shaders in Unity,Pnikosis,9,1,11,http://www.reddit.com/r/Unity3D/comments/10r1u7/question_about_pixel_shaders_in_unity/,"Hi there. I've been developing a game on XNA for some time, and I just realized that MS is dropping support for that framework, a decision that sucks if you ask me.
Anyway, I'm considering to port the game to Monogame or Unity, and here's my question. My game uses pixel shaders to simulate a limited field of view restricted by walls, similar to dynamic 2D shadows. Here is a video that demonstrates it: https://www.youtube.com/watch?v=r9pKpm7tGO0
So, is there a way to do this in Unity? How? I spent a lot of time learning HLSL for creating this effect, and it's the main game's feature (I don't have a pro license, if that's relevant). Can anyone give me some light here? Thanks!",,False,self,t5_2qwj8,False,,,True,t3_10r1u7,http://www.reddit.com/r/Unity3D/comments/10r1u7/question_about_pixel_shaders_in_unity/,
1348610964.0,8,dl.dropbox.com,10h2fr,[Web Player] Reflex sight shader I made in Unity,muppetzero,13,5,12,http://www.reddit.com/r/Unity3D/comments/10h2fr/web_player_reflex_sight_shader_i_made_in_unity/,,,False,default,t5_2qwj8,False,,,False,t3_10h2fr,https://dl.dropbox.com/u/69139577/Reflex/WebPlayer/WebPlayer.html,
1347357577.0,8,self.Unity3D,zpa5q,Extracting unity fonts,hay_guise,8,0,0,http://www.reddit.com/r/Unity3D/comments/zpa5q/extracting_unity_fonts/,"I just wrote a blog post about getting the texture atlas data out of a unity font. It basically means that you can pull a bitmapfont out of a unity font, and then use it in some UI/2d rendering library. We had rolled our own, but you could make use of it for one of the options in the asset store, too.
http://twistedoakgames.com/blog/?p=373",,False,self,t5_2qwj8,False,,,True,t3_zpa5q,http://www.reddit.com/r/Unity3D/comments/zpa5q/extracting_unity_fonts/,
1347267646.0,10,self.Unity3D,zn8wo,calling scripts like functions?,CharlesVI,12,2,3,http://www.reddit.com/r/Unity3D/comments/zn8wo/calling_scripts_like_functions/,"Im just wondering if it can be done?
would it be possible to say have a script like an area calculator and have another script call it say Area(height, width) and have it work like a function?
Or is this just not what scripts do?
",,False,self,t5_2qwj8,False,,,True,t3_zn8wo,http://www.reddit.com/r/Unity3D/comments/zn8wo/calling_scripts_like_functions/,
1347162026.0,7,youtube.com,zl5ns,"[DLG] Video Update #27 featuring all new animations, new firing and recoil system, and more!",DrunkenLizardGames,9,2,2,http://www.reddit.com/r/Unity3D/comments/zl5ns/dlg_video_update_27_featuring_all_new_animations/,,,False,http://b.thumbs.redditmedia.com/XgmFtuwPS0Pu_XGI.jpg,t5_2qwj8,False,,,False,t3_zl5ns,http://www.youtube.com/watch?v=-x38zKfVQ4I,
1346271736.0,7,self.Unity3D,z1dl6,An array of questions primarily about Unity on Android,pastanazgul,8,1,3,http://www.reddit.com/r/Unity3D/comments/z1dl6/an_array_of_questions_primarily_about_unity_on/,"I have recently started playing around with Unity development on Android. I've managed to get the Java SDK, the Android SDK and the device drivers for my phone (Infuse 4g) working. I have the ADB link going, I've gotten the Remote app working and I've exported .apk files and gotten them installed and running on my phone. I've got more modeling experience than coding experience as far as a gamedev knowledge base but I can figure my way around procedural code okay, and I'm slowly figuring out OO code. So far, all Javascript.
I've got quite a few questions that pertain to how things work, best practices and how things should be done. Rather than clutter up /r/Unity with a post every few days as the ideas came up, I've collected them into one post and lettered them (in no real order of importance) to make replies to individual questions easier (indeed, I'll probably go off onto some radical tangents). Any answers or information pointing me towards finding the answers myself would be greatly appreciated. In fact, thanks for even reading this far.
On to the questions. Hold on Chewie...
**A**) Identifying individual devices - I'd like to take some unique device ID and use it or a derivation of it as the key in a mySQL table for each player but I haven't been able to find a best practice for identifying an individual player's phone (or tablet I guess, but I'm just gonna say phone). Apparently Settings.Secure.ANDROID_ID isn't necessarily implemented by every manufacturer, and the IMEI can be duplicated so I was going to use MAC but then that changes depending on if the player is on wifi or cell network, right? How is this done usually?
**edit:** Since I've started this list I've found SystemInfo.deviceUniqueIdentifier . Is that a good solution?
**B**) Getting GPS coordinates - I'd like to get and use the player's GPS coordinates in game mechanics. Everything I can find points me towards using iPhoneSettings.StartLocationServiceUpdates() even if I'm building for Android, is that still the case? I got to the Unity party late, but it seems like Unity had iPhone support first and then added Android after the fact. Is this still the way to go about it or is there a proper Android call now? In addition, is there anything I can do anything in particular to minimize the games' effect on the battery due to the GPS use? I wouldn't need to pull GPS coords more than every 5-10 minutes for gameplay to work the way I want it to.
**edit:** Again, found more. Is this (http://docs.unity3d.com/Documentation/ScriptReference/LocationService.Start.html) where I need to be looking?
**C**) Minimum API level - In the Player Settings, you can set the minimum API level to build for. My game idea isn't graphically difficult (though GUI heavy) so I don't want to cut out potential players unnecessarily but I also don't want to aim to include old hardware that isn't especially common and would just complicate the situation. If there a standard cutoff?
**D**) Audio files - Are audio files handled the same on Android? Do I need to do anything to source files as far as compression before I bring them in as assets?
**E**) Images/textures - What is the ""really don't go bigger than this"" size as far as images and textures? If I really wanted to splurge on the texture size for say a skybox, since it's one of very few non GUI elements onscreen, would that be a very poor idea? How about transparencies/translucency? Is that done any differently that for desktop clients?
**F**) MySQL - I want to store and retrieve player and environment data in a MySQL server. First, is this a terrible idea as far as any sort of scaling? Would I query directly from the SQL server (isn't this a security risk?) or would I send it to a php script on my server which then interacts with the SQL server?
**G**) Statistics - What numbers should I be shooting for to get a pretty wide range of playability across hardware? I was told when developing Unity for PC/Mac, that draw calls are the most important thing to keep to a minimum, and if you observed best practices in doing that, the rest should follow nicely. First, is that total bullshit? Second, whats important on Android?
**H**) Other security concerns - I would imagine the largest concern would be an open vector into the SQL db, are there other problems more unique to mobile apps that I need to be worried about?
**I**) Screen Orientation - I want to switch between landscape and portrait in different stages of the game, I assume that its possible to override the Default Orientation setting in the player settings?
**J**) Application.genuine - Does it work reliably?
**K**) Purchased Scripts/Systems - I have a couple of purchased scripts from the asset store that I'd like to use in my Android project. Is there a way to verify scripts will work on Androids interpretation of the script vs desktop interpretation? Did that last sentence even make any sense?
**L**) Load Times - What do people usually put up with as far as load times? What's your personal goal to shoot for as far as the longest a player has to sit looking at the same screen? What are the major offenders as far as load times?
**M**) What do you wish you knew when you started on Unity for Android?
If you've gotten this far, you're among the most steadfast of redditors and I applaud you. I realize this was a wall of text, but I figured one long post was less disrupting than numerous one-question-each posts. Any help, advice or answers you can provide would be appreciated, even if it's just a search term to describe what I'm looking for. ",,False,self,t5_2qwj8,False,,,True,t3_z1dl6,http://www.reddit.com/r/Unity3D/comments/z1dl6/an_array_of_questions_primarily_about_unity_on/,
1345511965.0,7,self.Unity3D,yk0lp,"I am making animations for my character in Unity and when they play through, they do a really weird spin and get to the final destination.",ThatGuyRememberMe,9,2,14,http://www.reddit.com/r/Unity3D/comments/yk0lp/i_am_making_animations_for_my_character_in_unity/,"When I play the animations they spin around all crazy like. Does anyone know why this is? I can't find anything anywhere on this. I am animating with Unity's software.
Edit: http://www.youtube.com/watch?v=fPUOGuKWRkA&feature=youtu.be",,False,self,t5_2qwj8,1345548683.0,,,True,t3_yk0lp,http://www.reddit.com/r/Unity3D/comments/yk0lp/i_am_making_animations_for_my_character_in_unity/,
1345245219.0,7,self.Unity3D,yei3d,Any good tutorial on deploying for iOS?,davidc02,8,1,15,http://www.reddit.com/r/Unity3D/comments/yei3d/any_good_tutorial_on_deploying_for_ios/,"I'd like to find a guide that covers as much as it can. I'm already able to test my apps on my iDevices, but now I'm trying to get Game Center, and trying to upload it to iTunes Connect, and it hasn't been so straight forward.",,False,self,t5_2qwj8,False,,,True,t3_yei3d,http://www.reddit.com/r/Unity3D/comments/yei3d/any_good_tutorial_on_deploying_for_ios/,
1345220172.0,9,youtube.com,yds67,"Forth tutorial video for MegaShapes, this shows the Duplicate Layer and Copy Object options as well as the Walk Loft helper which allows easy positioning of objects and characters onto a loft surface.",SpookyCat,12,3,3,http://www.reddit.com/r/Unity3D/comments/yds67/forth_tutorial_video_for_megashapes_this_shows/,,,False,http://d.thumbs.redditmedia.com/--5ocHucl1ycThbc.jpg,t5_2qwj8,False,,,False,t3_yds67,http://www.youtube.com/watch?v=pYSluMD7aks,
1344826992.0,7,self.Unity3D,y4hrr,Particle Systems.,Elite_Monkeys,9,2,5,http://www.reddit.com/r/Unity3D/comments/y4hrr/particle_systems/,I was wondering if any one had tutorials for particle Systems.,,False,self,t5_2qwj8,False,,,True,t3_y4hrr,http://www.reddit.com/r/Unity3D/comments/y4hrr/particle_systems/,
1344129421.0,9,cakeboatgames.com,xp19h,Object Pooling For Mobile Optimization,jerkosaur,13,4,0,http://www.reddit.com/r/Unity3D/comments/xp19h/object_pooling_for_mobile_optimization/,,,False,default,t5_2qwj8,False,,,False,t3_xp19h,http://www.cakeboatgames.com/object-pooling-in-unity/,
1343977339.0,6,self.Unity3D,xlyy0,Does anyone of you integrated a crash reporting system to unity? ,xdegtyarev,8,2,4,http://www.reddit.com/r/Unity3D/comments/xlyy0/does_anyone_of_you_integrated_a_crash_reporting/,"I 'm facing a problem of integrating a crash reporting system to unity, such as bugsense or crittercism. Does anyone had an experience?",,False,self,t5_2qwj8,False,,,True,t3_xlyy0,http://www.reddit.com/r/Unity3D/comments/xlyy0/does_anyone_of_you_integrated_a_crash_reporting/,
1342851030.0,6,self.Unity3D,wwxds,Looking for a partner or partners for hobby game.,stedic,8,2,7,http://www.reddit.com/r/Unity3D/comments/wwxds/looking_for_a_partner_or_partners_for_hobby_game/,"Really I'm just looking to learn more about game design in general.
I'm into high poly modeling but I'm slowly getting into low poly models and unity3D. Would love to share a few of my game ideas with other Kindred Spirits.
Anyone out there?",,False,self,t5_2qwj8,False,,,True,t3_wwxds,http://www.reddit.com/r/Unity3D/comments/wwxds/looking_for_a_partner_or_partners_for_hobby_game/,
1342728682.0,8,self.Unity3D,wu2et,How do you properly set up the game (more details inside)?,fabis,11,3,4,http://www.reddit.com/r/Unity3D/comments/wu2et/how_do_you_properly_set_up_the_game_more_details/,"So I've been playing with Unity and I'm good with the basics, but one thing keeps holding me back (and has held me back whenever I tried making a game before in any other engine) - Not knowing how to order everything and pretty much put it all together?
It's hard to explain, but I understand scripting, how to import models, GUI stuff etc., but I don't know how to put it all together. I know that games need some sort of manager that keeps everything in check, loads levels, sets everything up etc. but I'm not sure how do I go about doing that.
A real life example - I know how to make bricks, planks, nails, all kinds of building materials, but I'm not sure how to put them together in a functional working house.
This whole thread might sound stupid, but really if I'm looking for tutorials it's always on how to create a simple game that doesn't require any kind of managers or whatever or the tutorial concentrates on just one thing (for example, how to move your character).
Also I hate video tutorials, because I can get through text tutorials a lot quicker.",,False,self,t5_2qwj8,False,,,True,t3_wu2et,http://www.reddit.com/r/Unity3D/comments/wu2et/how_do_you_properly_set_up_the_game_more_details/,
1340973065.0,7,self.Unity3D,vsj86,Ask unity: Any recommendation for a unity tutorial that assumes you know programming?,bajsejohannes,10,3,14,http://www.reddit.com/r/Unity3D/comments/vsj86/ask_unity_any_recommendation_for_a_unity_tutorial/,"Hi, r/unity3d!
I've been programming for almost as long as I can remember, and a lot of that has been game programming. So I thought I try out this new fancy Unity3d that seems to be all the rage.
In the end, I'm just utterly confused about the hierarchy, game objects, inspector, assets and the unity GUI in general. I realize this might be the biggest paradigm shift I've had in programming. Until now, it's been text files and only text files. Every tutorial I can find, however, seems to be focussing on programming, and just happen to mention unity in passing.
So the question is: Is there a Unity tutorial, book or primer that assumes you know everything there is to know about programming, including game programming?
EDIT: Thanks for all answers! I looked a bit at all of them, but in the end I just read the unity manual (included with unity for offline viewing as well). And I have to say. It was awesome and exactly what I needed.",,False,self,t5_2qwj8,1341231221.0,,,True,t3_vsj86,http://www.reddit.com/r/Unity3D/comments/vsj86/ask_unity_any_recommendation_for_a_unity_tutorial/,
1338835873.0,9,forum.unity3d.com,ukmhi,cukunity : Behaviour Driven Development Framework for your Unity 3D games,Samus_,11,2,3,http://www.reddit.com/r/Unity3D/comments/ukmhi/cukunity_behaviour_driven_development_framework/,,,False,default,t5_2qwj8,False,,,False,t3_ukmhi,http://forum.unity3d.com/threads/130476-cukunity-Behaviour-Driven-Development-Framework-for-your-Unity-3D-games,
1338697328.0,9,self.Unity3D,ui6kl,What do security-conscious people do for multiplayer networking?,jorgenpt,9,0,4,http://www.reddit.com/r/Unity3D/comments/ui6kl/what_do_securityconscious_people_do_for/,"Hi,
I've been tinkering with Unity's networking support today, and while it's easy to get started and use it, it doesn't seem to lend itself to security.
They have [Network.InitializeSecurity](http://unity3d.com/support/documentation/ScriptReference/Network.InitializeSecurity) which takes care of network layer security (but it doesn't seem to authenticate the server), and their docs say 'You will need to account for this [...] at the game layer.'
Here are my gripes with using Unity's networking to do ""game layer"" security:
* It doesn't seem to be possible to restrict who's allowed to call Network.Instantiate/Network.Destroy. For security, you'd want only the server to be able to instantiate and destroy objects.
* RPCs always arrive with NetworkMessageInfo#sender set to -1 (if you used RPCMode.All and this is the sending machine) or 0 (every other case, indicates server). Since I can't find a way to filter RPCs on the server, this means that **any** connected client can call **any** RPC method on other clients, and the clients can't tell it's not from the server. The only solution to this involves not being able to use RPCMode.All in your code, and instead use RPCMode.Server to fake broadcast: You'd have the server relay the information with a unique magic number for each client, so that the client can ascertain that it came from the server. This also means you need to re-implement buffering (since you can't use RPCMode.AllBuffered).
Are these concerns correct - or did I miss something in my tinkering? If they are, what do you guys use for networking your multiplayer games?
As alternatives, I've seen the following thrown around:
* [Photon](http://www.exitgames.com/Photon/Unity) - has semi-authoritative support, but doesn't integrate well with Unity (according to [this post on the unity forums](http://forum.unity3d.com/threads/113321-Experience-with-Unity-Networking-Photon-and-uLink-UnityPark-Suite-for-My-Giants))
* [uLink](http://muchdifferent.com/?page=game-unitypark) - seems to have good security and integrates well with Unity, but even the indie license is tad expensive for my hobbyist needs (EUR550)
Any others? Any input on these?
**EDIT**: Also see my thread on the unity forums: http://forum.unity3d.com/threads/138437-What-do-security-conscious-people-do-for-multiplayer-networking-x-post-r-Unity3D",,False,self,t5_2qwj8,1339096927.0,,,True,t3_ui6kl,http://www.reddit.com/r/Unity3D/comments/ui6kl/what_do_securityconscious_people_do_for/,
1336858341.0,9,2darray.net,tk4oy,"Ahoy, Unitarians! I've been working on my first tiny Unity game for a few weeks–how am I doing so far?",2DArray,14,5,15,http://www.reddit.com/r/Unity3D/comments/tk4oy/ahoy_unitarians_ive_been_working_on_my_first_tiny/,,,False,default,t5_2qwj8,False,,,False,t3_tk4oy,http://2darray.net/etcetera/arena.html,
1334888978.0,7,self.Unity3D,siy5c,Any open source unity projects?,itszkk,8,1,1,http://www.reddit.com/r/Unity3D/comments/siy5c/any_open_source_unity_projects/,"I've been working with unity for a little while now, does anyone know of some open source games that are being developed?",,False,self,t5_2qwj8,False,,,True,t3_siy5c,http://www.reddit.com/r/Unity3D/comments/siy5c/any_open_source_unity_projects/,
1334586091.0,9,self.Unity3D,scef7,Using 1 unit = 1 pixel and physics.,fecal_brunch,9,0,20,http://www.reddit.com/r/Unity3D/comments/scef7/using_1_unit_1_pixel_and_physics/,"I've seen people recommending using a 1 unit = 1 pixel for using 2D pixel art in Unity. However, using a scale of 1 unit = 1 m is recommended by the docs.
I'm creating a platformer using CharacterControllers and Rigidbodies. In the game I'm making if I use the pixel scale, my player character will be roughly 25 units tall.
Are there any problems with using a much large scale?",,False,self,t5_2qwj8,False,,,True,t3_scef7,http://www.reddit.com/r/Unity3D/comments/scef7/using_1_unit_1_pixel_and_physics/,
1334159401.0,6,self.Unity3D,s4h3x,How far can you get without learning C#?,Laurikens,9,3,28,http://www.reddit.com/r/Unity3D/comments/s4h3x/how_far_can_you_get_without_learning_c/,"I'm aware that you can also you javascript in unity but I don't know any of this either.
All I am knowledgeable in is the python programming language.
I am here to learn though, so if its a good idea that I learn C# I am willing.",,False,self,t5_2qwj8,False,,,True,t3_s4h3x,http://www.reddit.com/r/Unity3D/comments/s4h3x/how_far_can_you_get_without_learning_c/,
1333906562.0,6,self.Unity3D,rzfow,Should I be using a Raycast for this?,CygnusVismundCygnus,8,2,12,http://www.reddit.com/r/Unity3D/comments/rzfow/should_i_be_using_a_raycast_for_this/,"So I have very very limited experience Raycasting, I've been studying it for the past week or so and figured I knew enough to impliment it.
Boy was I mistaken.
Basically, I'm having the player character shoot a raycast straight down from it's center. It works; I can see that with Debug.DrawRay.
I'm trying to have the Raycast detect the angle of the floor beneath the player and rotate the player to match the incline [basically terrain hugging], but what I *thought* would return the transform.rotation is actually just returning the point in which it hits the ground object.
Can Raycasting do this, or am I just totally off track? Regardless, I'm glad I learned it as it'll be useful for the simple AI I'm going to use, but if anyone has a solution, it's much appreciated.",,False,self,t5_2qwj8,False,,,True,t3_rzfow,http://www.reddit.com/r/Unity3D/comments/rzfow/should_i_be_using_a_raycast_for_this/,
1332415741.0,8,imageshack.us,r8880,Sketchup => Collada => Unity = a bit of a mess,B0Y0,9,1,21,http://www.reddit.com/r/Unity3D/comments/r8880/sketchup_collada_unity_a_bit_of_a_mess/,,,False,http://c.thumbs.redditmedia.com/8Si5TOMk6VFSjsWV.jpg,t5_2qwj8,False,,,False,t3_r8880,http://imageshack.us/photo/my-images/4/failport.png/,
1332377900.0,8,shawn.origaminc.com,r7n4h,Some Git and some Unity (and a little Redmine too)….(Uno)(x-post from /r/devblogs),jimjastajay,8,0,7,http://www.reddit.com/r/Unity3D/comments/r7n4h/some_git_and_some_unity_and_a_little_redmine/,,,False,http://d.thumbs.redditmedia.com/bw1o_MCbp_WLq-VE.jpg,t5_2qwj8,False,,,False,t3_r7n4h,http://www.shawn.origaminc.com/blog/?p=357,
1331581369.0,9,self.Unity3D,qtc4v,Using Git with Unity Free?,supermario182,12,3,13,http://www.reddit.com/r/Unity3D/comments/qtc4v/using_git_with_unity_free/,"I've been using git and github for a project im doing. I have the unity free license (and now android and ios basic!), and i've been using git, mostly as a backup, but to also keep track of versions and so i can remotely get it from github wherever i am.
It's just me working on it so i haven't had any issues yes, but I've found that I can no longer pull from my git hub repo without some merge issues. (say i make some updates on my pc, then push them to github, and try to pull them onto my laptop) ive resorted to erasing and re initializing then cloning my repo to get around it.
should i be worried about issues when i push into my github repo? or is there some way to do a type of clone, so its not merging changes in, its just completely replacing it?
is there a better way to do this? maybe i should just use drop box and replace all the files each time?",,False,self,t5_2qwj8,False,,,True,t3_qtc4v,http://www.reddit.com/r/Unity3D/comments/qtc4v/using_git_with_unity_free/,
1330382890.0,9,self.Unity3D,q8rcb,Using Unity to make non game software. Yes no?,Cookizza,12,3,17,http://www.reddit.com/r/Unity3D/comments/q8rcb/using_unity_to_make_non_game_software_yes_no/,"I have a project coming up that involves creating a point of sale system of sorts. It will be rather simple and involve matching invoice items to files and images sitting in local folders. I have alot of experience using Unity C# and know it can handle file IO operations no problem. Alot of the images this software will handle are rather large but I already know Unity C# can handle all the functions we need.
My question, is it completely retarded to use purely Unity GUI and make an application like this? The up sides I see at the moment is the ability to use cross platform (PC, Mac) as well as deploy 'trade show' versions on tablets (iOS, android). Unity is obviously a plus in that direction.
Thoughts? Problems? Alternatives welcome :)",,False,self,t5_2qwj8,False,,,True,t3_q8rcb,http://www.reddit.com/r/Unity3D/comments/q8rcb/using_unity_to_make_non_game_software_yes_no/,
1330112717.0,8,self.Unity3D,q4gl2,What little bugs have you spent hours on?,jafarykos,10,2,28,http://www.reddit.com/r/Unity3D/comments/q4gl2/what_little_bugs_have_you_spent_hours_on/,"Today I battled a floating-point arithmetic bug where my 2d physics class wasn't seeing that two vectors were equal. Essentially I wrote a 2d kinematic component that can move objects around, bounce between points, etc. Once the movement is done it fires off an event to let listeners know that the movement was completed, but today it wasn't working.
Yesterday I had moved the parent object around and as a result I must have found some sweet spot where the floating point rounding errors surfaced. I had a very small difference when subtracting two equal vectors. The difference was 10^-5. I had to write a ""sufficiently equal"" extension method for the Vector3 class to fix the issue.
What other gotchas or bugs have you guys run into? Also, I suppose this is more of a generic programming question, but I ran into this while working inside Unity.",,False,self,t5_2qwj8,False,,,True,t3_q4gl2,http://www.reddit.com/r/Unity3D/comments/q4gl2/what_little_bugs_have_you_spent_hours_on/,
1307645995.0,8,destructoid.com,hvqp9,E3: Shadowgun looks ridiculous for a tablet game (It's made with Unity 3D),xe-cute,9,1,4,http://www.reddit.com/r/Unity3D/comments/hvqp9/e3_shadowgun_looks_ridiculous_for_a_tablet_game/,,,False,default,t5_2qwj8,False,,,False,t3_hvqp9,http://www.destructoid.com/e3-shadowgun-looks-ridiculous-for-a-tablet-game-203387.phtml,
1268244083.0,8,bit-tech.net,bbpda,Battlestar Galactica MMO to be built with Unity,,9,1,0,http://www.reddit.com/r/Unity3D/comments/bbpda/battlestar_galactica_mmo_to_be_built_with_unity/,,,False,http://thumbs.reddit.com/t3_bbpda.png,t5_2qwj8,False,,,False,t3_bbpda,http://www.bit-tech.net/news/gaming/2010/03/10/battlestar-galactica-online-announced/1,
1256914757.0,7,reddit.com,9zdpo,Indie Gaming Reddit - Thriving 420 Users Strong,,8,1,10,http://www.reddit.com/r/Unity3D/comments/9zdpo/indie_gaming_reddit_thriving_420_users_strong/,,,False,default,t5_2qwj8,False,,,False,t3_9zdpo,http://www.reddit.com/r/IndieGaming/,
1376685404.0,7,self.Unity3D,1kidy3,Any interest in a Tower Defense framework for Unity?,Yogoat,10,3,3,http://www.reddit.com/r/Unity3D/comments/1kidy3/any_interest_in_a_tower_defense_framework_for/,"I want to build an editor extension for Unity as part of a projects class at my school. The first Idea I had was a Tower Defense framework that would provide developers with all of the basic, necessary components for a game of the genre. After describing the idea to the instructor, he urged me to look at what sort of extensions people actually wanted to see if there was any interest in this idea.
So I'm asking you guys if there would be any interest in this project and what sort of things you would like to see included in the framework, or if you're not interested, what sort of extensions you would like to see.
Any input is very much appreciated!",,False,self,t5_2qwj8,False,,,True,t3_1kidy3,http://www.reddit.com/r/Unity3D/comments/1kidy3/any_interest_in_a_tower_defense_framework_for/,
1376598429.0,7,self.Unity3D,1kfwyj,Metroid Prime-like room loading,SoulCantBeCut,7,0,4,http://www.reddit.com/r/Unity3D/comments/1kfwyj/metroid_primelike_room_loading/,"Hi,
I'm working on a 3D game and I want to have a ""you can go anywhere"" approach separated by rooms. The world will be fairly large, so I can't have everything in memory at all times, and separating the areas by doors will give me the ability to design rooms independently of each other.
Here's how the system is supposed to work:
* You're in a room with a door. When you do something to open the door, the next room loads. If you don't go into that room for a while, the door closes and that room unloads.
* If you go into the next room, after a while the door closes behind you and the previous room unloads.
* If you open a new door in the next room, it closes the previous door, unloads the previous room and loads the next room.
* When a room unloads, everything in the room (enemies, pickups) reset, unless they are marked by a global flag (for example if a bridge is broken, the bridge will stay broken even if you go back).
Could you point me to a resource that could help me do this? I think it would involve usage of LoadLevelAdditiveAsync, but there's no UnLoadLevelSubtractiveAsync.",,False,self,t5_2qwj8,False,,,True,t3_1kfwyj,http://www.reddit.com/r/Unity3D/comments/1kfwyj/metroid_primelike_room_loading/,
1376544806.0,8,self.Unity3D,1keibm,Best 2d unity 4.x map maker plugin for top-down game creation?,Mr_TwoDimensional,11,3,5,http://www.reddit.com/r/Unity3D/comments/1keibm/best_2d_unity_4x_map_maker_plugin_for_topdown/,"Hi everyone, I'm looking at all the different plugins for Unity related to creating 2d games, reading all the features and what is offered, and I have a few questions to anyone that has any experience with any of these. There are quite a few 2d map making plugins out there, and many of them look really great, but I'm trying to find one that will work best with my needs rather then spending money on plugins to find out something isnt quite what I wanted. I'm hoping there might be a plugin that we can modify or use to save time and hoping anyone with experience with these might be able to throw in any advice or suggestions on a plugin, based on our needs below. Also, hopefully any answers to this post will help other people in the future as well.
What we need and what we're doing/looking for:
We're planning on creating a 2d multiplayer rpg with some maps hand created, others randomly generated (yay another 2d game). The game will be top down view, not side scroller. We will have our own artwork, raster based pixel art, or possibly vector due to scaling. We plan on making this very basic at first because it's a learning experience for us (two ppl working on this). I've programmed server side before (although not for a game), so this project is sort of an amalgamation of all my previous experience and learning more about game development as well. Regardless, we want to begin with a very basic 2d map with client(s) <-> server interaction.
My question is, what might be the best supported 2d map making plugin for unity that offers map creation with collision detection that is not just standard shapes but rather poly based? My main concern is ensuring that collision and what not are also later on able to be synced with other connected players through a server. Likewise, we're looking for something that can scale big and small, something that can support larger maps without consuming a lot of resources. With that said, obviously it would be bad coding if the entire large map was generated for a client but only the user viewable area was seen (i.e. 5km x 5km map with .25km x .25km viewable), thus I'm not sure if there is a map making engine that only renders the user viewable area when compiled. Are there plugins that can be modified if the featureset isnt exactly what we want, so we can customize it to our own requirements? And is there anything that comes close to providing some of these capabilities?
I appreciate any replies, and I apologise in advance if anything isnt clear or doesnt make sense. Thank you.",,False,self,t5_2qwj8,False,,,True,t3_1keibm,http://www.reddit.com/r/Unity3D/comments/1keibm/best_2d_unity_4x_map_maker_plugin_for_topdown/,
1376337104.0,7,self.Unity3D,1k874t,Making particles burst out in one shot?,ThatGuyRememberMe,7,0,8,http://www.reddit.com/r/Unity3D/comments/1k874t/making_particles_burst_out_in_one_shot/,"As soon as I tell it it simulate, I want the particles to burst out in one shot and stop simulating. What setting controls this?",,False,self,t5_2qwj8,False,,,True,t3_1k874t,http://www.reddit.com/r/Unity3D/comments/1k874t/making_particles_burst_out_in_one_shot/,
1376272204.0,7,self.Unity3D,1k6gn0,Help with making an object be at the center of the screen.,jtr01,9,2,8,http://www.reddit.com/r/Unity3D/comments/1k6gn0/help_with_making_an_object_be_at_the_center_of/,"Hey guys, I've been stuck here for a while. I want to make my object appear in the center of the screen if I pick it up. I have everything already set up, but when I click on my object to pick it up, it appears on the side of my screen, instead of the exact center. Can anyone help me with this issue?
Note: This script is connected to the object itself, not the character controller, so when I try anything that involves a camera, it usually doesn't work.
if(Input.GetKeyDown(KeyCode.Mouse0) && collider.Raycast(ray, out hit, 6)){
myTransform.position = new Vector3(charCon.position.x + 2, charCon.position.y, charCon.position.z +2);
}",,False,self,t5_2qwj8,False,,,True,t3_1k6gn0,http://www.reddit.com/r/Unity3D/comments/1k6gn0/help_with_making_an_object_be_at_the_center_of/,
1376025136.0,7,digitalraingames.com,1k0bzu,"I'm making a game, and looking for help! [Details inside]",Chris_Bruin,8,1,11,http://www.reddit.com/r/Unity3D/comments/1k0bzu/im_making_a_game_and_looking_for_help_details/,,,False,default,t5_2qwj8,False,,,False,t3_1k0bzu,http://digitalraingames.com/files/BlindBuilds/August%207th/August%207th%20Web.html,
1375999509.0,7,self.Unity3D,1jzi6u,When to use an interface and when to use abstract classes in C#?,AgileHunter,7,0,8,http://www.reddit.com/r/Unity3D/comments/1jzi6u/when_to_use_an_interface_and_when_to_use_abstract/,"This is bugging me quite some time now, I have a moderate experience in C#, but I am quite forgetful when it comes to coding and remembering when to use what, still currently messing about in Unity3D.
But my main questions are when would you write an interface to use with a script and when would you use abstract classes?",,False,self,t5_2qwj8,False,,,True,t3_1jzi6u,http://www.reddit.com/r/Unity3D/comments/1jzi6u/when_to_use_an_interface_and_when_to_use_abstract/,
1375974494.0,7,self.Unity3D,1jyjd7,"What would make an animated character ""go funky"" from Maya into Unity?",Anacon989,11,4,9,http://www.reddit.com/r/Unity3D/comments/1jyjd7/what_would_make_an_animated_character_go_funky/,"Working on a project. Have a bear. He looks all fine and dandy in Maya, as shown here in the top set of pics. When it is exported into Unity, he goes all funky, as shown in the bottom set.
[Comparison Pics](http://i.imgur.com/hFrvX4j.jpg)
This is usually my process when exporting characters into Unity from Maya.
1. I select the mesh and just export as an fbx. More times than not this works and everyone is happy. If this doesn't work,
2. I reset the bindPose, export. If this didn't work,
3. I bake the joints. I don't like doing this since it tends to increase the size of the fbx considerably, but if it looks right I am satisfied. If this doesn't,
4. I select all the joints and mesh and export. This shouldn't work, but sometimes it does. If not this,
5. I bake the joints, remove all IKs and Constraints and select the entire rig and export as fbx. Not terribly efficient, but also have found satisfying results.
Here I am now after the last step. I have a hankering that it has something to do with the rig itself, but I cannot identify what it is about the rig that I need to fix since I cannot see the issue with it in Maya. I also think I am not giving enough information, but I will provide what I can to the best of my ability. Any assistance will be much appreciated.
EDIT: Updated pic.",,False,self,t5_2qwj8,1375976724.0,,,True,t3_1jyjd7,http://www.reddit.com/r/Unity3D/comments/1jyjd7/what_would_make_an_animated_character_go_funky/,
1375804578.0,7,self.Unity3D,1jtfyz,Is it possible to persist instantiated objects?,digitalsalmon,8,1,8,http://www.reddit.com/r/Unity3D/comments/1jtfyz/is_it_possible_to_persist_instantiated_objects/,"Lets say I want to use code to instantiate a pretty shape out of 5000 primitive cubes (That isn't what i'm doing, but it's an example).
After creating the objects, I need them to persist (stay in the game/hierachy etc) when I turn off play mode in editor. I will then of course turn off the script that created them.
Is this possible?",,False,self,t5_2qwj8,False,,,True,t3_1jtfyz,http://www.reddit.com/r/Unity3D/comments/1jtfyz/is_it_possible_to_persist_instantiated_objects/,
1375754423.0,8,self.Unity3D,1js7ic,I'm terrible at using Unity Terrain. What are my options?,where_is_the_any_key,8,0,20,http://www.reddit.com/r/Unity3D/comments/1js7ic/im_terrible_at_using_unity_terrain_what_are_my/,"Edit: I ended up using the [Unity Terrain Toolkit](https://code.google.com/p/unityterraintoolkit/) by Sanor Moldan. I modified it slightly to stop throwing errors, [here's](http://ubuntuone.com/2KuGsl8y2pAYNG5Hy7m0kV) the modified version. Note, the toolkit must be in the root of your asset folder.",,False,self,t5_2qwj8,1376054663.0,,,True,t3_1js7ic,http://www.reddit.com/r/Unity3D/comments/1js7ic/im_terrible_at_using_unity_terrain_what_are_my/,
1375692380.0,8,assetstore.unity3d.com,1jqaq2,"BuildR is 70% off at the moment. A fast, simple and effective system to create buildings within Unity.",jasperstocker,10,2,5,http://www.reddit.com/r/Unity3D/comments/1jqaq2/buildr_is_70_off_at_the_moment_a_fast_simple_and/,,,False,http://c.thumbs.redditmedia.com/1mz400cdCs0rxZTz.jpg,t5_2qwj8,False,,,False,t3_1jqaq2,https://www.assetstore.unity3d.com/#/content/7292,
1375549746.0,6,answers.unity3d.com,1jmtoq,"Guys i need some help, could you take a look at this?",termoventilador,8,2,7,http://www.reddit.com/r/Unity3D/comments/1jmtoq/guys_i_need_some_help_could_you_take_a_look_at/,,,False,default,t5_2qwj8,False,,,False,t3_1jmtoq,http://answers.unity3d.com/questions/506924/problem-updating-animation-with-intervals.html,
1375460639.0,7,self.Unity3D,1jkldb,"I'm at my wit's end, please help me!",Sexual_Lettuce,10,3,14,http://www.reddit.com/r/Unity3D/comments/1jkldb/im_at_my_wits_end_please_help_me/,"I would really love to make something similar to this but using Unity and putting my own spin on it and making several changes. http://www.captainforever.com/captainforever.php but with 3D objects on a 2D plane.
I am able to drag my ship parts with this script http://pastebin.com/s61Ywtxu It works!
I feel like I've tried everything under the sun to make this determine if you're within range to rotate, snap (so that way the cubes are lined up) and create a joint when within range.
-I've tried addexplosionforce with a negative value
-I've tried rotation based on finding the cube's faces by adding extra planes where the faces of the cube are. http://pastebin.com/5AtVdgnB
-Collision script that automatically parents the collided object http://pastebin.com/GFydvKC7
-Tried creating planes that act as placement zones and that was incredibly difficult and I ultimately couldn't finish that script.
-I have an entire folder full of scripts that fail and aren't worth mentioning
Please help me, I feel at my wit's end. I've spent about 65-70hours trying to figure this out and I just can't. I've spent about 7 hours searching online to see if there was a previous solution to my problem and I was unable to find one. Thank you for reading this far, if you're able to please provide guidance or help me find a solution to this. ",,False,self,t5_2qwj8,1375488795.0,,,True,t3_1jkldb,http://www.reddit.com/r/Unity3D/comments/1jkldb/im_at_my_wits_end_please_help_me/,
1375393688.0,7,self.Unity3D,1jiusl,Advice on a endless runner game for iOS and Android,MongooseJesus,8,1,10,http://www.reddit.com/r/Unity3D/comments/1jiusl/advice_on_a_endless_runner_game_for_ios_and/,"Hi guys! Was just looking for some advice and theory on a endless runner game.
I currently have my game set up where my player consistently moves forward and has gravity attached so they're forever falling to the floor. You must hit into a booster to keep yourself afloat for a little while longer.
So far it's all going great, and although my game doesn't look pretty, the core mechanics are there and working.
My question regards the generation of the level. I currently have a script attached to a empty gameObject that moves forward at 50.0f per update, and generates a random gameObject from an array every 5 seconds. I've experimented with making 3 different types of terrain, and just attaching them as a gameObject to that script, but I feel this is a huge resource hog, especially for mobile platforms (on my iPad mini I was getting 15fps, but perfect 30fps on iPhone 5).
I've also tried making normal planes with trees and objects attached to them, and then saved them as a prefab. This was ok, but I feel that when I start to make my objects more detailed with better effects, more grass and better trees it'll severely affect performance.
What you guys recommend? Any help would be greatly appreciated. ",,False,self,t5_2qwj8,False,,,True,t3_1jiusl,http://www.reddit.com/r/Unity3D/comments/1jiusl/advice_on_a_endless_runner_game_for_ios_and/,
1375279985.0,7,self.Unity3D,1jf6ql,What do you use for a database in your projects?,Days,7,0,7,http://www.reddit.com/r/Unity3D/comments/1jf6ql/what_do_you_use_for_a_database_in_your_projects/,"I know there are a few different options for using databases within Unity. Everything from rolling your own SQLite database to using XML or JSON objects to keep your data in one place. So I'm wondering what the pulse of the community has to say about it.
In the case of balancing stats for your players and AI do you:
* Hard code everything directly in your game objects
* Use a SQL (or similar) database and pull information out of it when creating objects
* Use a spreadsheet or other utility and export to a format that is easy to parse
What about Localization? There are a couple items in the asset store that assist with Localization, and I don't know how many games support it but if you were to localize, what would be your method of choice?
The reason I am asking is, I have been working on an editor extension that streamlines both of these processes, but I would like to cover any gaps that I may have overlooked.",,False,self,t5_2qwj8,False,,,True,t3_1jf6ql,http://www.reddit.com/r/Unity3D/comments/1jf6ql/what_do_you_use_for_a_database_in_your_projects/,
1375268037.0,5,self.Unity3D,1jewqs,"Beginner with Unity, help?",taylorc38,8,3,12,http://www.reddit.com/r/Unity3D/comments/1jewqs/beginner_with_unity_help/,"I learned 3D game development on UDK, but my school's game dev program is switching to Unity this year. I'm trying to learn it ahead of time, but already I'm having problems. How, for instance, do I make the geometry for a level? In the UDK level editor, I could simply create shapes and terrain and the level without importing anything. Is that how Unity works, or do I need to create the actual level in some other program and import it?",,False,self,t5_2qwj8,False,,,True,t3_1jewqs,http://www.reddit.com/r/Unity3D/comments/1jewqs/beginner_with_unity_help/,
1374950632.0,7,self.Unity3D,1j67zg,What game genre/features is Unity particularly good or bad at?,cairmen,7,0,23,http://www.reddit.com/r/Unity3D/comments/1j67zg/what_game_genrefeatures_is_unity_particularly/,"So, I may be making my first foray into Actual Game Design soon. I say ""Actual Game Design"" because I've been developing with most of the elements of 3D games for about 15 years now - animation, lighting, real-time rendering, a variety of game engines - but I've never made an actual, y'know, game.
I'm almost certainly going to be using Unity. Now, I know from similar projects in the Machinima world that engines tend to be good at some things and bad at others - for example, the Neverwinter Nights engine is great at dungeon environments and cities.
I'm wondering - what are Unity's strong points and weak points in this regard? Are there genres of game, setting or game mechanic that it's particularly good at, environments it does really well, features that it's surprisingly advanced at?
Conversely, are there features, game mechanics, genres etc that are best avoided, all things being equal? For example, I know that Unity's networking code is meant to be somewhat sub-optimal.
All answers much appreciated - thanks! ",,False,self,t5_2qwj8,False,,,True,t3_1j67zg,http://www.reddit.com/r/Unity3D/comments/1j67zg/what_game_genrefeatures_is_unity_particularly/,
1374854977.0,6,self.Unity3D,1j3r2s,Question Concerning Unity/OUYA,XaeroA,7,1,11,http://www.reddit.com/r/Unity3D/comments/1j3r2s/question_concerning_unityouya/,"Hey there everyone, me and a few friends have decided to build a game based on a multi-player, 2-4 folks on a couch sorta deal, and for this reason we've decided to use Unity, now I've used Unity for PC before and am fluent-ish in C# within the engine.
Unfortunately we wont have access to the console for a while, so at the moment we're gonna focus some things that aren't reliant on console input (such as items, environment, that sorta deal), got a few questions though and was wondering if I could get some help answering them.
1- Do C# scripts work with Android, and can we transfer them from regular projects to Android ones by copy/pasting whatever? (This one seems kinda stupid I think, but I literally have no Android Dev experience not even tech demo's so better safe than sorry right)
2- Does anyone know the differences between controller inputs (OUYA, Dual Shock, X360) on the console and how they'd act differently within the environment?
3- Do you need the OUYA connected at all times for deving in Unity, or just for whenever you want to Debug/Run the game?
I greatly appreciate any response from you all and it would really help out, we want to dive in and get some of the more trivial core stuff working while waiting to get at an OUYA.
Also was considering building an Input script to handle each players input, allowing to test gameplay on PC and then just change the script around when it comes to OUYA dev with the new inputs, is that feasible?
Should probably also note, I'm mainly a designer, still relatively new to programming (only really been trying it out for the last 6 months ish) so sorry if my post makes no sense and sorry for the long post.
EDIT: I'd just like to say, thanks so much to everyone for all their help and input, there's actually a few things we were going to do more long winded before the suggestions so this has helped loads.",,False,self,t5_2qwj8,1375190748.0,,,True,t3_1j3r2s,http://www.reddit.com/r/Unity3D/comments/1j3r2s/question_concerning_unityouya/,
1374437757.0,9,self.Unity3D,1irmk9,Best practices for managing Input,fyndor,10,1,15,http://www.reddit.com/r/Unity3D/comments/1irmk9/best_practices_for_managing_input/,"I know that I should be using the InputManager instead of hardcoding keys, but beyond that what patterns do you guys use to manage user input?
I ask because right now I have a script the detects a left click and does a raycast from the screen in to the world to see if you clicked on a mob and if so it selects the mob. Now I added an action bar and I am realizing that I am going to need to make sure that if the click happened on the action bar then the unit selection code should not consider that to be an attempt to select a unit. I could put code in the unit selection script and in my action bar script to make this work, but that seems like it could get messy real fast as I add more and more uses for left click in my game.
I am thinking I should create a central place to handle all user input and send messages to components when the input system determines that a user input was meant for a specific component/script. I started writing this game using the BurgZergArcade [Hack and Slash tutorial](http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial), and from that tutorial I had added ""CSMessenger Extended"" from [http://wiki.unity3d.com/index.php?title=CSharpMessenger_Extended](http://wiki.unity3d.com/index.php?title=CSharpMessenger_Extended). I am thinking of using this to send messages from the input system to the components. Does this seem like a good way to do it? What do you guys do? Do you put your input code directly in to the components that make use of the input or do you put it in a more central place to manage the inputs coming in?
**Edit:
After hearing about how I shouldn't be using Unity's GUI, I figured out and got a test running of using 2 cameras, one for the 3D GUI (yay 3D!) and one for my 3D world. This definetly shows me though that I should consider having the mouse click code in one place so i can do this:**
if (raycast hits my gui) {
have gui respond
} else if (raycast hits a mob in 3D world) {
select mob
}
**So this leads me to now ask, does anyone here have experience using separate cameras for GUI and 3D world? My test works nicely, but right now my GUI and GUI camera are just sitting around under my terrain :D Do you guys that use this technique put the GUI in a separate scene and LoadSceneAdditive? I'm thinking at the very least I will need to add a plane below my 3D GUI objects because having them float in mid air is pretty disorienting to work with in the scene.**
",,False,self,t5_2qwj8,1374453663.0,,,True,t3_1irmk9,http://www.reddit.com/r/Unity3D/comments/1irmk9/best_practices_for_managing_input/,
1374299077.0,7,dl.dropboxusercontent.com,1iojmm,Looking for feedback on my army painter shader web demo work-in-progress,AnomalousUnderdog,8,1,8,http://www.reddit.com/r/Unity3D/comments/1iojmm/looking_for_feedback_on_my_army_painter_shader/,,,False,default,t5_2qwj8,False,,,False,t3_1iojmm,http://dl.dropboxusercontent.com/u/25260770/ArmyPainter/WebPlayer.html,
1374161671.0,6,self.Unity3D,1ikbid,Tips and Tricks for building an outdoor terrain,madmike6537,7,1,18,http://www.reddit.com/r/Unity3D/comments/1ikbid/tips_and_tricks_for_building_an_outdoor_terrain/,"Hi Reddit,
I am working on building an outdoor terrain, and I am struggling. I think much of the problem is I am just not very artistic, but I was wondering if there are any tips or tricks for making an outdoor terrain look good?
I am not really looking for advice on how to actually use the editor, I am very familiar with it and there are several tutorials out there. I am more looking for:
* How can I make my terrain interesting? I feel like its somewhat boring.
* How do you go about building your large terrains? (aside from using an add-on). Do you focus on smaller peices at one time or get the overall heightmap done then add detail?
* I feel like the player can see way too far and it feels off, how can I add fog or something that will look good and limit vision?
* Any other general tips for making outdoor maps
* Any examples of outdoor maps that I could look at, specifically larger outdoor exploration type maps that I could get inspiration from
Thanks guys!",,False,self,t5_2qwj8,1374162260.0,,,True,t3_1ikbid,http://www.reddit.com/r/Unity3D/comments/1ikbid/tips_and_tricks_for_building_an_outdoor_terrain/,
1374157057.0,9,issamkhalil.wordpress.com,1ik5px,How to detect/display that an #unity3d inspector window is locked,IssamKhalil,10,1,2,http://www.reddit.com/r/Unity3D/comments/1ik5px/how_to_detectdisplay_that_an_unity3d_inspector/,,,False,http://c.thumbs.redditmedia.com/W2Xbyq7p1cn-n6wz.jpg,t5_2qwj8,False,,,False,t3_1ik5px,http://issamkhalil.wordpress.com/2013/07/18/detecting-that-the-inspector-window-is-locked/,
1373315802.0,6,u3d.as,1hvyvs,Free combat music pack in the Unity Asset store. Looking for constructive feedback.,johnleonardfrench,9,3,4,http://www.reddit.com/r/Unity3D/comments/1hvyvs/free_combat_music_pack_in_the_unity_asset_store/,,,False,http://c.thumbs.redditmedia.com/1mz400cdCs0rxZTz.jpg,t5_2qwj8,False,,,False,t3_1hvyvs,http://u3d.as/4c6,
1373314698.0,6,4firstnames.com,1hvxb8,A visualization of Kickstarter using Unity 3D (x-post from /r/dataisbeautiful,redditneight,9,3,0,http://www.reddit.com/r/Unity3D/comments/1hvxb8/a_visualization_of_kickstarter_using_unity_3d/,,,False,http://c.thumbs.redditmedia.com/_LoqJHsPdrfkElBz.jpg,t5_2qwj8,False,,,False,t3_1hvxb8,http://www.4firstnames.com/2013/07/08/kickstarter-data-project/,
1373076037.0,7,self.Unity3D,1hq63q,"[2dtk] Basic camera, assets, and resolution setup question.",midasmax,7,0,2,http://www.reddit.com/r/Unity3D/comments/1hq63q/2dtk_basic_camera_assets_and_resolution_setup/,"Hi people,
I have a quick question about using 2d-toolkit with Unity3d. What is the current workflow or best practice when developing a game to work on iOS for both retina/non-retina devices?
More specifically, if I'm using the tk2dCamera object, and I have my assets already done in 960x640, should I:
* Make my native resolution 480x320, but camera resolution 960x640 for retina devices, so that all my calculations are based on 480 points in width, and 320 points in height, or
* Make my native resolution 960x640, but camera resolution 480x320 for non-retina devices, so that all my calculations are based on 960 points in width, and 640 points in height, or
* Something else?
Thanks for the help!",,False,self,t5_2qwj8,1373076223.0,,,True,t3_1hq63q,http://www.reddit.com/r/Unity3D/comments/1hq63q/2dtk_basic_camera_assets_and_resolution_setup/,
1372756075.0,8,self.Unity3D,1hhjji,Git with unity?,CharlesVI,9,1,14,http://www.reddit.com/r/Unity3D/comments/1hhjji/git_with_unity/,"So I'm trying to use github with unity but it is a mess. All sorts of files that are just not my scripts are getting in it. Does unity just not work with git or am I doing something wrong?
Can anyone help?
Thanks.",,False,self,t5_2qwj8,False,,,True,t3_1hhjji,http://www.reddit.com/r/Unity3D/comments/1hhjji/git_with_unity/,
1372728655.0,7,forum.unity3d.com,1hgty3,Bluetooth Multiplayer for Android,LostPolygon,10,3,3,http://www.reddit.com/r/Unity3D/comments/1hgty3/bluetooth_multiplayer_for_android/,,,False,http://d.thumbs.redditmedia.com/9Tmy8x_75Nhkss1E.jpg,t5_2qwj8,False,,,False,t3_1hgty3,http://forum.unity3d.com/threads/188667-Android-Bluetooth-Multiplayer-Released,
1372237184.0,7,self.Unity3D,1h3j94,Help with making race circuits for a noob?,ElectroNeonZealot,8,1,6,http://www.reddit.com/r/Unity3D/comments/1h3j94/help_with_making_race_circuits_for_a_noob/,"Hi r/Unity3D,
I've recently decided to make a racing game in Unity.
I'm starting with the terrain for the first circuit (all the circuits that will be in the game are real circuits if that changes anything), and I've setup the heightmap resolution to the correct scale for the dimensions, using Unity's in-built terrain feature.
However I have zero idea how to proceed, seeing as how I'd rather not manually deal with the heightmap file if possible, and I plan on the game having pitstops, and there being 3 sectors to the tracks, as most circuits do. Also what is the best way to let different areas having different properties, like there being less grip off the racing line, a lot less grip on grass, and penalties being given for going through pit lane too fast.
Also, I'm not very far into this project, so I don't mind if anyone says that I'm an idiot, redo it like this or that.
Any help will be appreciated.
EDIT: Thanks to those that have answered, you've helped a tonne, but I'm really wanting to know about modelling the actual terrain, now that I'm doing the actual track in an External 3d editor",,False,self,t5_2qwj8,1372248379.0,,,True,t3_1h3j94,http://www.reddit.com/r/Unity3D/comments/1h3j94/help_with_making_race_circuits_for_a_noob/,
1371844540.0,7,self.Unity3D,1gtc9l,Unity3d EditorUI Freaking Out,Quarkism,7,0,9,http://www.reddit.com/r/Unity3D/comments/1gtc9l/unity3d_editorui_freaking_out/,"This has been *bugging* me for a while. The unity3d editor gui freaks out. [Here is a screen shot](http://i.imgur.com/DX22l22.png). Its like the UI resets to an older version or something. The font and sprites are totally off.
I'm not sure what causes it or how to replicate it. But It happens regularly when in development. I can fix the issue by pressing 'play'; the Editor UI will resets itself... But its still fishy.",,False,self,t5_2qwj8,False,,,True,t3_1gtc9l,http://www.reddit.com/r/Unity3D/comments/1gtc9l/unity3d_editorui_freaking_out/,
1371190355.0,7,self.Unity3D,1gbng3,Peer to peer network synchronization,zeninja,8,1,4,http://www.reddit.com/r/Unity3D/comments/1gbng3/peer_to_peer_network_synchronization/,"I'm working on a multiplayer game that I'd like to add online networking to. I've gotten as far as connecting the game (on editor and build) via a network but am seriously struggling with finding how to actually synchronize the game between users. I've been looking at a bunch of different tutorials but it seems like none of them are quite right since they use some other plugin or are designed for a master server.
I'd really appreciate any help, thanks!",,False,self,t5_2qwj8,False,,,True,t3_1gbng3,http://www.reddit.com/r/Unity3D/comments/1gbng3/peer_to_peer_network_synchronization/,
1371175573.0,8,self.Unity3D,1gb8am,Stretchy-bones in Unity.,Redz0ne,10,2,6,http://www.reddit.com/r/Unity3D/comments/1gb8am/stretchybones_in_unity/,"I've been digging and it seems that it might be possible to do but it also seems that this will be...
A: Not mecanim compatible and
B: Not something that's in terribly high demand.
So, I guess since i'm going to give it a try if people are interested i can see about documenting my progress so that others that might be interested can find something out. That said, i'm willing to bet that others have tried this so if you have, let me know what you've discovered does and doesn't work.
The focus i'm hoping for is to emulate the Incredibles' Elastigirl or DC Comics Ralph Dinby. If you've had any experience trying something like this, let me know as i'd greatly appreciate it.
AS it stands, however, some preliminary testing shows that Unity will heed scaling of bones so that's a start... It also seems with these preliminary tests that it can also factor in non-uniform scaling (though i don't know if this is doing seriously gnarly stuff under the hood.)
Update, Day 1: So, i've been doing some research into this... some limitations, some issues... i would suspect that the process of exporting the scaling itself is going to be the real issue here since every package handles the exporting process in it's own way. Right now i'm working on a way of linking a stretchy bone up in such a way as to harness the constraints system. this is working somewhat though there's some rather odd voodoo going on under the hood which i think i'm going to have to brush off some scripts (it's to do with wiring parameters together.) As it stands, however, only one other thing... mecanim will read them as long as you don't change anything in them. when it does, it just drops that info. so, Legacy is the direction i'm headed.
Update, Day 8: So, with the help of some redditors and people over on Polycount I've been able to get a handful of videos that show how i built wha ti needed... note, this is for max and you agree to use this information at your own risk because messing about and making some errors in the expression/wiring phase could cause some seriously bad stuff to happen.
[You can watch part one here](http://youtu.be/TCEedebgZ1U)
",,False,self,t5_2qwj8,1371848142.0,,,True,t3_1gb8am,http://www.reddit.com/r/Unity3D/comments/1gb8am/stretchybones_in_unity/,
1371173075.0,7,self.Unity3D,1gb5fd,Indie Game Dev company needs Alpha testers!,bianac,12,5,12,http://www.reddit.com/r/Unity3D/comments/1gb5fd/indie_game_dev_company_needs_alpha_testers/,"Hi everyone!
I am looking for people to put their names down to Alpha test a soon to be released game for Google Play. If you have an Android device and like to play games and give feedback, I'd love your help! The game is a platformer/time trial running game.
PM me on here if you'd like to help!",,False,self,t5_2qwj8,False,,,True,t3_1gb5fd,http://www.reddit.com/r/Unity3D/comments/1gb5fd/indie_game_dev_company_needs_alpha_testers/,
1371138877.0,6,self.Unity3D,1g9vid,Bouncing Bombs! - My first Android game goes Live!,FussenKuh,9,3,23,http://www.reddit.com/r/Unity3D/comments/1g9vid/bouncing_bombs_my_first_android_game_goes_live/,"After toiling with Unity3D for too many evenings to count (and pestering my friends to test, and re-test it), I've finally decided to introduce my labor of love to the world for free: [Bouncing Bombs!](https://play.google.com/store/apps/details?id=com.FussenKuh.BouncingBombs)
Meet Bobby, the Friendly Bomb! Tick, tick, tick... BOOM! Bobby has exploded. Don't let that happen to Bobby! Avoid obstacles! Unleash power-ups! Collect coins! And, save the princess! Wait, what?!?! There ain't no princess in this game.
**The Goal Is Simple:** Keep Bobby from exploding for as long as possible. The longer Bobby survives, the higher your score. The more coins Bobby collects, the more power-ups you can buy. The higher your score, the more you can brag about being at the top of the world-wide Leaderboards!
**How You Can Help:** If the game sounds interesting, please, grab it from the Play Store and give it a try! Any feedback ( praise, criticism, improvement ideas, bugs, etc ) would be greatly appreciated :-)
*****
**Google Play Store:** https://play.google.com/store/apps/details?id=com.FussenKuh.BouncingBombs
I'm also an avid YouTuber (is that a word?). Mostly I have videos revolving around my other hobby: Guitars. None the less, I created a quick video to introduce my subscribers to Bouncing Bombs. If you're interested, you can check out [The Video Introduction](http://youtu.be/FzrNIwA9a9Q)
Thanks!",,False,self,t5_2qwj8,1371139677.0,,,True,t3_1g9vid,http://www.reddit.com/r/Unity3D/comments/1g9vid/bouncing_bombs_my_first_android_game_goes_live/,
1370503329.0,7,self.Unity3D,1fs0k2,[help] 2.5D fighting game,Mrcandleguy,7,0,21,http://www.reddit.com/r/Unity3D/comments/1fs0k2/help_25d_fighting_game/,"Hey reddit
I'm mucking around with a 2.5D fighting game (3D models/2D environment) and I was wondering if I should use Raycasting for hits or Collisions as hit boxes and strike boxes.
I've tried to do some googling on the idea and haven't found anything in the way that could help. I'm still quite new to this, so i'm just trying to get an idea of what to do.
It doesn't need to be as accurate as say a Street Fighter but more of a Super Smash Bros/Playstation all stars kinda way.
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_1fs0k2,http://www.reddit.com/r/Unity3D/comments/1fs0k2/help_25d_fighting_game/,
1370357788.0,8,self.Unity3D,1fnkap,Are there any good Unity single player FPS games that I can play in my browser?,BlackSmokeDemon,9,1,10,http://www.reddit.com/r/Unity3D/comments/1fnkap/are_there_any_good_unity_single_player_fps_games/,"All the ones I find suck, or I can play because it turns out to be a multiplayer game ",,False,self,t5_2qwj8,False,,,True,t3_1fnkap,http://www.reddit.com/r/Unity3D/comments/1fnkap/are_there_any_good_unity_single_player_fps_games/,
1370209434.0,7,self.Unity3D,1fjhuh,Most in-demand Unity3d Tutorials? Need tutorial ideas.,ETeeski,8,1,21,http://www.reddit.com/r/Unity3D/comments/1fjhuh/most_indemand_unity3d_tutorials_need_tutorial/,"So, I haven't made any tutorials in a while and I really need to get back into it.
My channel is http://www.youtube.com/user/ETeeskiTutorials
What kinds of tutorials are people looking for the most? I could really use some ideas. Thanks everyone :)",,False,self,t5_2qwj8,False,,,True,t3_1fjhuh,http://www.reddit.com/r/Unity3D/comments/1fjhuh/most_indemand_unity3d_tutorials_need_tutorial/,
1370202017.0,6,self.Unity3D,1fj92y,PC to Android?,corruption93,9,3,12,http://www.reddit.com/r/Unity3D/comments/1fj92y/pc_to_android/,"How important is it that I have an android device WHILE I'm making a game?
Can I just focus on making the game and then, later on, I can move it to android?
Thing is, I don't want to spend money on an android phone, but from time to time I might be able to use my friend's. If I make something I really like, I could get an android phone and then refine it as much as possible.",,False,self,t5_2qwj8,1370202802.0,,,True,t3_1fj92y,http://www.reddit.com/r/Unity3D/comments/1fj92y/pc_to_android/,
1369837746.0,9,self.Unity3D,1f9prr,Mono breaking when game is pulled.,Borzen,11,2,3,http://www.reddit.com/r/Unity3D/comments/1f9prr/mono_breaking_when_game_is_pulled/,Is or has anyone else had this problem. What keeps happening is that when I try to open my code in Mono it tells me that the VersionControll add-in is broken and needs to be fix. I have tried uninstalling and reinstalling (twice) and that has not worked. Going to try deleting the local repo and recloning but anybody know why this might keep breaking.,,False,self,t5_2qwj8,False,,,True,t3_1f9prr,http://www.reddit.com/r/Unity3D/comments/1f9prr/mono_breaking_when_game_is_pulled/,
1369559899.0,6,self.Unity3D,1f2phr,[Q] Has There Been Any More Information On The Playstation/Unity Partnership?,Rybis,11,5,3,http://www.reddit.com/r/Unity3D/comments/1f2phr/q_has_there_been_any_more_information_on_the/,,,False,self,t5_2qwj8,False,,,True,t3_1f2phr,http://www.reddit.com/r/Unity3D/comments/1f2phr/q_has_there_been_any_more_information_on_the/,
1369268379.0,8,self.Unity3D,1evdk2,Does anyone know if a Linux version will ever happen?,Tdangerson,10,2,12,http://www.reddit.com/r/Unity3D/comments/1evdk2/does_anyone_know_if_a_linux_version_will_ever/,I hate having to switch into my Windows partition to develop.,,False,self,t5_2qwj8,False,,,True,t3_1evdk2,http://www.reddit.com/r/Unity3D/comments/1evdk2/does_anyone_know_if_a_linux_version_will_ever/,
1369017638.0,7,self.Unity3D,1eo5ll,Making a 2D character look at the mouse,Simerty,8,1,4,http://www.reddit.com/r/Unity3D/comments/1eo5ll/making_a_2d_character_look_at_the_mouse/,"I'm trying to make this work and ran into one problem.
My current approach:
float dist = Vector3.Distance(Camera.main.transform.position, transform.position);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
transform.LookAt(ray.GetPoint(dist));
print (ray.GetPoint(dist));
The only problem is the face pointing at the camera at the start is what is moved to point at the mouse. This causes the 2d plane to tilt and that is not what I want. I think it might be possible to fix using the worldup Vector3 argument of LookAt but I'm not entirely sure how.
Any help is appreciated and if you know of a different way than mine to accomplish the same goal i'm fine with scraping what I've got.
thanks.",,False,self,t5_2qwj8,False,,,True,t3_1eo5ll,http://www.reddit.com/r/Unity3D/comments/1eo5ll/making_a_2d_character_look_at_the_mouse/,
1368825394.0,7,self.Unity3D,1ejib3,Unity Tips and Tricks Channel,insominx,8,1,4,http://www.reddit.com/r/Unity3D/comments/1ejib3/unity_tips_and_tricks_channel/,So I've tinkered in the past with making tutorial videos but I put a lot more effort into creating this one: https://www.youtube.com/watch?v=cDxQEFP-fhM&list=PL27731C68C4315625&index=11. It's only 2 minutes long. Check it out and let me know what you think!,,False,self,t5_2qwj8,False,,,True,t3_1ejib3,http://www.reddit.com/r/Unity3D/comments/1ejib3/unity_tips_and_tricks_channel/,
1368571388.0,8,self.Unity3D,1ecfuz,Still struggling with Networking.,SneakySly,9,1,9,http://www.reddit.com/r/Unity3D/comments/1ecfuz/still_struggling_with_networking/,"I have gone through most of the basic networking tutorials out there, but all of them seem to result in crappy choppy unusable movement that jumps around.
Does anyone have a good solution for relatively smooth movement in a multiplayer game? ",,False,self,t5_2qwj8,False,,,True,t3_1ecfuz,http://www.reddit.com/r/Unity3D/comments/1ecfuz/still_struggling_with_networking/,
1368557661.0,7,self.Unity3D,1ebxn4,New to Unity. Have some basic questions.,nachodotcom,11,4,9,http://www.reddit.com/r/Unity3D/comments/1ebxn4/new_to_unity_have_some_basic_questions/,"As the title says I'm new to unity, and new to developing/programming as a whole. I found this nifty site at [walkerbrotherstudio](http://walkerboystudio.com/html/unity_training___free__.html#unity3game3)
It seems to be for Unity 3. I was wondering if there was much difference between Unity 3 and Unity 4.1. I was also wondering if there was another tutorial for 4.1. Is Unity 3 tutorial still viable for 4.1?
Also, do I need to go through all the 3D tutorials if I am planning on messing around with 2D side scrolling games? It says prerequisite for the 2D game development is 'project tools dev comleted.' Is that a completely different course?
As I stated at the beginning of this post, I'm new to developing/programming as a whole. So I guess my main question is: does anyone have any good suggestions on where to start?
Thanks in advance,
Nacho.",,False,self,t5_2qwj8,False,,,True,t3_1ebxn4,http://www.reddit.com/r/Unity3D/comments/1ebxn4/new_to_unity_have_some_basic_questions/,
1368469840.0,7,i.imgur.com,1e9ch5,"Blank white screen on Unity startup, any fixes?",salshasam,10,3,7,http://www.reddit.com/r/Unity3D/comments/1e9ch5/blank_white_screen_on_unity_startup_any_fixes/,,,False,http://d.thumbs.redditmedia.com/ih1EVfyodoQcCj2Q.jpg,t5_2qwj8,False,,,False,t3_1e9ch5,http://i.imgur.com/LbB8WD5.png,
1368124926.0,9,undergroundcreativity.com,1e0mkq,Game Development Teacher Here: showing off my student's work in Unity,utcgameteacher,12,3,6,http://www.reddit.com/r/Unity3D/comments/1e0mkq/game_development_teacher_here_showing_off_my/,,,False,default,t5_2qwj8,False,,,False,t3_1e0mkq,http://undergroundcreativity.com/,
1368019912.0,6,assetstore.unity3d.com,1dxi1d,Unity Asset Store 24 sale including Substance DB 80% off,j1xwnbsr,8,2,6,http://www.reddit.com/r/Unity3D/comments/1dxi1d/unity_asset_store_24_sale_including_substance_db/,,,False,default,t5_2qwj8,False,,,False,t3_1dxi1d,https://www.assetstore.unity3d.com/#/content/756,
1367835690.0,6,self.Unity3D,1ds9qu,How would you make non-Euclidean space wrapping like in antichamber?,zigs,7,1,13,http://www.reddit.com/r/Unity3D/comments/1ds9qu/how_would_you_make_noneuclidean_space_wrapping/,,,False,self,t5_2qwj8,False,,,True,t3_1ds9qu,http://www.reddit.com/r/Unity3D/comments/1ds9qu/how_would_you_make_noneuclidean_space_wrapping/,
1367683730.0,5,self.Unity3D,1dolfg,Animation from Maya to Unity,Synth3,8,3,5,http://www.reddit.com/r/Unity3D/comments/1dolfg/animation_from_maya_to_unity/,"I know this is a common question but I have googled it, checked the Unity Answers page and watched at least 3 different youtube videos but I cannot get my *very simple* animation from maya to work in Unity.
I'm very new to Unity so I was just trying to do something simple, an animated fan blade. I set my keys in Maya and it plays back fine. I've tried all file formats (fbx, mb, ma) and none of them will actually play the animation back when I hit the play button in unity. The ""take 1"" object is showing up in my project window, showing me that the keyframes are being imported but nothing happens. Am I missing a step here? Anyone have any idea what's going on? I'm getting really frustrated.",,False,self,t5_2qwj8,False,,,True,t3_1dolfg,http://www.reddit.com/r/Unity3D/comments/1dolfg/animation_from_maya_to_unity/,
1367453966.0,6,self.Unity3D,1dinyk,Anyone have experience doing vector art animations or with RageSpline / Rage Tools Pro?,tayl0rs,9,3,11,http://www.reddit.com/r/Unity3D/comments/1dinyk/anyone_have_experience_doing_vector_art/,"We are starting up our next Unity3d game, a puzzle game, and one of the things that we want to improve from our last game is the asset sizes. Having lots of 1x, 2x, and 4x sprites and spritesheet animations is very expensive in terms of asset size, and we want to keep the download small(er), so for this game we'd like to try and use animated vector art.
It looks like pretty much the only plugin for this is RageTools Pro.
Has anyone here used this plugin much? It seems good from the videos, definitely a learning curve (to be expected), but I just hope the workflow isn't too frustrating for artists.
I'm thinking that our workflow will be:
* generate puzzle icon in external program, save as SVG.
* Import SVG into Rage Tools
* animate the object
An example icon and animation would be a flower with an idle animation of it swaying in the wind, or its petals opening up and blooming. Fairly simple. We're not talking full on characters here.
None of the animations would be physics based. I'm not trying to setup a skeleton for some kind of IK rig either. Just simple timeline animations. If it's easier to do the IK rig though, I'd like to know that.
What happens if we have to change the SVG? Does the existing animation work basically get trashed and you have to redo it all?
Is creating animations with this really frustrating? I know when I try to use the Editor to edit Ragesplines or do any kind of non-code animation I want to shoot myself. I end up doing everything in code.
We might have 20-100 of these symbols with animations on the screen at once, and each one might be a few thousand vertices based on the complexity. So that's 40k-200k vertices on the screen. Hopefully the mobile performance is still good (we're targetting iOS and Android).
Any other feedback for what I'm trying to do?",,False,self,t5_2qwj8,1367454175.0,,,True,t3_1dinyk,http://www.reddit.com/r/Unity3D/comments/1dinyk/anyone_have_experience_doing_vector_art/,
1367372327.0,7,self.Unity3D,1dgbx9,Which tutorial is recommended for a complete beginner to programming?,sexy_hamburglar,11,4,8,http://www.reddit.com/r/Unity3D/comments/1dgbx9/which_tutorial_is_recommended_for_a_complete/,,,False,self,t5_2qwj8,False,,,True,t3_1dgbx9,http://www.reddit.com/r/Unity3D/comments/1dgbx9/which_tutorial_is_recommended_for_a_complete/,
1367254637.0,6,self.Unity3D,1dcipx,Unity Beginner practices,khaster,7,1,15,http://www.reddit.com/r/Unity3D/comments/1dcipx/unity_beginner_practices/,"I'm totally new to Unity as well as GameDevelopment.
a)What game should I create for practice? What game are easy to make?
I'm new to game development, and I'm learning coding online. I'm still in high school so we don't have programming lessons. I've hated music and art since I was in gradeschool but then I realize how important it is. My drawing is pretty terrible, maybe I can be compared to a grade schooler or worse.
b) How can I improve my art skills, for example I have a picture in my head of what I want my game to look like, I want to make the art for it but since I suck at it I can't do it. How to improve on it?",,False,self,t5_2qwj8,False,,,True,t3_1dcipx,http://www.reddit.com/r/Unity3D/comments/1dcipx/unity_beginner_practices/,
1367240704.0,6,ludumdare.com,1dc2pt,Fortuitous - My ludum dare 26 entry. I would love some feedback and criticism.,Stroking_My_Neckbear,7,1,9,http://www.reddit.com/r/Unity3D/comments/1dc2pt/fortuitous_my_ludum_dare_26_entry_i_would_love/,,,False,http://e.thumbs.redditmedia.com/9OQ_WerTLuzPCKVv.jpg,t5_2qwj8,False,,,False,t3_1dc2pt,http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11500,
1367055081.0,7,digitalurban.org,1d7jcv,"Urban Ball – CityEngine, Unity and Agent Based Modelling on the iPad",digitalurban,7,0,0,http://www.reddit.com/r/Unity3D/comments/1d7jcv/urban_ball_cityengine_unity_and_agent_based/,,,False,http://f.thumbs.redditmedia.com/M75t0LMiXDd-sQpw.jpg,t5_2qwj8,False,,,False,t3_1d7jcv,http://www.digitalurban.org/2013/04/urban-ball-cityengine-unity-and-agent-based-modelling-on-the-ipad.html,
1366856225.0,8,self.Unity3D,1d206p,Scripting a dynamic background or skybox that responds to audio?,flightrap,10,2,5,http://www.reddit.com/r/Unity3D/comments/1d206p/scripting_a_dynamic_background_or_skybox_that/,"I was wondering if there was any techniques for creating a background that would respond to any kind of audio manipulation. Like maybe a having an animation play when the lower decibels of an audio track reach a certain limit. Also, color changes, ripples, and all that jazz.
(This is my first post ever by the way, and I'm a Unity toddler.)
",,False,self,t5_2qwj8,False,,,True,t3_1d206p,http://www.reddit.com/r/Unity3D/comments/1d206p/scripting_a_dynamic_background_or_skybox_that/,
1366829732.0,5,self.Unity3D,1d0zy2,"Hey guys, I just finished my first actual project.",ltllama,9,4,19,http://www.reddit.com/r/Unity3D/comments/1d0zy2/hey_guys_i_just_finished_my_first_actual_project/,"I just finished up with my game design course and we were tasked with completing a game. This game is fairly straight forward and looks pretty crappy due to none of us having art skills. I worked in a group of 4, I was tasked with most of the programming, the rest worked on levels, music, and small scripts.
The game is a platformer, it's not very hard and it is pretty buggy. Your character can shapeshift and has 3 forms. The first form is his default ghost form, he can run and jump at decent speeds. The second form is a rock, he is slow and can barely jump but if you use space he gets a shield which makes him invulnerable. The last form is a turtle he has decent speed and can't jump too high, but space shrinks him and makes him go fast. Sometimes the game can be a little screwy on detecting when you are jumping or not (usually on small platforms).
But yeah here it is: http://dl.dropboxusercontent.com/u/158894534/Game%20Design/Platformer/Platformer.html",,False,self,t5_2qwj8,1367427937.0,,,True,t3_1d0zy2,http://www.reddit.com/r/Unity3D/comments/1d0zy2/hey_guys_i_just_finished_my_first_actual_project/,
1366691393.0,7,self.Unity3D,1cwzy2,My method on 2D animation.,justafreakXD,7,0,3,http://www.reddit.com/r/Unity3D/comments/1cwzy2/my_method_on_2d_animation/,"I wrote my method down I'm using for my current game for doing 2D animation in unity3D.
If you bother to read it, could you point out any problems, or make any suggestions to the code or overall method of my doing of things?
[link to post](http://instantiateunity.blogspot.com/2013/04/creating-2d-animation-in-unity3d.html)
Thanks very much!",,False,self,t5_2qwj8,False,,,True,t3_1cwzy2,http://www.reddit.com/r/Unity3D/comments/1cwzy2/my_method_on_2d_animation/,
1366633530.0,9,self.Unity3D,1cuy37,What scripts do you miss in Unity3D?,vigridzki,10,1,12,http://www.reddit.com/r/Unity3D/comments/1cuy37/what_scripts_do_you_miss_in_unity3d/,"You've been using Unity3D for a while and you know your way around it. But there's still some functionality missing, and you can't find anything for that in the Asset Store. What would that be? What kind of scripts would make your job easier? What repetitive coding would you like to eliminate?",,False,self,t5_2qwj8,False,,,True,t3_1cuy37,http://www.reddit.com/r/Unity3D/comments/1cuy37/what_scripts_do_you_miss_in_unity3d/,
1366581959.0,8,self.Unity3D,1ctohb,Tools for creating LOD meshes?,ron2812,8,0,8,http://www.reddit.com/r/Unity3D/comments/1ctohb/tools_for_creating_lod_meshes/,"Hello!
I am using Unity and Maya and i was wondering if there is a good tool for creating LOD meshes automatically?
I saw this tool called Simplygon which looks great and pretty powerful. Looks like it's optimizing meshes and textures in a nice way.
Something in that vain would be perfect, but my budget is limited. So I'm looking for something cheaper (or free :-))
How do you guys create LOD objects, if not by hand?
Any comments appreciated!
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_1ctohb,http://www.reddit.com/r/Unity3D/comments/1ctohb/tools_for_creating_lod_meshes/,
1366548759.0,5,self.Unity3D,1cspjs,How to go about achieving the Sim City 5 look in Unity?,kydjester,8,3,16,http://www.reddit.com/r/Unity3D/comments/1cspjs/how_to_go_about_achieving_the_sim_city_5_look_in/,"Hi I was wondering how to go about achieving the Sim City 5 look in Unity. I can't figure out how to describe the look and I dont know how to achieve it. Any thoughts or resources about it please share.
Some Sim City screen shots for reference :
* [Image 1](http://www.destructoid.com//ul/243049-header.jpg)
* [Image 2](http://simcitizens.com/wp-content/uploads/2012/06/Simcity-Skyscraper-Screenshot.jpg)
* [Image 3](http://web-vassets.ea.com/Assets/Resources/Image/Screenshots/SimCity%20German%20City-Set.png?cb=1365796056)
* [Image 4](http://keypad.pl/wp-content/uploads/2013/03/SimCity-Casino.jpg)
* [Image 5](http://www.digitaltrends.com/wp-content/uploads/2013/03/simcity-2013-screenshot-18.jpg)
* [Image 6](http://i.imgur.com/8lxKMZH.jpg)
* [Image 7](http://i.imgur.com/kEjFwF9.jpg)",,False,self,t5_2qwj8,False,,,True,t3_1cspjs,http://www.reddit.com/r/Unity3D/comments/1cspjs/how_to_go_about_achieving_the_sim_city_5_look_in/,
1366153129.0,6,youtube.com,1chsch,"Short intro video - Create, Edit, Customize and build levels using GameDraw for Unity",Taslaq,8,2,3,http://www.reddit.com/r/Unity3D/comments/1chsch/short_intro_video_create_edit_customize_and_build/,,,False,http://d.thumbs.redditmedia.com/nKcqhvWsJ3jCNeQ3.jpg,t5_2qwj8,False,,,False,t3_1chsch,http://www.youtube.com/watch?v=Kkp5NxGdTsc,
1366123022.0,6,wire.atodev3.com,1cgnrs,"""Unite Japan"" Unity3D's epic Japanese conference",JuurianChi,8,2,4,http://www.reddit.com/r/Unity3D/comments/1cgnrs/unite_japan_unity3ds_epic_japanese_conference/,,,False,http://b.thumbs.redditmedia.com/_aWWU2yOe23xf-ey.jpg,t5_2qwj8,False,,,False,t3_1cgnrs,http://wire.atodev3.com/load/125/,
1366026268.0,6,self.Unity3D,1cdty1,TIP: OnBecameInvisible() doesn't work on an object that casts dynamic shadows.,hugepedlar,8,2,5,http://www.reddit.com/r/Unity3D/comments/1cdty1/tip_onbecameinvisible_doesnt_work_on_an_object/,"So turn shadows off for affected objects. I noticed this with my player bullets, which shouldn't really cast or accept shadows anyway.",,False,self,t5_2qwj8,False,,,True,t3_1cdty1,http://www.reddit.com/r/Unity3D/comments/1cdty1/tip_onbecameinvisible_doesnt_work_on_an_object/,
1365910741.0,6,self.Unity3D,1cb3tl,Key Binding in runtime: How to do that?,Beldarak,7,1,6,http://www.reddit.com/r/Unity3D/comments/1cb3tl/key_binding_in_runtime_how_to_do_that/,"Hi ! The title is self explanatory, I'm trying to make a key binding system in my game (at runtime) but have no idea of the way to do this. I thought it was impossible for a long time but I recently saw some Unity games with that option.
I found the following technique which will probably work but how am I suppose to Save/Load the key binding afterwards? Is there some function to translate a String to a KeyCode and vice-versa?
http://answers.unity3d.com/questions/374620/setting-up-key-binding-options.html
Any hints on how to make a key binding system or even an exemple script to begin with (while I'd rather code it myself)? Thanks !
Edit: I started using cInput and it does exactly what I was looking for. Thank you all !
Edit: another question concerning cInput: http://www.reddit.com/r/Unity3D/comments/1ccehm/from_c_to_javascript_translate_an_int_to_a_keycode/",,False,self,t5_2qwj8,1365972763.0,,,True,t3_1cb3tl,http://www.reddit.com/r/Unity3D/comments/1cb3tl/key_binding_in_runtime_how_to_do_that/,
1365440526.0,6,self.Unity3D,1bxe9t,Audio Toolkit: Is it worth getting?,Kaeltro,7,1,21,http://www.reddit.com/r/Unity3D/comments/1bxe9t/audio_toolkit_is_it_worth_getting/,"Right now, it's about 65 bucks which is pretty reasonable for something I'll use over and over again, but the question I have is: is there anyone that's actually used it that can verify if it's worth getting? Anyone who's worked with Unity knows how unorganized things can get in terms of coding and organizing in the asset window, and from what I understand the program sorts sound and music assets out for you and automatically creates variables in code through a more graphical interface similar to the default Unity interface.
I guess it comes down to how it will be used so I'll try my best to explain my goal for the first test with it. I want to create a small landscape and have a little ball (PC) roam around it (easy enough). I'd like the focus to(obviously) be the sound and music though. I'd eventually like to put real assets in there that can fight and have adaptive music to fit the mood but I'll be happy with two balls, and as another ball gets close to the PC the music changes.
Edit: forgot the [link to the Unity Description](http://u3d.as/content/clock-stone-software-gmb-h/audio-toolkit/2AG)",,False,self,t5_2qwj8,False,,,True,t3_1bxe9t,http://www.reddit.com/r/Unity3D/comments/1bxe9t/audio_toolkit_is_it_worth_getting/,
1365381252.0,7,twitch.tv,1bvw71,"Ok i'm doing it again, come watch a nooby programmer try and make a game.",caliburone,12,5,6,http://www.reddit.com/r/Unity3D/comments/1bvw71/ok_im_doing_it_again_come_watch_a_nooby/,,,False,http://e.thumbs.redditmedia.com/yotYa434k-iHr4Rd.jpg,t5_2qwj8,False,,,False,t3_1bvw71,http://www.twitch.tv/caliburone,
1364671553.0,7,self.Unity3D,1bbek4,Selecting small / skinny objects in crosshairs,Railboy,9,2,10,http://www.reddit.com/r/Unity3D/comments/1bbek4/selecting_small_skinny_objects_in_crosshairs/,"I've got a problem that I figure has to be common and I wanted to see if /r/Unity3D has any experience with it.
I'm working on a first-person game where aiming your crosshairs at an object highlights it / enables interaction. Right now I'm just casting a ray from the camera and hitting the object's collider.
This works great when the object is large and spherical. But when you're trying to pick up something skinny (eg an axe) it's annoying as hell to line up your crosshairs over the axe handle.
What I want is to shoot a 'thick' ray with a radius the size of the crosshairs and highlight anything that intersects with it.
So far the only thing I've tried is putting a larger trigger collider on the object in addition to a solid collider and setting raycasts to hit triggers. This worked OK if an object was isolated but it got confusing when trying to pick up objects with overlapping triggers.
Anyone have suggestions?",,False,self,t5_2qwj8,False,,,True,t3_1bbek4,http://www.reddit.com/r/Unity3D/comments/1bbek4/selecting_small_skinny_objects_in_crosshairs/,
1364541193.0,6,self.Unity3D,1b8bmz,/r/Unity3D vets: There been any work on unlimited or looping terrain?,MuNansen,12,6,12,http://www.reddit.com/r/Unity3D/comments/1b8bmz/runity3d_vets_there_been_any_work_on_unlimited_or/,"I'm working on a game that requires seamless, ""never-ending"" terrain. As in a small planet. I'm just wondering if there's been any interesting, related examples brought up in this subreddit that the usual search methods wouldn't turn up.
Thanks!
edit: more specifics:
- all pre-built content. No generating at runtime
- is an FPS",,False,self,t5_2qwj8,1364586797.0,,,True,t3_1b8bmz,http://www.reddit.com/r/Unity3D/comments/1b8bmz/runity3d_vets_there_been_any_work_on_unlimited_or/,
1364504334.0,9,maizethegame.blogspot.com,1b77u8,I've put 150+ hours (working solo) into this game and it would mean a lot if you guys gave me some feedback.,uncleleonard,12,3,6,http://www.reddit.com/r/Unity3D/comments/1b77u8/ive_put_150_hours_working_solo_into_this_game_and/,,,False,http://e.thumbs.redditmedia.com/mUF-iniGN3QXdchd.jpg,t5_2qwj8,False,,,False,t3_1b77u8,http://maizethegame.blogspot.com/,
1364425805.0,7,self.Unity3D,1b54bf,Procedurally stitching together models,ivansteelreddit00,10,3,3,http://www.reddit.com/r/Unity3D/comments/1b54bf/procedurally_stitching_together_models/,"I'm a newbie to Unity. I just started taking a class in it this semester for my game design course. For one of our projects we have to detail the technical implementation of a game feature using Unity. I chose loot systems like those in Borderlands 2. I've been researching how they implement such a system and I have some questions.
**Do they stitch together 3d models in order to make a gun?** I know that each gun is made of several parts all of which have their own rules as to how they spawn and they each have their own look. **Are these gun parts prefabs?** I'm able to generate loot like health and cash using prefabs because their models don't change.
I guess I understand the coding part and in another language I could mock up a loot system that would generate text based loot but I really want to get the 'physical' aspect of it too. I want to be able to make a system that can generate sophisticated loot, even if I'm just using primitives for models.
Thank you all in advance for your help.",,False,self,t5_2qwj8,False,,,True,t3_1b54bf,http://www.reddit.com/r/Unity3D/comments/1b54bf/procedurally_stitching_together_models/,
1364267538.0,8,self.Unity3D,1b0px5,How well does unity3d's animation system work with procedural animation?,MasterOfIllusions,8,0,4,http://www.reddit.com/r/Unity3D/comments/1b0px5/how_well_does_unity3ds_animation_system_work_with/,"I want to make a character (viewed from an over-the-shoulder camera) with certain procedurally-determined aspects of the walk/run cycles. Feet should land realistically on terrain, match stairs, and move in the direction the character is currently running.
With the legacy animation system, there was a 3rd-person demo that used a simple IK script for nearly all the locomotion. Is something similar possible with Mecanim? (i.e. partly or fully procedural leg animation blended over the recorded animation clips?) The official documentation is rather unclear on this.
EDIT: if you've just seen this, I'm hoping for a Unity Free-compatible solution. Mecanim's built-in IK functionality is only available with a Pro license.",,False,self,t5_2qwj8,1364322401.0,,,True,t3_1b0px5,http://www.reddit.com/r/Unity3D/comments/1b0px5/how_well_does_unity3ds_animation_system_work_with/,
1364155107.0,7,self.Unity3D,1axgp6,Open World Quest / Campaign System versus Mission / Scene based Levels? ,LolFishFail,7,0,5,http://www.reddit.com/r/Unity3D/comments/1axgp6/open_world_quest_campaign_system_versus_mission/,"*This is a big one...*
Hello My Unity Brethren!
I'm having trouble deciding on this one. Should my game have an open-world? or should it be scene based?
**I ask this because I'm not entirely sure how to make a continuing story on one scene. (Like one quest leading to a next one etc... without losing progress every time you load another scene.)**
My Ideal game would be an open world with a campaign, with optional side-content.
*The Reason I ask,* is because I'm not a programmer, I'm more of a storyteller / artwork type of developer. I do have a programmer but I'd like to know if there are any resources available on this subject. For peace-of-mind and understanding I guess.
I am racking my brains over, *How will the player enter and exit buildings*, *How to save differences between scenes (Like a enemy outside your house remains when you enter and exit)*, *How to save and Load progress from any point on the level*... Just a bunch of questions relating to an open world game.
**OR do I sacrifice the open-world aspect for a more linear approach, yet this would be more approachable from my own perspective. My game is very story based.**
If anyone could share some insight, it would be greatly appreciated. Thank you.
p.s Are there any particular assets on the assetstore to help with this? ",,False,self,t5_2qwj8,False,,,True,t3_1axgp6,http://www.reddit.com/r/Unity3D/comments/1axgp6/open_world_quest_campaign_system_versus_mission/,
1363523965.0,7,self.Unity3D,1agmat,Unity 4.1 - The Opportunity in Dual Screen Games,y_nizan,11,4,0,http://www.reddit.com/r/Unity3D/comments/1agmat/unity_41_the_opportunity_in_dual_screen_games/,"What do you think about the opportunity in Dual Screen Games recently unlocked by Unity 4.1?
How do you think [In-App Purchase Stores](http://blog.soom.la/post/45577410809/unity-4-1-supports-air-play-brings-dual-screen-games) will look like? Would the store be on the TV or on the phone?",,False,self,t5_2qwj8,False,,,True,t3_1agmat,http://www.reddit.com/r/Unity3D/comments/1agmat/unity_41_the_opportunity_in_dual_screen_games/,
1362649081.0,6,self.Unity3D,19u6ea,"Normal maps in Unity: why do some normal maps get a fix now dialog, and why does that make things worse?",sculptedpixels,11,5,6,http://www.reddit.com/r/Unity3D/comments/19u6ea/normal_maps_in_unity_why_do_some_normal_maps_get/,"For reasons I can't determine, some of my normal maps come into unity from Blender, Max and MindTex and aren't immediately recognized as such. The effect they have on materials looks good though, so I feel no need to hit that 'fix now' dialog that pops up below the texture. If I do, it changes the bitmap's properties to normal map, but it doesn't look nearly as good or accurate to what I was attempting to recreate. So I'd prefer to ignore the fix now.
Unfortunately, saving the project and many other operations bring up a dialog asking me to resolve unfixed textures, resetting these bitmap types to normal map and degrading the way things look; in the long run, this means at some point I'm going to miss what this dialog is saying and then mark these as normal maps, dicking things up. Can anyone explain to me why unity does this, how to avoid it, and if there's a way to turn this 'feature' off?
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_19u6ea,http://www.reddit.com/r/Unity3D/comments/19u6ea/normal_maps_in_unity_why_do_some_normal_maps_get/,
1362252316.0,6,self.Unity3D,19ja7k,What are some neat tricks you use to make it easier for entire teams to work on the same Unity3D projects?,TekTekDude,7,1,22,http://www.reddit.com/r/Unity3D/comments/19ja7k/what_are_some_neat_tricks_you_use_to_make_it/,"Right now, all I can think of is a shared Dropbox folder or a NAS drive.
I know there has to be more!",,False,self,t5_2qwj8,False,,,True,t3_19ja7k,http://www.reddit.com/r/Unity3D/comments/19ja7k/what_are_some_neat_tricks_you_use_to_make_it/,
1362165741.0,6,self.Unity3D,19h8te,Problem when game in editor is stopped. Error in console and objects instantiated at runtime are kept.,1337GameDev,11,5,8,http://www.reddit.com/r/Unity3D/comments/19h8te/problem_when_game_in_editor_is_stopped_error_in/,"I am testing my game in the unity editor and am encountering something odd. I am creating instances of missiles during gameplay, and then i stop the game and objects for the missile explosion are left behind in my scene. They are instantiated at runtime, and then don't get removed when the game stops. How can this be?
The console error is ""!IsPlayingOrAllowExecuteInEditMode()""
Here is an image showing my error:
http://imgur.com/ZzuNY7h
I will point out that I am calling the instantiate method in my OnDestroy() method of my missiles that instantiates the explosion prefab that shows the explosion. Could this be doing this?
Here is my missile OnDestroy()
void OnDestroy()
{
Kill();
}
public void Kill()
{
GameObject explosion = new GameObject(gameObject.name + ""-Explosion"");
explosion.AddComponent(""Detonator"");
Detonator det = explosion.GetComponent(""Detonator"") as Detonator;
det.useWorldSpace = false;
explosion.transform.position = gameObject.transform.position;
Destroy(explosion,explosionLifetime);
Destroy(gameObject);
} ",,False,self,t5_2qwj8,False,,,True,t3_19h8te,http://www.reddit.com/r/Unity3D/comments/19h8te/problem_when_game_in_editor_is_stopped_error_in/,
1362036341.0,8,self.Unity3D,19dvv0,"XNA to Unity migration, Day 3",Dustin_00,9,1,10,http://www.reddit.com/r/Unity3D/comments/19dvv0/xna_to_unity_migration_day_3/,"Migrated a lot of small .cs classes. My big, 4700 line main graphics file is going to need a lot of work, but I do now load level data and prep a lot of memory resources. Tomorrow I start with loading textures with Resource.Load. I have 118 textures that code can load, I'm not going to create all these by hand in the unity UI!",,False,self,t5_2qwj8,False,,,True,t3_19dvv0,http://www.reddit.com/r/Unity3D/comments/19dvv0/xna_to_unity_migration_day_3/,
1361982466.0,6,self.Unity3D,19c0ya,"/r/unity3d, what would be the best approach to making a TBS/cell based game (similar to CIV series)",GRIMshadow,9,3,12,http://www.reddit.com/r/Unity3D/comments/19c0ya/runity3d_what_would_be_the_best_approach_to/,"Well, as the title may include some subtle indication, I've been playing a fair bit of Civ5 recently. I never used to like games of the sort, but recently I have been addicted.
Currently, I'm working on a project already, but I have a thing for 'half creating' little 'engines' that I can either come back to to muck around with, or develop further if I have the time.
The current project is set in space, and because it's also 'one of the things I have a thing for', I would like to combine all three of these 'things' into one.
I'm interested in creating a turn based, cell based, space based, 3d on 2d plane strategy game.
But I have absolutely no idea as to where or how to start this.
I am moderately skilled in c#, and generally anything I attempt in unity is me trying to develop my skills in areas I see them relevant.
If anyone has any thoughts or ideas about a few things related to this, any input would be greatly appreciated. Perhaps I can turn this from just another 'thing' into another project.
What I'd really like to get input on, is the following.
* Generating cells (From here, I can quite easily generate their actual contents, but for the most fundamental thing, I'm lost)
* Confining units / buildings to cells
* Movement of units with certain characteristics (restricted to cell types, only move x cells)
I'm pretty confident in that once I get the ball rolling, I can really get into it, but the questions above elude me.
As I said before, any input on this (any at all, even if not 'helping') will be much appreciated.
So, What would be the best approach to making a turn based strategy / cell based game, similar to that of Sid Meir Civilization series?",,False,self,t5_2qwj8,False,,,True,t3_19c0ya,http://www.reddit.com/r/Unity3D/comments/19c0ya/runity3d_what_would_be_the_best_approach_to/,
1361889893.0,7,self.Unity3D,199drw,"Building simple levels in Unity - what's a model, and what isn't?",gamesbyangelina,9,2,20,http://www.reddit.com/r/Unity3D/comments/199drw/building_simple_levels_in_unity_whats_a_model_and/,"This year I really wanted to build some Unity prototypes. As with 2D games, when you're not an artist it seems sensible to aim for low-fidelity stuff. I've been playing Gravity Bone and Thirty Flights of Loving lately, check out this screenshot:
http://static.giantbomb.com/uploads/original/3/33306/1336470-gravity_bone_party.jpg
and
http://nightmaremode.net/wp-content/uploads/2012/08/tfol-2012-08-20-19-55-51-431-1024x577.jpg
It's hard to tell what is modelled and what is built out of primitives. These games are built in a different engine, of course, but my understanding with Unity is that it really expects most things to be models. I didn't think it was possible to do per-face texturing, for instance, or to texture even a cube without unpacking it manually.
If I wanted to build a relatively low-poly world like Gravity Bone's, would I make everything in Blender and port it over, or block it out in Unity?
Thanks a lot!",,False,self,t5_2qwj8,False,,,True,t3_199drw,http://www.reddit.com/r/Unity3D/comments/199drw/building_simple_levels_in_unity_whats_a_model_and/,
1361423933.0,6,humblebundle.com,18xrsa,Wolfire David streaming unity development (HumbleBundle Mojam),Amerzel,10,4,0,http://www.reddit.com/r/Unity3D/comments/18xrsa/wolfire_david_streaming_unity_development/,,,False,http://c.thumbs.redditmedia.com/xmkLfU7Lu5iY5M4z.jpg,t5_2qwj8,False,,,False,t3_18xrsa,http://www.humblebundle.com/,
1361297567.0,8,self.Unity3D,18tw5k,Newbie question: Best way to do huge scenes?,ZombieWrath,8,0,8,http://www.reddit.com/r/Unity3D/comments/18tw5k/newbie_question_best_way_to_do_huge_scenes/,"This question is a split between Blender and Unity, but I felt like it'd be more fitting here...
(Since everyone using Unity will have some experience with models, but not all Blender users will have experience with Unity)
I'm new to unity/blender and I just came up with a problem, (or so I assume) and i'm just wondering what is the solution:
Say I make a huge castle with blender, (or any other modeling software) and I say used more than one texture, as it was too big for one huge texture image (or is this not a problem?) how would I apply those textures to the huge castle in Unity?
Or am I going at it wrong? -Should I not be making the huge castle in one big model and instead split it into several sections/models so each one has its own texture?
I'm just wondering what is the 'standard' todo for huge models, before it's too late I go the wrong way out of habit...
Any advice would be great, thanks alot.
(Hope i've explained my question well enough)",,False,self,t5_2qwj8,1361298681.0,,,True,t3_18tw5k,http://www.reddit.com/r/Unity3D/comments/18tw5k/newbie_question_best_way_to_do_huge_scenes/,
1361265039.0,7,self.Unity3D,18t6ab,Where can I buy Unity 4 Pro for a student team?,theineffablebob,8,1,9,http://www.reddit.com/r/Unity3D/comments/18t6ab/where_can_i_buy_unity_4_pro_for_a_student_team/,Is there any place that sells a Unity 4 Pro team license with at least 4 licenses for students? My school says they will reimburse me if I buy Unity Pro but I haven't found a bundle with at least 4 licenses.,,False,self,t5_2qwj8,False,,,True,t3_18t6ab,http://www.reddit.com/r/Unity3D/comments/18t6ab/where_can_i_buy_unity_4_pro_for_a_student_team/,
1361142027.0,9,self.Unity3D,18prue,Any tutorials on creating a tile/cube based game? Having trouble having large amounts of objects.,zeritor,10,1,16,http://www.reddit.com/r/Unity3D/comments/18prue/any_tutorials_on_creating_a_tilecube_based_game/,"After failing to implement my idea in 2.5D Isometric (turns out isometric games are very hard to do lol), I figured I'd just take a jump in to 3D.
Now, I have never modelled and currently don't have the desire too model. I'm a programmer at heart/by brain and would like to work on the code side of things.
I'm not really making a game I plan to release to the public as I'm more interested in this as a personal development journey so I figured I'd stick to simple shapes like cube and cube people.
So far I created a 100x100 grid of cubes and it was pretty laggy. I did this by Instantiated a custom cube object 10,000 times. I think this may be why it was lagging. Should I only instantiated the cubes on screen? I'm not really sure what I should be doing.",,False,self,t5_2qwj8,1361177858.0,,,True,t3_18prue,http://www.reddit.com/r/Unity3D/comments/18prue/any_tutorials_on_creating_a_tilecube_based_game/,
1360814819.0,5,self.Unity3D,18hrn8,Easing with Mouse Release??,g0vi,9,4,7,http://www.reddit.com/r/Unity3D/comments/18hrn8/easing_with_mouse_release/,"Hello,
I am rotating a gameobject on the Y axis when I click and hold the mouse so it keeps rotating. Here is the code I am working with.
var rotater = 1;
function Update(){
if (Input.GetMouseButton(0)){
rotater++;
transform.rotation = Quaternion.AngleAxis(rotater , Vector3.up);
}
}
What I want to happen is for the gameObject to ease out of the rotation when I release the mouse button. I've come across Quaternion.slerp or lerp, but those are for moving from A to B I believe? Not sure if I understand that function very well.
Any suggestions?
Regards
Joe",,False,self,t5_2qwj8,False,,,True,t3_18hrn8,http://www.reddit.com/r/Unity3D/comments/18hrn8/easing_with_mouse_release/,
1359834461.0,8,self.Unity3D,17rmh5,Raycast vs Collider for some AI - Please Help,Sp0on,8,0,21,http://www.reddit.com/r/Unity3D/comments/17rmh5/raycast_vs_collider_for_some_ai_please_help/,"Hi everyone,
Just a (hopefully) quick clarification. I may be over thinking this, but which is more costly - a raycast or a collider? I am making a game and am trying to save memory and keep speed up however possible. I have an enemy object that checks if it can see the player and then reacts. I have 2 solutions so far, and both seem about the same speed with my smaller scale tests.
1) Have a sphere collider (trigger not collision) on the range of hearing/vision. When the trigger is sent off the enemy then raycasts at the player to see if they can see them. If they do, they respond.
2) I have an enemy that raycasts at the player out to a similarly set distance all the time and only engages when the player is close enough.
Which of these is better? In my mind, the raycasting is more processor intensive if it's processed each frame. I am not sure of how triggers on colliders are handled. Are they in a dumb state (idle) until triggered, or is it using a similar amount of processing power?
If I were to scale this - let's say to 50 enemies - which would be better?
Or is this whole approach wrong?
Thanks for your time and I appreciate any help/advice/insight you are willing to offer.
TLDR: Does a trigger have less overhead than a raycast? ",,False,self,t5_2qwj8,False,,,True,t3_17rmh5,http://www.reddit.com/r/Unity3D/comments/17rmh5/raycast_vs_collider_for_some_ai_please_help/,
1359646109.0,5,self.Unity3D,17mrv4,Cross platform in-app purchase concerns,pateras,9,4,13,http://www.reddit.com/r/Unity3D/comments/17mrv4/cross_platform_inapp_purchase_concerns/,"I'm thinking about making a free to play game with paid expansion. I'd like to make it available for both iOS and Android, and I'd like to allow players to share their expansions across their devices. So if you download the game for both platforms, and you buy an expansion on an iOS device, when you log into your Android device, it's available.
It's easy enough to do authentication and determine via the user's account if they've purchased an expansion, but will I get shut down on either or both app stores for allowing some other venue for the content to be purchased? And are there other considerations for doing something like this that I should be aware of?
Additionally I'd like to allow other avenues expansion acquisition as well, such as via the web and via promo codes.
Thank you.",,False,self,t5_2qwj8,False,,,True,t3_17mrv4,http://www.reddit.com/r/Unity3D/comments/17mrv4/cross_platform_inapp_purchase_concerns/,
1359599188.0,5,self.Unity3D,17lqfk,How do I draw rays from an object to other multiple?,only_upvotes_,9,4,6,http://www.reddit.com/r/Unity3D/comments/17lqfk/how_do_i_draw_rays_from_an_object_to_other/,"I want to make a grenade that applies damage to objects that are in a certain distance from it if the ray can touch the object. (So if there is a wall in the way, the wall will block the ray from getting to the object and applying damage. So how can I draw several rays to objects that are in a X distance?",,False,self,t5_2qwj8,False,,,True,t3_17lqfk,http://www.reddit.com/r/Unity3D/comments/17lqfk/how_do_i_draw_rays_from_an_object_to_other/,
1358972453.0,7,self.Unity3D,1754q6,Does anybody know why my terrain looks stepped?,MajesticTowerOfHats,9,2,3,http://www.reddit.com/r/Unity3D/comments/1754q6/does_anybody_know_why_my_terrain_looks_stepped/,"I've imported a raw heightmap onto a terrain layer however in the editor all the slopes look stepped and wierd.
Heres a picture with the in editor view uptop and my heightmap below
http://imgur.com/s5ttbe8
It's 2048x2048
Edit: Yep /u/x70x came with the solution",,False,self,t5_2qwj8,1358977923.0,,,True,t3_1754q6,http://www.reddit.com/r/Unity3D/comments/1754q6/does_anybody_know_why_my_terrain_looks_stepped/,
1357581978.0,7,self.Unity3D,164pb0,Good books/sites for AI programming? ,agentgruer,8,1,8,http://www.reddit.com/r/Unity3D/comments/164pb0/good_bookssites_for_ai_programming/,"I'm looking for good references on how to program AI in Unity, if you know of any, could you point me in the right direction?
Edit: The current game I am making is a FPS/RPG for the PC. What I am hoping for my AI to do is patrol roads, be able to shoot at the player, be able to set up ambush on the player (not sure if this is feasible), and other typical tasks AI do in the RPG realm. Also, I want it to be able to fight itself.
Edit 2: Also, which is a better language to write AI in Python or C#?",,False,self,t5_2qwj8,1357606640.0,,,True,t3_164pb0,http://www.reddit.com/r/Unity3D/comments/164pb0/good_bookssites_for_ai_programming/,
1356767749.0,7,reddit.com,15m84p,Interested in creating a Unity FPS framework?,scorpion44,11,4,5,http://www.reddit.com/r/Unity3D/comments/15m84p/interested_in_creating_a_unity_fps_framework/,,,False,default,t5_2qwj8,False,,,False,t3_15m84p,http://www.reddit.com/r/gaming/comments/15m7wn/interested_in_creating_a_unity_fps_framework/,
1356383678.0,8,self.Unity3D,15e2wo,"Generic rigs, IKs, and Mechanim.",Skaarah,9,1,6,http://www.reddit.com/r/Unity3D/comments/15e2wo/generic_rigs_iks_and_mechanim/,"Hey everybody, I need your help. I've been working on a project for some time now and I'm at a stage where I need to do something similar to feet positioned correctly on different terrain and steps. [Somthing like this.](http://www.youtube.com/watch?v=v2q5kuic6HA)
I have a few non-humanoid characters I need to do this with. As far as I can tell Unity 4.x doesn't support custom IK chains for non-bipedal creatures. Should I write my own IK and target positioning system or wait for the Unity guys to get it going or should I try and use the legacy IK/locomotion? If I should write my own any links/books you can recommend would be greatly appreciated.
Thanks community. ",,False,self,t5_2qwj8,False,,,True,t3_15e2wo,http://www.reddit.com/r/Unity3D/comments/15e2wo/generic_rigs_iks_and_mechanim/,
1356300247.0,9,self.Unity3D,15cczo,Move to click,gaddoor,14,5,9,http://www.reddit.com/r/Unity3D/comments/15cczo/move_to_click/,"Hi guys,
can someone help me finding a script or point me to an asset (if exists) that could move my character to the point click location.
just like any point-and-click adventure game(monkey island, machinarium, etc...)
Thanks in advance.
",,False,self,t5_2qwj8,False,,,True,t3_15cczo,http://www.reddit.com/r/Unity3D/comments/15cczo/move_to_click/,
1356280294.0,6,self.Unity3D,15bwap,Is there a way to paint textures on a mesh at runtime and save the texture to a server?,commodore-69,7,1,7,http://www.reddit.com/r/Unity3D/comments/15bwap/is_there_a_way_to_paint_textures_on_a_mesh_at/,,,False,self,t5_2qwj8,False,,,True,t3_15bwap,http://www.reddit.com/r/Unity3D/comments/15bwap/is_there_a_way_to_paint_textures_on_a_mesh_at/,
1355877042.0,7,self.Unity3D,152wzu,What is the simplest database option for storing character and item data?,vansterdam_city,7,0,5,http://www.reddit.com/r/Unity3D/comments/152wzu/what_is_the_simplest_database_option_for_storing/,"Hey guys,
I am building a tech demo RPG platform for myself in C# and trying to use good programming principles.
I know the *idea* behind relational databases, but right now I haven't built one. I just want to be able to store a couple tables that I can edit outside the script, and then use those tables when generating items and stats for NPCs.
What kind of database have you implemented that plays nice within Unity and can also have its tables edited outside the editor?
Would I be better off storing entity data in a collection of XML or JSON files?
I'm not worried about server/client issues at this point in time, I just want to implement a local solution for my own learning.
Links to relevant tutorials appreciated :)",,False,self,t5_2qwj8,False,,,True,t3_152wzu,http://www.reddit.com/r/Unity3D/comments/152wzu/what_is_the_simplest_database_option_for_storing/,
1355758448.0,7,self.Unity3D,14zvp7,Anyone here developing with Ouya in mind?,jethroboom,15,8,8,http://www.reddit.com/r/Unity3D/comments/14zvp7/anyone_here_developing_with_ouya_in_mind/,"Had a platformer I was trying to work on, but that group of people fell apart. Disappointed, but now working on a Sim with a more dedicated group, was really gung-ho about rolling out a tight controlled platformer for Ouya.
Just curious to see what everyone's up to, if anyone has any plans to coincide with the launch in the spring.",,False,self,t5_2qwj8,False,,,True,t3_14zvp7,http://www.reddit.com/r/Unity3D/comments/14zvp7/anyone_here_developing_with_ouya_in_mind/,
1355567851.0,8,self.Unity3D,14w2mn,Question about Orthographic View in Unity,LemonLimeBitterz,9,1,11,http://www.reddit.com/r/Unity3D/comments/14w2mn/question_about_orthographic_view_in_unity/,"So I want to make a 2D game in Unity. I haven't done this before, only 3D stuff in the past.
Many tutorials say to set the orthographic size to half the height of the desired resolution so you have a ""1 pixel = 1 world unit"" ratio. That way if you have a 100x100 image, a scale of 100 by 100 would make the image pixel perfect.
This makes sense and works just fine, but how do you get around the fact that a resolution of 1024x768 is equivalent to 1024 metres by 768 metres, since the Unity physics engine is supposedly optimised for 1 metre/world unit.
And flying around the editor is now impossible with such large sizes.",,False,self,t5_2qwj8,False,,,True,t3_14w2mn,http://www.reddit.com/r/Unity3D/comments/14w2mn/question_about_orthographic_view_in_unity/,
1355266864.0,6,self.Unity3D,14ow7s,Drawing on terrain with cursor in game - Need help!,seupac,7,1,3,http://www.reddit.com/r/Unity3D/comments/14ow7s/drawing_on_terrain_with_cursor_in_game_need_help/,"Hey, I'm a geography student working on a map in unity.
I created a heightmap of a local ski mountain from a contour dataset in ArcGIS and now I have a cool little 3D map of the hill in unity that looks like this: http://thirdpeak.files.wordpress.com/2012/11/snowfall.jpg?w=640&h=269
For my project, I want the ""game"" scene to be an environment where the user can draw lines on the terrain with their cursor.
I have spent HOURS going through tutorials on line renderer and downloaded a ton of scene files trying to apply it to my project, but with no background in java or scripting of any kind I just cant make head or tail of what I am to do next.
Is there a simple way I can make or import some kind of character controller that can fly around and draw lines on the terrain? My guess is that it would be similar to scripting bullet holes or something from projectiles in an FPS, but with no coding background I have no understanding of how to implement it.",,False,self,t5_2qwj8,False,,,True,t3_14ow7s,http://www.reddit.com/r/Unity3D/comments/14ow7s/drawing_on_terrain_with_cursor_in_game_need_help/,
1354669783.0,7,self.Unity3D,14amkv,"What can Unity Free do to make low quality graphics look ""good""?",jonatcer,7,0,12,http://www.reddit.com/r/Unity3D/comments/14amkv/what_can_unity_free_do_to_make_low_quality/,"I'm working on a game right now and just fleshing out some basic gameplay mechanics, and I want to finish it on my own (It's fairly simple, but fun), but... I'm not the best artist, so I want to make the graphics as basic as possible.
Problem is, I'm not sure how without Pro. Obviously bloom, a toon shader, etc. would all cover up imperfections - but they all require Pro and I do not have the money to justify it right now, so I'm curious - what are some simple looking stylized graphics that Unity Free can pull off?
I'm looking for anything - shaders, tips for Unity, examples of simple graphics made with Unity Free, or hell even just a graphical style that *can* be made with the free version.
An example of what I mean by low quality / simple graphics, would be [Frozen Synapse](http://www.frozensynapse.com/media.html), but something that would work with a 3rd person, behind the player camera.",,False,self,t5_2qwj8,False,,,True,t3_14amkv,http://www.reddit.com/r/Unity3D/comments/14amkv/what_can_unity_free_do_to_make_low_quality/,
1353946670.0,7,self.Unity3D,13tfet,How do I build race tracks in Unity?,resurrection,11,4,11,http://www.reddit.com/r/Unity3D/comments/13tfet/how_do_i_build_race_tracks_in_unity/,"I'm interested in building a racetrack in Unity to begin tinkering around with Unity (i'm currently reading through the Racing Game Tutorial on the site) and getting a good understanding of the engine and things. I had a few question though -
Does Unity require that I create the entire track (as in, just the road bit) as a single mesh or am I allowed to make sections which I can assemble together in Unity itself? ",,False,self,t5_2qwj8,False,,,True,t3_13tfet,http://www.reddit.com/r/Unity3D/comments/13tfet/how_do_i_build_race_tracks_in_unity/,
1352929209.0,9,youtube.com,137bal,Here's a quick (~1:30) video of some new tutorial features for my strange little stealth/survival game.,2DArray,11,2,6,http://www.reddit.com/r/Unity3D/comments/137bal/heres_a_quick_130_video_of_some_new_tutorial/,,,False,http://c.thumbs.redditmedia.com/7LUIHxjtpOR_jjch.jpg,t5_2qwj8,False,,,False,t3_137bal,http://www.youtube.com/watch?v=-f3e8feTUlA&hd=1,
1352708535.0,9,self.Unity3D,131zrs,How would I make a character flatten up against a wall?,WhatHappenedToEvaXep,13,4,8,http://www.reddit.com/r/Unity3D/comments/131zrs/how_would_i_make_a_character_flatten_up_against_a/,"(Preface: I work at a video game company as a programmer, and I've been using Unity for over a year now. I'm no stranger to this program, but there are some problems that I just can't solve on my own, so I've come here to ask for help on an indie game I'm making.)
I'm making a stealth game, and one of the features I want my game to have is the ability to flatten the character's body against a wall, and move left and right while against the wall. This is what I mean:
http://www.leetgamesblog.com/wp-content/uploads/2009/10/metal-gear-solid-2.jpg
This is a classic stealth game mechanic, but I'm not sure how to pull it off.
Here's what I've come up with so far (temporary art):
http://i.imgur.com/VwyyE.png
The red cube at the character's feet is a collision box. When the character enters that collision box and presses a button, the character's rotational value becomes equal to the rotational value of the box, and she can only move left or right. Each individual red cube will always be oriented to face away from the wall it's next to.
However, I don't think that this is the best way to implement this feature. I have no idea how to tell the character something like, ""You can only crab-walk X distance before you have reached the edge of the wall and have to stop"". Also, this method requires me to manually place red collision boxes everywhere, which are all at the right size and position...that would be a giant pain in the long-term.
There's got to be a more elegant solution - but what? If anyone here could offer some advice on the most intelligent way to implement this feature, I would be extremely grateful!",,False,self,t5_2qwj8,False,,,True,t3_131zrs,http://www.reddit.com/r/Unity3D/comments/131zrs/how_would_i_make_a_character_flatten_up_against_a/,
1352121635.0,7,self.Unity3D,12nyuc,BurgZerg Arcade's Day/Night Cycle Tutorial. I Don't Get It.,arashi256,12,5,4,http://www.reddit.com/r/Unity3D/comments/12nyuc/burgzerg_arcades_daynight_cycle_tutorial_i_dont/,"So, I'm doing the BurgZerg tutorial for a day/night cycle here: -
http://www.burgzergarcade.com/tutorials/game-engines/unity3d/072-unity3d-tutorial-day-night-cycle-part-1
and it works and everything, but I'm not sure *why*. I assumed a day/night cycle would have a directional light orbiting the world origin and always pointing at the world origin.
In the tutorial, though, the directional light is offset from the origin along the Z axis and a lens flare attached. The directional light is then simply rotated and not moved from (0,0,-30). Yet the lens flare shows the ""sun"" arcing round the world plane as you'd expect.
What the hell is going on there? I attached a sphere as a child object to the directional light to prove to myself that the light doesn't actually move and it doesn't. So how does the light appear to arc through the sky without actually moving?",,False,self,t5_2qwj8,False,,,True,t3_12nyuc,http://www.reddit.com/r/Unity3D/comments/12nyuc/burgzerg_arcades_daynight_cycle_tutorial_i_dont/,
1351956993.0,7,self.Unity3D,12kex9,"Hey r/unity3d, we just released some screenshots of out game, can you give us feedback?",minax,9,2,17,http://www.reddit.com/r/Unity3D/comments/12kex9/hey_runity3d_we_just_released_some_screenshots_of/,"We released a few screenshots on our blog, your constructive criticism would be very much appreciated!
[Link!](http://thyilia.com/?p=147)
",,False,self,t5_2qwj8,False,,,True,t3_12kex9,http://www.reddit.com/r/Unity3D/comments/12kex9/hey_runity3d_we_just_released_some_screenshots_of/,
1351573774.0,8,self.Unity3D,12bok8,Finished a (very bad) Pathfinding script- any expert want to give me some advice? ,rockemsockemrobot,12,4,14,http://www.reddit.com/r/Unity3D/comments/12bok8/finished_a_very_bad_pathfinding_script_any_expert/,"Hey, so I took on the task of writing an A* pathfinding script. I was inspired by a post here recently that used A* in reverse, to generate a full table to pathfind from any location to one target.
What I have works, in that it generates an G, an F and an H value for each square and finds its parent. I've been messing with creating an object that moves in accordance to the grid, but since this was the main goal I had, I thought I'd go ahead and post it.
What I'm looking for is advice on what I could do better (I really just tried to make something that I understood, while asking on here for hiccups and confusion), where to go from here, and now that I'm done, some resources on how to do this the 'right' way, haha.
[Here's the link](https://www.yousendit.com/download/WUJhL0dQcGs0b0R2WnNUQw) to the .zip of the project. Thanks for taking time to look. ",,False,self,t5_2qwj8,False,,,True,t3_12bok8,http://www.reddit.com/r/Unity3D/comments/12bok8/finished_a_very_bad_pathfinding_script_any_expert/,
1351111755.0,9,self.Unity3D,120ytz,Particle playing on all animations instead of specified one,Shadoworen117,11,2,5,http://www.reddit.com/r/Unity3D/comments/120ytz/particle_playing_on_all_animations_instead_of/,"Hi all, I have a script here that is attached to a model with an animation that is split up into 8 clips. One of the animation clips is called ""greenlaser1"", and a particle effect is supposed to activate whenever ""greenlaser1"" is playing. However it is also doing the particle effect with a different animation clip called ""jetpack1"". Any ideas on how to fix this? _____________________________________________________
var greenoff3 : GameObject;
var greenlaser2 : ParticleSystem;
function Update () {
if (animation[""greenlaser1""].isPlaying == true)
print(""greenlaser"");
AddStuff();
}
function AddStuff () {
greenoff3.active = true;
greenlaser2.enableEmission = true;
yield WaitForSeconds (4.5);
greenoff3.active = false;
animation.Stop(""greenlaser1"");
}",,False,self,t5_2qwj8,1351117885.0,,,True,t3_120ytz,http://www.reddit.com/r/Unity3D/comments/120ytz/particle_playing_on_all_animations_instead_of/,
1350815708.0,7,chrisbirke.com,11u8f0,pretty spherical harmonics,alleycatsphinx,8,1,2,http://www.reddit.com/r/Unity3D/comments/11u8f0/pretty_spherical_harmonics/,,,False,default,t5_2qwj8,False,,,False,t3_11u8f0,http://www.chrisbirke.com/unity/SH/shcolors.html,
1350416274.0,7,self.Unity3D,11l3wi,"This is my project ""I'll Be Damned"" and I need some help",Sir_paddles,8,1,3,http://www.reddit.com/r/Unity3D/comments/11l3wi/this_is_my_project_ill_be_damned_and_i_need_some/,"I have been working on a post Rapture style apocalypse survival game, and would love some help if anyone would be willing to give it. Either in the form of advice, or teamwork, or simple links, I'd love some pointers.
Anywho, this is the devlopment [Blog](http://pdanielsartblog.blogspot.com/), and here's what I have [so far](http://illbedamned.netne.net/).
I know the model breaks when he runs and shit, I'm not worried about that right now. What I need help with is getting things working, like combat, inventory, health, etc. I got the movement and simple AI pathing pretty good, but am lost from there.
Again, ANY help would be appreciated. Also, let me know what you think about what I've got so far.
**TLDR: Can't Figure out coding beyond character controls and basic AI, PLEASE HALP**",,False,self,t5_2qwj8,False,,,True,t3_11l3wi,http://www.reddit.com/r/Unity3D/comments/11l3wi/this_is_my_project_ill_be_damned_and_i_need_some/,
1349891904.0,5,self.Unity3D,119h3g,A Unity Furniture Tool,kaleidoscapes,7,2,2,http://www.reddit.com/r/Unity3D/comments/119h3g/a_unity_furniture_tool/,"I have a team to work on a tool for Unity and it was suggested that we post here to get feedback about it.
The idea is to make a tool for creating indoor scenes more efficiently. In my department the water tool, terrain tool, and tree tool get a lot of use for setting up outdoor scenes for prototypes, but we would like to have the same option for indoor scenes.
My team proposes to make a tool with base prop/furniture models that can be modified the way the tree tool lets you modify a base tree model.
So here are some questions:
Would you use a tool like this?
What indoor scenes would you find most useful? (ie. home, office, public spaces, etc.)
Can you give us any advice/direction/warnings for getting started on developing a Unity tool?
What modifications do you think would be most important for indoor props? (ie. color/pattern, worn/new, clean/dirty)",,False,self,t5_2qwj8,False,,,True,t3_119h3g,http://www.reddit.com/r/Unity3D/comments/119h3g/a_unity_furniture_tool/,
1349884131.0,8,self.Unity3D,1198m6,Grids,rockemsockemrobot,9,1,25,http://www.reddit.com/r/Unity3D/comments/1198m6/grids/,"Hey guys. Been a 3D modeler for a long time now, but I'm looking to get more into game development (personal stuff). Been doing some basic Unity things, and I'm ready to do more advanced stuff. What I'm looking to do is play around with random generation and pathfinding. To do this I want to establish a grid, but I'm not exactly sure how to do this. Would I create a physical grid composed of objects? An array of x,y values? Not sure where to even get started. Gonna start playing around, but any advice (as I'm sure this has been done before, not trying anything groundbreaking here haha) would be much appreciated. ",,False,self,t5_2qwj8,False,,,True,t3_1198m6,http://www.reddit.com/r/Unity3D/comments/1198m6/grids/,
1349764193.0,7,codingjargames.com,116nwc,Analytics in Flash-Exported Unity3D,CodingJar,7,0,3,http://www.reddit.com/r/Unity3D/comments/116nwc/analytics_in_flashexported_unity3d/,,,False,default,t5_2qwj8,False,,,False,t3_116nwc,http://www.codingjargames.com/blog/2012/10/09/analytics-in-unity-flash/,
1349471991.0,7,self.Unity3D,110gxg,Recursion Problems,Fluzzarn,7,0,3,http://www.reddit.com/r/Unity3D/comments/110gxg/recursion_problems/,"Hey again, you might have seen my post about pathfinding earlier [Link](http://www.reddit.com/r/Unity3D/comments/10qmov/need_help_on_testing_if_player_has_won_the_level/)
Well to update, I used recursion and raycasting to make a simple pathfinder. Now I have a new problem. In some circumstances the player can create an infinite recursive loop, usually when four of the same color block are next to each other. [Example](http://i.imgur.com/dMZb0.png)
I don't know how I could change up my code to make sure this kind of instance would happen, [Here](http://pastebin.com/fvQtFjDW) is my function if you want to look at it and help.
**TL;DR Need help making recursion not go into an infine loop on certain instances**",,False,self,t5_2qwj8,False,,,True,t3_110gxg,http://www.reddit.com/r/Unity3D/comments/110gxg/recursion_problems/,
1349223181.0,7,self.Unity3D,10uhkl,Template Projects,CharlesVI,7,0,6,http://www.reddit.com/r/Unity3D/comments/10uhkl/template_projects/,"Simply put is there a way to have a project set up with default scripts and assets that I can use as a template and when I start a new project I can essentially ""save as"" to rename it preserving my template and having a clone to work with?",,False,self,t5_2qwj8,False,,,True,t3_10uhkl,http://www.reddit.com/r/Unity3D/comments/10uhkl/template_projects/,
1349056087.0,6,self.Unity3D,10qmov,Need help on testing if player has won the level.,Fluzzarn,7,1,2,http://www.reddit.com/r/Unity3D/comments/10qmov/need_help_on_testing_if_player_has_won_the_level/,"The game I am currently writing is a sliding game where you have to connect one end of the puzzle to another with a solid stream of colors. Each tile is a different color.
My main problem right now is trying to figure out if a tiles neighbors are the same color and then check that one and so on, I've been using a Physics.OverlapSphere and that got so far, but now I'm stuck
http://pastebin.com/PY63Uu3G - My ""controller""/GUI Creator, currently on my camera
http://pastebin.com/nXksf7hy - what is currently on each Tile
If needed I can upload my whole project",,False,self,t5_2qwj8,False,,,True,t3_10qmov,http://www.reddit.com/r/Unity3D/comments/10qmov/need_help_on_testing_if_player_has_won_the_level/,
1348189791.0,6,self.Unity3D,1083mp,"Introducing a plugin we just made: Texture Tools. Batch solidify, resize and HSL texture editing inside Unity",regulargabs,8,2,1,http://www.reddit.com/r/Unity3D/comments/1083mp/introducing_a_plugin_we_just_made_texture_tools/,"Hello everyone,
I'm Gabriel Ochsenhofer, a programmer from [Cats in the Sky](http://www.catsinthesky.com). We made a free Unity3D plugin in the past (FarseerUnity), and now we're happy to introduce our first commercial plugin, Texture Tools:
[Introduction video](http://www.youtube.com/watch?v=w0yhtIS0wh4)
Texture Tools enables you to tweak some aspects of your textures inside Unity. All filters/tasks run in a separate thread, so they don't stop you from working on your game scenes.
The current version of our plugin contains:
* Solidify - Removes white halos from transparent textures. Solidify fixes the fully transparent pixels of your textures so they can be displayed properly when they are sampled by the engine.
* Resize - Lanczos (great for reduction), HQ2X, HQ4X and HQ4X Smooth (great for enlarging pixel-art textures).
* HSL - Hue, Saturation and Lightness/Luminance. This can be useful if you're building for mobile and can't afford a custom shader due its performance cost.
Here's the asset store link if anyone's interested:
[Texture Tools 1.0.0 ($10)](http://u3d.as/content/cats-in-the-sky/texture-tools)
What is planned for future versions:
* A simple texture editor for pixel-art painting and/or prototyping (multiple layers, brushes, etc.) (1.2.x);
* Example scenes for using Solidify, Resize and HSL in-game (the filters don't depend on Editor classes, so they can be used for processing textures inside a game) (1.1.x);
Suggestions are welcome!",,False,self,t5_2qwj8,False,,,True,t3_1083mp,http://www.reddit.com/r/Unity3D/comments/1083mp/introducing_a_plugin_we_just_made_texture_tools/,
1346052035.0,6,self.Unity3D,yw75o,Best Unity and C# books?,TheGMan323,8,2,8,http://www.reddit.com/r/Unity3D/comments/yw75o/best_unity_and_c_books/,"I'm mostly interested in the story aspect of games, but I want to learn Unity and C# so I can make my own games and increase my chances of getting hired. What are the best books for learning Unity and C# you have found?
(I know there are many free tutorials available online, but I have found learning this way to be slow paced and frustrating. Having a book will allow me to learn step by step at my own pace.)",,False,self,t5_2qwj8,False,,,True,t3_yw75o,http://www.reddit.com/r/Unity3D/comments/yw75o/best_unity_and_c_books/,
1345946867.0,7,self.Unity3D,yu26v,Persistent Multiplayer Worlds,InsanelyOK,7,0,6,http://www.reddit.com/r/Unity3D/comments/yu26v/persistent_multiplayer_worlds/,"I have developed several games, none using Unity yet, for Flash, HTML5, iOS and Android. I am a game programmer, back-end web programmer, designer and animator so I've been pretty fortunate being able to take on development work largely on my own. I'm looking for another project to sink my teeth into, one that revolves around an online persistent world that players can log in to, become a part of and interact with. The problem is, I know game development from the client-side, but I have no clue what I'm looking at in terms of cost, the type of server setup, whether I will have a master server that maintains the overall game state and tracks users and that is relayed to servers that host various sets of users. I don't know what I don't know at this point. The idea is to start small, with basic functionality, something as simple as having the player, enemies, spawn points and pickups. Not to the scale or complexity as WOW but the same type of network setup (I guess). You will not have access to hundreds of inventory items, the world will be small, and there will be no quests or objectives. Just spawn, find enemies and kill them. So on to my questions:
1) What type of network/server setup will I be looking at for a game as described above that is persistent? Master server, child servers, client? Master Server, Client? Is Unity even capable of this? From my research there are tools out there but it will require tons of work to get rolling.
2) I have a dedicated server (4GB ram, QuadCore, 10TB Bandwidth) that I pay for each month that is pretty much just sitting around with a few sites hosted. Could this handle being a starting server? If not, am I looking at costs that would explode beyond affordability, is this just a pipe dream for an indie developer without the big front-end budget of a AAA studio? I'm not thinking that I will consume millions initially or that it will even get to that point, but what am I looking at for 100,000 concurrents, 1 million, 100 million?
3) Lastly, what am I missing here? I am not naive, I realize that this will take a lot of work and dedication and I do not intend to go about it on my own by any means, I'm also not looking to do it for free and I realize that there is potentially a large cost in this. Mainly I just want the low down on what this type of game would require in terms of network connectivity. I am not one of those kids who got the free version of Unity and want to start out making an MMORPG, far from it.
I appreciate any advice and respectable commentary.",,False,self,t5_2qwj8,False,,,True,t3_yu26v,http://www.reddit.com/r/Unity3D/comments/yu26v/persistent_multiplayer_worlds/,
1345599323.0,8,self.Unity3D,ym37g,I am offering money for someone who can fully help me with setting up multiplayer in my game and really making it work.,ThatGuyRememberMe,12,4,25,http://www.reddit.com/r/Unity3D/comments/ym37g/i_am_offering_money_for_someone_who_can_fully/,"I am offering a small bit of money for anyone who can take a few weeks with me and help me set up multiplayer in my game. If this turns out well, I will offer much more money to you. Don't get too excited for it's not a lot of money at all, but I really need the help and it is what I can do. Please send me a PM if you are willing to help. Thanks!",,False,self,t5_2qwj8,False,,,True,t3_ym37g,http://www.reddit.com/r/Unity3D/comments/ym37g/i_am_offering_money_for_someone_who_can_fully/,
1345338637.0,7,self.Unity3D,ygb11,"Responsive controls, how do you do it?",Manwhoforgets,7,0,4,http://www.reddit.com/r/Unity3D/comments/ygb11/responsive_controls_how_do_you_do_it/,"Hi guys, I'm just wondering on how i would script very responsive controls for my game which involves the player moving a ball around a 3D space.
I currently have a rigidbody setup with an addforce command controlling the movement according to the accelerometer axis. However, i find it pretty unresponsive at best. The main problem I'm having is that whenever I tilt the phone and the ball collides with something, that spot becomes sort of a neutral spot on the axis. So instead of just tilting the phone to the same degree the other way, i have to do double the work just to make it move. I have debugged the velocity as well to see if my code was acting up, but nothing has shown in that.
I have no idea why that is, and i can't really find a better solution then using addforce.
An idea that i have is setting up a threshold for the accelerometer, so then the ball has a speed limit, and tilting the phone forwards or back is measured along that instead of just being thrown straight into code like at the moment as : target.rigidbody.AddForce(input * rollForce);
Any further information on possibly using Rigidbodies to my advantage would be much appreciated.
Cheers,",,False,self,t5_2qwj8,False,,,True,t3_ygb11,http://www.reddit.com/r/Unity3D/comments/ygb11/responsive_controls_how_do_you_do_it/,
1344548813.0,8,self.Unity3D,xyn72,What's the best way to implement a script that lots of objects are using?,alexanderwales,12,4,7,http://www.reddit.com/r/Unity3D/comments/xyn72/whats_the_best_way_to_implement_a_script_that/,"So I have a game that has lots of people that want to find lots of resources. Right now, there's a TargetResource script attached to every person, which gets consulted everytime I need to check where the closest resource is. This feels really ridiculously inefficient, and since I'd eventually like hundreds of these guys on the screen, I want a better implementation. What's the best way to go about doing this? Right now I'm thinking that I just want a centralized place to do all of this from that the people objects all consult. Is this a good method, or is there some better way to do it? Or is the ""one script per person"" method not going to be as bad for performance as I think it is?",,False,self,t5_2qwj8,False,,,True,t3_xyn72,http://www.reddit.com/r/Unity3D/comments/xyn72/whats_the_best_way_to_implement_a_script_that/,
1344519284.0,7,youtube.com,xxs1j,My last submission about terrain generation got a bit of interest so I made a video describing another type of terrain generation.,digijin,8,1,8,http://www.reddit.com/r/Unity3D/comments/xxs1j/my_last_submission_about_terrain_generation_got_a/,,,False,default,t5_2qwj8,False,,,False,t3_xxs1j,http://www.youtube.com/watch?v=uyxnwGTPRr0,
1344041584.0,8,self.Unity3D,xne7v,Cost of GetComponent and Scripting best practice?,CharlesVI,12,4,4,http://www.reddit.com/r/Unity3D/comments/xne7v/cost_of_getcomponent_and_scripting_best_practice/,"Considering the Cost of Getcomponent I was wondering what the community thinks about making the majority of your scripts one large script? Or is this unessisary so long as you GetComponent during the start() and cache it as a varible for later use?
Thanks for the input. ",,False,self,t5_2qwj8,False,,,True,t3_xne7v,http://www.reddit.com/r/Unity3D/comments/xne7v/cost_of_getcomponent_and_scripting_best_practice/,
1344030998.0,7,self.Unity3D,xn49z,How can I open doors to homes / other worlds elder scrolls style?,ThatGuyRememberMe,11,4,11,http://www.reddit.com/r/Unity3D/comments/xn49z/how_can_i_open_doors_to_homes_other_worlds_elder/,"I want to make a door that lets me hit ""E"" when I am near it and it will load a new world or whatever I make. How can this be done?",,False,self,t5_2qwj8,False,,,True,t3_xn49z,http://www.reddit.com/r/Unity3D/comments/xn49z/how_can_i_open_doors_to_homes_other_worlds_elder/,
1343566838.0,7,self.Unity3D,xc9bk,How do i get started?,azder1000,9,2,12,http://www.reddit.com/r/Unity3D/comments/xc9bk/how_do_i_get_started/,"I really really wanna get into game developing, but i can't seem to figure out how to get started with unity. I've programmed with VB.net and a little bit of HTML. So i know nothing about this, how do i get started?",,False,self,t5_2qwj8,False,,,True,t3_xc9bk,http://www.reddit.com/r/Unity3D/comments/xc9bk/how_do_i_get_started/,
1343380205.0,7,self.Unity3D,x8nh3,Unity must have add ons,Sphism,9,2,13,http://www.reddit.com/r/Unity3D/comments/x8nh3/unity_must_have_add_ons/,"Just getting into unity and was thinking about buying megashapes to do some level building for a new game.
I'm just wondering what add ons people always use. Eg things that you just can't live without.
I only use the free version of unity. But if this pitch gets accepted I guess I'll get pro... Or maybe just ios. Actually I'm a bit confused about all the different parts of unity. ",,False,self,t5_2qwj8,False,,,True,t3_x8nh3,http://www.reddit.com/r/Unity3D/comments/x8nh3/unity_must_have_add_ons/,
1343158290.0,8,self.Unity3D,x37jz,"I hate asking for help, but I have no idea what is causing this issue.",Laurikens,9,1,17,http://www.reddit.com/r/Unity3D/comments/x37jz/i_hate_asking_for_help_but_i_have_no_idea_what_is/,"*edited to make code easier to read*
I have been laying down the basic mechanics for an RPG.
The player can press the tab key to cycle through nearby enemies and left click to attack, which removes health from the current target.
Everything related to this works fine, and I have removed all bugs.
The only problem I am having which I haven't been able to solve is that when I target one enemy, get close enough to attack it and left click, it removes health from every enemy in the scene. No matter how far away they are.
The enemy's health is displayed on a plane which floats above the enemy and faces toward the camera. The texture of the health bar is changed at different health levels to indicate this. I am suspicious that using this method to display health may be the cause of the problem but I thought I might ask for help here first before I bother recoding it to work in a completely different way.
...
Here is the script which controls how the player attacks and targets enemies:
.........
private var target : GameObject;
private var attackDistance = 3;
var targetIndicator : GameObject;
var targetInfo : GameObject;
function Update()
{
if (Input.GetKeyDown (""tab"") && (FindClosestEnemy() != null))
{
target = FindClosestEnemy();
var oldIndicator = GameObject.FindWithTag (""targetIndicator"");
Destroy (oldIndicator);
var targetHealth = target.GetComponent(EnemyHealth);
Instantiate (targetIndicator, target.transform.position, target.transform.rotation);
}
if (target != null)
{
if (Input.GetButtonDown (""Fire1"") && (Vector3.Distance(target.transform.position, transform.position) < attackDistance))
{
targetHealth.health -= 1;
}
}
}
function FindClosestEnemy () : GameObject
{
// Find all game objects with tag Enemy
var gos : GameObject[];
gos = GameObject.FindGameObjectsWithTag(""Enemy"");
var closest : GameObject;
var distance = Mathf.Infinity;
var position = transform.position;
// Iterate through them and find the closest one
for (var go : GameObject in gos) {
var diff = (go.transform.position - position);
var curDistance = diff.sqrMagnitude;
if (curDistance < distance) {
closest = go;
distance = curDistance;
}
}
return closest;
}
function clearTarget ()
{
target = null;
}
......................
Followed is the script which controls the enemies health:
#pragma strict
var healthBar : GameObject;
var healthFull : Texture;
var health5 : Texture;
var health4 : Texture;
var health3 : Texture;
var health2 : Texture;
var health1 : Texture;
static var health = 6;
function Update ()
{
if(health > 6)
{
health = 6;
}
switch(health)
{
case 6: healthBar.renderer.material.mainTexture = healthFull;
break;
case 5: healthBar.renderer.material.mainTexture = health5;
break;
case 4: healthBar.renderer.material.mainTexture = health4;
break;
case 3: healthBar.renderer.material.mainTexture = health3;
break;
case 2: healthBar.renderer.material.mainTexture = health2;
break;
case 1: healthBar.renderer.material.mainTexture = health1;
break;
case 0:
var oldIndicator = GameObject.FindWithTag (""targetIndicator"");
Destroy (oldIndicator);
Destroy(gameObject);
break;
}
}
",,False,self,t5_2qwj8,False,,,True,t3_x37jz,http://www.reddit.com/r/Unity3D/comments/x37jz/i_hate_asking_for_help_but_i_have_no_idea_what_is/,
1343039100.0,8,self.Unity3D,x0dge,Best tutorials to do first?,lordkryss,8,0,8,http://www.reddit.com/r/Unity3D/comments/x0dge/best_tutorials_to_do_first/,"Hi all, I'm new to Unity but I studied C# at school so I just need to learn how the engine and the interface work, my problem is: there are a lot of links in the sidebar, which one is the most complete? Which one should i do first?",,False,self,t5_2qwj8,False,,,True,t3_x0dge,http://www.reddit.com/r/Unity3D/comments/x0dge/best_tutorials_to_do_first/,
1342668813.0,8,self.Unity3D,wsrsv,[Script help] Is there a way to attach the main camera to a specific part of an armature?,Wizuhd,8,0,2,http://www.reddit.com/r/Unity3D/comments/wsrsv/script_help_is_there_a_way_to_attach_the_main/,"I have a main character that jumps and slides and I want the camera to stay on his face, how do I do this?",,False,self,t5_2qwj8,False,,,True,t3_wsrsv,http://www.reddit.com/r/Unity3D/comments/wsrsv/script_help_is_there_a_way_to_attach_the_main/,
1342067505.0,8,self.Unity3D,wfcbu,r/DevTeams (casual hook-up sub),snappypants,9,1,1,http://www.reddit.com/r/Unity3D/comments/wfcbu/rdevteams_casual_hookup_sub/,"[r/DevTeams](http://www.reddit.com/r/DevTeams/)
I thought we could use an informal sub to help people find 'code-buddies' to work on personal projects with (game or non-game). [GameDevClassifieds](http://www.reddit.com/r/gameDevClassifieds) seems to be more focused on monetized projects, we could use one for people that just want to get together to build stuff casually.
-----
I posted this in [r/GameDev](http://www.reddit.com/r/GameDev) first, but it was removed by a mod, so the number of subs will probably be pretty low from lack of exposure, but if you're interested, use it up!",,False,self,t5_2qwj8,False,,,True,t3_wfcbu,http://www.reddit.com/r/Unity3D/comments/wfcbu/rdevteams_casual_hookup_sub/,
1341586370.0,6,youtube.com,w4ptt,"Video tutorial on how to automatically animate a MegaFiers morph in Unity from bone rotations or positions, handy for driving muscle bulges on animated characters etc",SpookyCat,15,9,1,http://www.reddit.com/r/Unity3D/comments/w4ptt/video_tutorial_on_how_to_automatically_animate_a/,,,False,http://e.thumbs.redditmedia.com/qMO4Jy4Xb06GnB5j.jpg,t5_2qwj8,False,,,False,t3_w4ptt,http://www.youtube.com/watch?v=-vF4L-04YmA,
1341518515.0,7,prime31.com,w3br5,Prime31 Video Tutorials - Hidden gems I just now found on their docs page,burtonposey,10,3,5,http://www.reddit.com/r/Unity3D/comments/w3br5/prime31_video_tutorials_hidden_gems_i_just_now/,,,False,http://b.thumbs.redditmedia.com/OliUbitqvDkBB8fm.jpg,t5_2qwj8,False,,,False,t3_w3br5,http://www.prime31.com/unity/docs/,
1340746261.0,5,self.Unity3D,vnfzu,Running Into A Wall (How To Make My Character Stop When Doing So),XWolfHunter,9,4,25,http://www.reddit.com/r/Unity3D/comments/vnfzu/running_into_a_wall_how_to_make_my_character_stop/,"
So, guys. I just started a project this morning. On all my little fun experiments, I've used a presupplied character controller. This time, I made my own, and here's how I did it: I made a simple movement script, attached it to a box, and then parented it to the main camera. Simple, right? Just in case it's necessary, here's the script I wrote:
public var speed = 5;
function Update () {
var newPosition : Vector3 = transform.position;
if (Input.GetKey (KeyCode.W)){
newPosition.z += speed * Time.deltaTime;
}
if (Input.GetKey (KeyCode.S)){
newPosition.z -= speed * Time.deltaTime;
}
if (Input.GetKey (KeyCode.A)){
newPosition.x -= speed * Time.deltaTime;
}
if (Input.GetKey (KeyCode.D)){
newPosition.x += speed * Time.deltaTime;
}
transform.position = newPosition;
}
I then made boxes and a wall. Their positions and rotations are locked on all axis, and the character's position is locked on the y axis. The character's rotations are locked on all axis as well.
So, I made them all rigidbodies to attempt to make it so that that the character would stop when it hit something. It worked, to the extent that the character could not pass through boxes. However, it gained permanent momentum in the opposite direction that it encountered the rigidbody at. When it came to a wall, the character was flung through it and gained tons of permanent momentum.
I'm not sure where to go from here. I did a bit of research, and saw somewhere to check the ""Is Kinematic"" button. However, all this did was make the character pass straight through the other boxes.
If you want to actually see this happen, go here:
http://renaxs.blogspot.com/2012/06/welcome-to-blog.html
Thanks for any help, Reddit!
",,False,self,t5_2qwj8,1340998382.0,,,True,t3_vnfzu,http://www.reddit.com/r/Unity3D/comments/vnfzu/running_into_a_wall_how_to_make_my_character_stop/,
1338612411.0,8,self.Unity3D,ugs6m,Question about Low-poly models,Wizuhd,8,0,4,http://www.reddit.com/r/Unity3D/comments/ugs6m/question_about_lowpoly_models/,So I'm working on a game with unity to be released for Android primarily. What kind of poly-count should I be shooting for for characters? How do I check poly counts? Thanks!,,False,self,t5_2qwj8,False,,,True,t3_ugs6m,http://www.reddit.com/r/Unity3D/comments/ugs6m/question_about_lowpoly_models/,
1338326337.0,7,self.Unity3D,uayjl,Texture2D and transparency (from Photoshop),Beldarak,8,1,21,http://www.reddit.com/r/Unity3D/comments/uayjl/texture2d_and_transparency_from_photoshop/,"Hi !
I'm building a little dungeon crawler to train myself with scripting. So far so good but a little, simple thing is wasting my time for hours now.
I made a health bar under my mobs but here's the problem. The bar is ok in photoshop (and works perfectly in the game), I export it in unity (as a .psd but it's the same with png) and the background is white and not transparent at all.
If I check ""Alpha from Grayscale"" in the import options, the background turns grey (still not transparent). What am I missing?
I didn't find anything on the Unity documentation and the forums doesn't help me at all (they speak about materials and stuff but I'm trying to do a DrawTexture, can I put a material in a GUI?)
I'm desesperate (lost one day of developpement :'( ), help me Reddit !
Edit: I changed a parameter in my GUI.DrawTexture and upgraded to Photoshop CS5 (I used the CS4) and now, everything works just fine. Thank you all for all the advices",,False,self,t5_2qwj8,1338395486.0,,,True,t3_uayjl,http://www.reddit.com/r/Unity3D/comments/uayjl/texture2d_and_transparency_from_photoshop/,
1337817759.0,6,youtube.com,u1vra,My first Editor Extensions has been released: Basic Shape Helper,_wintersun,10,4,2,http://www.reddit.com/r/Unity3D/comments/u1vra/my_first_editor_extensions_has_been_released/,,,False,http://f.thumbs.redditmedia.com/dILz_t7aRx-r1L9Y.jpg,t5_2qwj8,False,,,False,t3_u1vra,http://www.youtube.com/watch?v=u8ENp1ivCT0,
1337490360.0,5,youtube.com,tvnka,"I have made a ""container system"" using only PlayMaker. ",Xcommand,15,10,6,http://www.reddit.com/r/Unity3D/comments/tvnka/i_have_made_a_container_system_using_only/,,,False,http://d.thumbs.redditmedia.com/l3-2ShGmXWZU-mJQ.jpg,t5_2qwj8,False,,,False,t3_tvnka,http://www.youtube.com/watch?v=7FgUbWQbXe4,
1336367433.0,8,self.Unity3D,tar2j,C# help: ArrayLists are confusing me.,unidentifiable,11,3,15,http://www.reddit.com/r/Unity3D/comments/tar2j/c_help_arraylists_are_confusing_me/,"Hi all,
I need help understanding how to access a script on an object that is stored in an ArrayList.
I have a piece of code that fires a raycast, gets back the collider that was hit and then sets a 'selected' variable inside a custom script called 'Selectable'. I then append the collider to an ArrayList called 'selectedUnits'.
However, once I've added the collider to the ArrayList, I can no longer call GetComponent<Selectable>() on the collider! I get an error from unity's compiler saying
**Type 'object' does not contain a definition for 'GetComponent' and no extension method `GetComponent' of type 'object' could be found (are you missing a using directive or an assembly reference?)**
But if I use Debug.Log to print 'selectedUnits[0]', I get back a collider, not an 'object'...what's going on?
My code follows:
public ArrayList selectedUnits = new ArrayList();
void Update()
{
SelectUnits();
}
void SelectUnits()
{
Ray rayUnit = camera.ScreenPointToRay(Input.mousePosition);
RaycastHit hitUnit = new RaycastHit();
int unitLayer = LayerMask.NameToLayer(""Unit"")
int unitMask = 1 << unitLayer;
if(Physics.Raycast(rayUnit, out hitUnit, Mathf.Infinity, unitMask))
{
hitUnit.collider.GetComponent<Selectable>.selected = true; //This works fine.
selectedUnits.Add(hitUnit.collider);
}
else
ClearSelectedUnitsList();
}
void ClearSelectedUnitsList()
{
for(int i=0; i < selectedUnits.Count; i++)
{
selectedUnits[i].GetComponent<Selectable>.selected = false; //This breaks.
}
selectedUnits.Clear();
}
How can I access my script once I've assigned the collider to the ArrayList?",,False,self,t5_2qwj8,False,,,True,t3_tar2j,http://www.reddit.com/r/Unity3D/comments/tar2j/c_help_arraylists_are_confusing_me/,
1336161057.0,7,self.Unity3D,t7byf,Help with making particle systems!,CalmItDown,7,0,2,http://www.reddit.com/r/Unity3D/comments/t7byf/help_with_making_particle_systems/,"I'm having a hard time figuring out how to get the most out of the particle system. Are there any good resources for Shuriken? Since its relatively new, I'm having trouble finding some good tutorials on it.
The specific problem I'm having right now is stretching the default particle texture so that its vertical. Think of like lights going up from a shrine. I found the Stretched billboard option and tried playing with that but it's driving me crazy. Any help is appreciated!
Edit: I figured out how to achieve the effect i was trying to explain. For those wondering, I had to change the actual texture the particle system was using, I couldn't find a way to stretch it through the modules. But the question of any shuriken tutorials out there still stands!",,False,self,t5_2qwj8,True,,,True,t3_t7byf,http://www.reddit.com/r/Unity3D/comments/t7byf/help_with_making_particle_systems/,
1336014044.0,7,self.Unity3D,t4hdi,"Models look fine in Blender, but not Unity, help?",decamonos,7,0,13,http://www.reddit.com/r/Unity3D/comments/t4hdi/models_look_fine_in_blender_but_not_unity_help/,"Working on a game in Unity, and built a weapon system and every thing. But all the weapon models I've gotten made look fine in Blender, but look terrible in Unity, the models have an odd form of transparency where the models look convex, and some of the surfaces become invisible at certain angles. Does any one know how to fix this?
Tried:
Changeing model format
Changeing export settings
Changing materials",,False,self,t5_2qwj8,False,,,True,t3_t4hdi,http://www.reddit.com/r/Unity3D/comments/t4hdi/models_look_fine_in_blender_but_not_unity_help/,
1335821484.0,6,self.Unity3D,t0ej8,Procedural Animation in Unity: Where should I start?,CGartland,7,1,13,http://www.reddit.com/r/Unity3D/comments/t0ej8/procedural_animation_in_unity_where_should_i_start/,"Hey r/Unity3d, I am a long time Unity user, but have primarily focused on art assets and animations thus far.
I know the basics of coding and have been interested in getting into procedural animation to get the most out of my characters.
Anyway, in order to learn the ropes I am attempting to do a prototype of a character standing on a raft in the ocean, does anyone know where I should look for tutorials and resources pertaining to this sort of procedural animation?",,False,self,t5_2qwj8,False,,,True,t3_t0ej8,http://www.reddit.com/r/Unity3D/comments/t0ej8/procedural_animation_in_unity_where_should_i_start/,
1334874158.0,9,youtube.com,sikmm,Rocket Racers demo video making use of light probes and Shuriken particle system.,SpookyCat,14,5,3,http://www.reddit.com/r/Unity3D/comments/sikmm/rocket_racers_demo_video_making_use_of_light/,,,False,http://a.thumbs.redditmedia.com/YCCYPxKIM2zdjf6T.jpg,t5_2qwj8,False,,,False,t3_sikmm,http://www.youtube.com/watch?v=mAD0slvVxQ0&feature=youtu.be&hd=1,
1333826590.0,8,self.Unity3D,ry754,Looking for good tutorial on sound design in Unity,bassow,8,0,10,http://www.reddit.com/r/Unity3D/comments/ry754/looking_for_good_tutorial_on_sound_design_in_unity/,"I'm new to Unity. In the process of ""So, now what *am* I actually going to build with it"" I came up with a concept that's very reliant on audio. However, I can't seem to find any good audio tutorials. Does anyone have any pointers?",,False,self,t5_2qwj8,False,,,True,t3_ry754,http://www.reddit.com/r/Unity3D/comments/ry754/looking_for_good_tutorial_on_sound_design_in_unity/,
1332028565.0,7,self.Unity3D,r1egg,will my knowledge in python help me to build games in unity ?,JohnJohnMcLovin,9,2,13,http://www.reddit.com/r/Unity3D/comments/r1egg/will_my_knowledge_in_python_help_me_to_build/,or should i master other language ?,,False,self,t5_2qwj8,False,,,True,t3_r1egg,http://www.reddit.com/r/Unity3D/comments/r1egg/will_my_knowledge_in_python_help_me_to_build/,
1331914504.0,7,self.Unity3D,qzj40,"Unity game server ""instancing"" help",physikal,7,0,7,http://www.reddit.com/r/Unity3D/comments/qzj40/unity_game_server_instancing_help/,"We are creating a game that will require dedicated servers to spawn ""instances"" that will host a 1vs1 game session. Our game so far has a lot of physics and such so it is too resource intensive to spawn a P2P ""client"" server of the game.
Currently we have an ""instance"" spawning tool that basically kicks up a version of the game in -batchmode to host this game session. The problem is, it takes ~50megs of memory per instance. This is not good if our game takes off and has ~2000+ concurrent users.
Is there a better way to optimize this without creating our own dedicated server from scratch? Is there a way to spawn up one instance of the game and have it handle all physics checks and all that, for all ""instances""/game sessions?
Thanks in advance!",,False,self,t5_2qwj8,False,,,True,t3_qzj40,http://www.reddit.com/r/Unity3D/comments/qzj40/unity_game_server_instancing_help/,
1330668376.0,7,self.Unity3D,qe55g,Unity Android Questions,dgamer5000,9,2,4,http://www.reddit.com/r/Unity3D/comments/qe55g/unity_android_questions/,"I'm thinking of getting the basic Unity Android now that I've spent about a month using the free PC Unity and loved how easy it was to learn once I got over the initial, brief hump in the learning curve. (I had little experience with robust game engines aside from gamemaker.nl but have quite a bit of experience with computer science/programming in C/C++, Java, C#, Ocaml, etc. I tried using UDK and my brain asplode.) I have some questions before I pull the trigger.
1. Does Unity Android allow me to code in C# despite the lack of .NET? I don't know Javascript and while it isn't a dealbreaker necessarily, I'd prefer not to have spend any time learning a new language if possible.
2. How does Unity games perform on Android emulators? I've never programmed for Android but I've heard nothing but horror stories about its emulators. I have a Droid 3 and a Xoom, but would like to emulate other devices. I have programmed in C#/XNA using Windows Phone emulators without any hassle or problems.
3. Are there any particular things that are lacking in the basic unity android edition (but are in the $1500 version) that you find more than slightly detrimental to making your games? For example, I was very disappointed to know that real-time shadows are not offered in free basic unity, but I assume real time shadows aren't as necessary for phones/tablets.
**Update 3/2 9:35**: Pulled the trigger. Thanks for the responses.",,False,self,t5_2qwj8,True,,,True,t3_qe55g,http://www.reddit.com/r/Unity3D/comments/qe55g/unity_android_questions/,
1329922513.0,8,west-racing.com,q0y29,"Video of adding secondary motion to game characters with using a rubber modifier, make tummies wobble or bounce with no animations ",SpookyCat,14,6,1,http://www.reddit.com/r/Unity3D/comments/q0y29/video_of_adding_secondary_motion_to_game/,,,False,http://f.thumbs.redditmedia.com/INLE6cJaBCPQ2hr5.jpg,t5_2qwj8,False,,,False,t3_q0y29,http://www.west-racing.com/mf/?page_id=1254,
1329753916.0,7,west-racing.com,pxw2i,"Deform any mesh along a spline with a couple of clicks, useful for pushing things along pipes or rail tracks.",SpookyCat,16,9,3,http://www.reddit.com/r/Unity3D/comments/pxw2i/deform_any_mesh_along_a_spline_with_a_couple_of/,,,False,http://f.thumbs.redditmedia.com/INLE6cJaBCPQ2hr5.jpg,t5_2qwj8,False,,,False,t3_pxw2i,http://www.west-racing.com/mf/?page_id=361,
1260906300.0,8,kongregate.com,af0xy,Konduit Platform: Get Unity3d and other browser based games running on Kongregate and using their api's!,afahmed,11,3,3,http://www.reddit.com/r/Unity3D/comments/af0xy/konduit_platform_get_unity3d_and_other_browser/,,,False,default,t5_2qwj8,False,,,False,t3_af0xy,http://www.kongregate.com/developer_center/docs/konduit-platform,
1257129613.0,8,8bitfeed.com,a00b0,Updated Unity 2.6 and why you should care!,vincebaskerville,8,0,0,http://www.reddit.com/r/Unity3D/comments/a00b0/updated_unity_26_and_why_you_should_care/,,,False,http://thumbs.reddit.com/t3_a00b0.png,t5_2qwj8,False,,,False,t3_a00b0,http://8bitfeed.com/2009/11/updated-unity-2-6-why-you-should-care/,
1256940065.0,6,develop-online.net,9ziaa,Unity sees 50 per cent growth in 48 hours | Game Development #unity3d,,7,1,2,http://www.reddit.com/r/Unity3D/comments/9ziaa/unity_sees_50_per_cent_growth_in_48_hours_game/,,,False,http://thumbs.reddit.com/t3_9ziaa.png,t5_2qwj8,False,,,False,t3_9ziaa,http://www.develop-online.net/news/33169/Unity-sees-50-per-cent-growth-in-48-hours,
1256752518.0,7,gamasutra.com,9ypd3,"In-Depth: Unity Launches Free Option, Announces Xbox 360 Support - KABOOM! #unity3d",,8,1,5,http://www.reddit.com/r/Unity3D/comments/9ypd3/indepth_unity_launches_free_option_announces_xbox/,,,False,http://thumbs.reddit.com/t3_9ypd3.png,t5_2qwj8,False,,,False,t3_9ypd3,http://www.gamasutra.com/php-bin/news_index.php?story=25840,
1376604923.0,6,self.Unity3D,1kg5o6,Should every class be a monobehavior?,superdupergc,7,1,4,http://www.reddit.com/r/Unity3D/comments/1kg5o6/should_every_class_be_a_monobehavior/,"Is there a downside to making every class a monobehavior? Correct me if I'm wrong, but the only way to have a component attach to an object is to make that class extend monobehavior.
My game characters have items that go in their inventory (not in the world), so it kind of doesn't make sense for me to have my item class extend monobehavior, right?",,False,self,t5_2qwj8,False,,,True,t3_1kg5o6,http://www.reddit.com/r/Unity3D/comments/1kg5o6/should_every_class_be_a_monobehavior/,
1376439925.0,6,self.Unity3D,1kbe1q,"GameKit: Realtime, Turned Based Multiplayer, Voice, and GameCenter. Fully Exposed. 600 APIs. For Unity3D.",vitapoly,8,2,4,http://www.reddit.com/r/Unity3D/comments/1kbe1q/gamekit_realtime_turned_based_multiplayer_voice/,"Hello Again! I posted [a week ago](http://www.reddit.com/r/Unity3D/comments/1jum28/webkit_for_unity3d_all_uiwebview_apis_exposed/) about opening up [WebView for Unity3D](http://www.youtube.com/watch?v=pyzoh4u6sPw&feature=share). Today, I want to share with you GameKit for Unity3D. All the APIs for GameKit are accessible from C#, UnityScript, or Boo. We even included a high level API and a couple of examples to get you started. It's part of the [iOS SDK Plugin](https://www.assetstore.unity3d.com/#/content/9555) package, so if you already have it, it's a free update to you!
Cheers.
Description: http://u3dxt.com/docs/gamekit/
High Level API Usage Instructions: http://u3dxt.com/docs/gamekit/#tab2
All the APIs: http://u3dxt.com/docs/gamekit/#tab3
I'll be around to answer any questions. Or feel free to PM me.",,False,self,t5_2qwj8,False,,,True,t3_1kbe1q,http://www.reddit.com/r/Unity3D/comments/1kbe1q/gamekit_realtime_turned_based_multiplayer_voice/,
1376258525.0,5,self.Unity3D,1k616n,"On particle systems, how do I get particles to not follow their game object?",ThatGuyRememberMe,7,2,8,http://www.reddit.com/r/Unity3D/comments/1k616n/on_particle_systems_how_do_i_get_particles_to_not/,"I want them to spawn from a game object then kind of be on their own. Right now if I move the game object, the particles come with it.",,False,self,t5_2qwj8,False,,,True,t3_1k616n,http://www.reddit.com/r/Unity3D/comments/1k616n/on_particle_systems_how_do_i_get_particles_to_not/,
1376059339.0,7,app.unityvs.com,1k107t,"UnityVS, the Visual Studio plugin that allows you to write and debug your Unity games inside Microsoft Visual Studio now offers a 14 day trial.",madballneek,7,0,8,http://www.reddit.com/r/Unity3D/comments/1k107t/unityvs_the_visual_studio_plugin_that_allows_you/,,,False,default,t5_2qwj8,False,,,False,t3_1k107t,http://app.unityvs.com/trial,
1375993307.0,6,self.Unity3D,1jz9j7,"Completely confused with textures, filtering and orthographic camera size.",Finblast,7,1,7,http://www.reddit.com/r/Unity3D/comments/1jz9j7/completely_confused_with_textures_filtering_and/,"I'm having this problem where most of my textures get completely twisted when I change my camera size above certain values (meaning when I zoom out). The planks(and other ground textures) will either have a double black outline, or no outline at all, and they flicker like crazy when moving around, the character doesn't look too nice either.
[Example here](http://i.imgur.com/fvWxcDR.png)
Now if I change all the textures from point filtering to bilinear or trilinear, the problem goes away, but that would make everything look blurry.
I read that this might have something to do with the orthographic camera size. [Here](http://www.third-helix.com/2012/02/making-2d-games-with-unity/) it says that I should be setting the camera size by calculating the (screen height / sprite size / 2), but that just makes no sense to me. If my screen height is 1024 pixels, that would mean if I'm using sprites that are any bigger than 32px, then the camera would be right in my face. Not to meantion that would cause huge problems when designing the game for multiple resolutions.
Jesus God I need a drink.",,False,self,t5_2qwj8,False,,,True,t3_1jz9j7,http://www.reddit.com/r/Unity3D/comments/1jz9j7/completely_confused_with_textures_filtering_and/,
1375964332.0,6,self.Unity3D,1jy95j,Need help with hand animation,m4ko2,8,2,0,http://www.reddit.com/r/Unity3D/comments/1jy95j/need_help_with_hand_animation/,"Hi there,
I am trying to animate a hand. The hand is rigged in Maya. There are no animations on it yet.
Image of the hand:
http://m4ko.de/files/robotarm.PNG
How do I animate the fingers so that each one can be seperately moved in Unity later? Think like a mechanical hand. Just open/close each finger. No natural human movement yet.
I need to be able to move each finger in Unity and even multiple fingers at a time. I am a Maya noob so be patient :)",,False,self,t5_2qwj8,False,,,True,t3_1jy95j,http://www.reddit.com/r/Unity3D/comments/1jy95j/need_help_with_hand_animation/,
1375839650.0,5,self.Unity3D,1juqsl,Trying to get Rts Style movement with A*,Bauns,7,2,9,http://www.reddit.com/r/Unity3D/comments/1juqsl/trying_to_get_rts_style_movement_with_a/,"I dont even know how to go about this. Basically i want to move a unit to the spot clicked, but the unit needs to use the pathfinding system. I can get the unit to move to where i click, but it doesnt follow the A* grid. Like, it goes through obstacles and other barriers. Ive followed a tutorial, and have another object working with A*, but it just goes straight to the goal. Can anyone help me combine these, or help create a script to accomplish something similar?
[This script is for object 1 getting to target using A*](http://pastebin.com/A7ejFpvL)
[This is for object 2 going to where i clicked](http://pastebin.com/Q484qU9w)
",,False,self,t5_2qwj8,False,,,True,t3_1juqsl,http://www.reddit.com/r/Unity3D/comments/1juqsl/trying_to_get_rts_style_movement_with_a/,
1375836417.0,7,self.Unity3D,1jumy3,How hard is it to convert your game for iOS or android?,juandocomo,8,1,12,http://www.reddit.com/r/Unity3D/comments/1jumy3/how_hard_is_it_to_convert_your_game_for_ios_or/,Lets say money isn't a thing and I have all the licensing. How hard would it be to make a completed game for the pc work for iOS and android? Will I need to reprogram a lot of code or is it a simple process? Then how much longer would it take to get onto google play or the App Store?,,False,self,t5_2qwj8,False,,,True,t3_1jumy3,http://www.reddit.com/r/Unity3D/comments/1jumy3/how_hard_is_it_to_convert_your_game_for_ios_or/,
1375588897.0,5,self.Unity3D,1jnwpr,2D game and orthographic camera: strange artifacts,Beldarak,7,2,15,http://www.reddit.com/r/Unity3D/comments/1jnwpr/2d_game_and_orthographic_camera_strange_artifacts/,"Hi !
I use an orthographic camera in my game. Lately I changed the way I make houses to use texture atlas.
The problem is that since then I got some strange artifacts when the camera is at a certain position.
Like this: http://i.imgur.com/Od2yH53.png
I got those before (like the one on the door which doesn't use an atlas) but it got really visible with the atlas.
I know it has someting to do with the camera orthographicSize but I can't get it right no matter what I do. And it has to work on all resolutions.
-----------
Here's how the camera is configured
var s_baseOrthographicSize = Screen.height / 64.0f / 2.0f;
Camera.main.orthographicSize = (s_baseOrthographicSize * 10);
---------------
How can I avoid these ? It seems to be more rare on the scene window by the way.
Edit: the texture import settings: http://i.imgur.com/T6TsP2z.png
Edit2: What I'm calling atlas is in fact a spritesheet (or tileset), didn't know ther was a difference before today
---------------
Edit3: Ok, so as suggested by some of you I edited my tilesets to expand the textures on tiles that are not supposed to be used and it did the trick. I don't know why Unity sometimes take the pixel adjacent to the one it's supposed to use but at least I don't have those ugly artifacts anymore. Thank you all !",,False,self,t5_2qwj8,1375630945.0,,,True,t3_1jnwpr,http://www.reddit.com/r/Unity3D/comments/1jnwpr/2d_game_and_orthographic_camera_strange_artifacts/,
1375543398.0,6,self.Unity3D,1jmnoo,Spawning object as child,GideonDeJong,8,2,16,http://www.reddit.com/r/Unity3D/comments/1jmnoo/spawning_object_as_child/,"I have this script to spawn little tiles to make a floor:
public class GenerateFloor : MonoBehaviour {
public GameObject ground;
public int size;
void Start ()
{
for (int z = 0; z < size; z++) {
for (int x = 0; x < size; x++) {
Instantiate (ground, new Vector3 (x,0,z),Quaternion.identity);
}
}
}
How would i go about spawning these object as a child of the object the script is attached to?
Thanks in advance.",,False,self,t5_2qwj8,False,,,True,t3_1jmnoo,http://www.reddit.com/r/Unity3D/comments/1jmnoo/spawning_object_as_child/,
1375468205.0,7,self.Unity3D,1jkv8o,Can I do it all with Unity?,saucercrab,11,4,19,http://www.reddit.com/r/Unity3D/comments/1jkv8o/can_i_do_it_all_with_unity/,"I know next-to-nothing about animation/design but do have some CAD exp from my college days.
I have a long history with simulation rides videos (non-interactive 3D) but would like to try my hand at creating rides for a new motion platform I am involved with. To start, I'm looking to create a simple roller coaster and surrounding environment, but will be working toward more interactive VR over the next few years (may end up hiring a studio though).
Will Unity be able to render an immersive environment itself, or will I need to look into 3DMax or Blender or something to import objects? I'm looking to create pretty simple rides similar to the first ""Rift Coaster"": http://www.youtube.com/watch?v=mJzSU8MDFDQ
Thanks so much for any help!",,False,self,t5_2qwj8,False,,,True,t3_1jkv8o,http://www.reddit.com/r/Unity3D/comments/1jkv8o/can_i_do_it_all_with_unity/,
1375394534.0,5,self.Unity3D,1jivvl,Questions about making a bunch of characters and using mecanim,smallsqueakytoy,6,1,2,http://www.reddit.com/r/Unity3D/comments/1jivvl/questions_about_making_a_bunch_of_characters_and/,"So I'm creating a bunch of characters for a game that users would get to choose from.
How hard is it to get things to work with the mecanim system if I create everything (model/rig/animations)? I've watched the tutorials and they make it seem pretty easy to use but I'm skeptical of how easy it will be once I'm using it and get my assets imported.
My understanding is that there's some base animations that can be applied to any rigged model as long as they have the same # of joints. Do I just go create some animations for a particular character and then as long as my other characters have the same # of joints and joint hierarchy, those baked animations can be applied to an infinite amount of other characters?
Also, for character diversity, is it easier to set up a finite # of different characters with individual features (ie 5 females w different clothes & hair and 5 males w different clothes & hair) or is it better to have swappable clothes / hair meshes (like a mr. potato head toy), put them on a rig, and then put them through mecanim to animate? I'm also worried about it being buggy and from a lot of other posts by other people, it looks like things get messy with the joints when it's not exactly set up like the default unity model.
Sorry for this barrage of questions, I'm new to this whole mecanim thing and since it's just me working on all these character assets, it looks like it would make things a lot more efficient than rigging and animating 10+ characters.
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_1jivvl,http://www.reddit.com/r/Unity3D/comments/1jivvl/questions_about_making_a_bunch_of_characters_and/,
1375177283.0,8,self.Unity3D,1jc88w,How to implement highscore?,ionuts,11,3,7,http://www.reddit.com/r/Unity3D/comments/1jc88w/how_to_implement_highscore/,I've read that it's about using PlayerPrefs..can anyone explain a bit better on this?,,False,self,t5_2qwj8,False,,,True,t3_1jc88w,http://www.reddit.com/r/Unity3D/comments/1jc88w/how_to_implement_highscore/,
1374762634.0,6,self.Unity3D,1j11pq,Managing your assets in NGUI,madmike6537,7,1,8,http://www.reddit.com/r/Unity3D/comments/1j11pq/managing_your_assets_in_ngui/,"Hi Guys,
Quick question and I thought I would post it here because I dont have the fully paid version of NGUI yet which means no support.
How do you organize your NGUI assets? I am setting up a menu and it has several screens, so I have a ""main menu"" panel, and then under that I thought I would set up several more panels for each screen. Is that a bad idea?
Then, under one of the panels, it has several slides depending on buttons you click - so I thought I would give each one of those a panel.
Well by the time I got that far, I started running into all kinds of glitches. Like when I add a new widget, its huge and if I try to scale it down it gets all blurry like its too small.
I am not sure what I am doing wrong. I guess I could put everything in one panel but then it turns into a huge mess that I cant manage.
One other thing, I have all these panels and they show up in the panel tool, but when I go to add a new widget in the widget tool, I can only add to my ""main menu"" panel, not all the other ones I have.
So I ask you:
* How do you manage all your NGUI Assets?
* How do you organize stuff?
* Can you nest panels? Or is that bad..
Any other tips?",,False,self,t5_2qwj8,False,,,True,t3_1j11pq,http://www.reddit.com/r/Unity3D/comments/1j11pq/managing_your_assets_in_ngui/,
1374500422.0,6,self.Unity3D,1it7e0,Anyone have experience with UnityVS?,sinoth,6,0,15,http://www.reddit.com/r/Unity3D/comments/1it7e0/anyone_have_experience_with_unityvs/,"I'm not happy with our old and busted version of MonoDevelop, and I use Visual Studio most of the time anyway so UnityVS seems a natural fit. Unfortunate there isn't a trial... has anyone used this plugin recently? Any praise or complaints?",,False,self,t5_2qwj8,False,,,True,t3_1it7e0,http://www.reddit.com/r/Unity3D/comments/1it7e0/anyone_have_experience_with_unityvs/,
1374493911.0,6,self.Unity3D,1it1ym,"Creating a ""universal"" rig for multiple models.",Erj670,6,0,4,http://www.reddit.com/r/Unity3D/comments/1it1ym/creating_a_universal_rig_for_multiple_models/,"Alright so I'm pretty new into unity and loving everything about it so far. However, I'm stuck on a particular area. Right now my 3D models are comprised of several individual parts
Example: I have different Head Models, Torso Models, Arms Models, and Feet Models. They're all the same size, height, and length so they're pretty much universal. Think of them like Lego men and women where you could mix and match different articles of clothing and size.
My question is how would I create a skeleton rig so that I could make animations for the my project and then just have the models loaded to the right joint rig?
I'm currently using Cinema4D as a way to animate the models. I've created a whole joint rig using the ""Joint Tool"" by loading up a base torso and merging the rest of the models together so that the joints are ""One Size fits all"". I'm having a little trouble after that though.
An answer, or link to a tutorial would suffice, thanks.",,False,self,t5_2qwj8,False,,,True,t3_1it1ym,http://www.reddit.com/r/Unity3D/comments/1it1ym/creating_a_universal_rig_for_multiple_models/,
1373941298.0,7,self.Unity3D,1idv45,Any good Unity 4.x.x books for beginners?,Joobular,7,0,12,http://www.reddit.com/r/Unity3D/comments/1idv45/any_good_unity_4xx_books_for_beginners/,,,False,self,t5_2qwj8,False,,,True,t3_1idv45,http://www.reddit.com/r/Unity3D/comments/1idv45/any_good_unity_4xx_books_for_beginners/,
1373900126.0,6,self.Unity3D,1icbxh,Checking .dll checksums to prevent cheating,Destructicorn,7,1,7,http://www.reddit.com/r/Unity3D/comments/1icbxh/checking_dll_checksums_to_prevent_cheating/,"I'm curious if anyone knows how to computer the checksums of the .dll files during run time. I'm developing a multiplayer game where there are a lot of local calculations so I'd like to make sure that all player's .dll checksums match, to prevent cheating.
I couldn't find much on how to do this so I would appreciate any help.",,False,self,t5_2qwj8,False,,,True,t3_1icbxh,http://www.reddit.com/r/Unity3D/comments/1icbxh/checking_dll_checksums_to_prevent_cheating/,
1373097190.0,4,self.Unity3D,1hqnln,Unity freezes on play because of this script and I don't know why,anthoneyk123,7,3,14,http://www.reddit.com/r/Unity3D/comments/1hqnln/unity_freezes_on_play_because_of_this_script_and/,"After I added the while statement below to cap rotation, unity freezes when I press play.
var rotX : float;
function Update() {
rotX = transform.eulerAngles.x;
while(rotX >=340 && rotX<360 || rotX <= 30 && rotX >= 0){
if (Input.GetKey (KeyCode.UpArrow)){
transform.Rotate(Vector3(-30,0,0) * Time.deltaTime, Space.World);
}
if (Input.GetKey(KeyCode.DownArrow)){
transform.Rotate(Vector3(30,0,0) * Time.deltaTime, Space.World);
}
}
}
",,False,self,t5_2qwj8,False,,,True,t3_1hqnln,http://www.reddit.com/r/Unity3D/comments/1hqnln/unity_freezes_on_play_because_of_this_script_and/,
1372809056.0,6,youtube.com,1hj6fp,Mecanim and RAIN{indie} Artificial Intelligence Tutorial Part 2: Side-flipping AI.,RT_Jester,8,2,1,http://www.reddit.com/r/Unity3D/comments/1hj6fp/mecanim_and_rainindie_artificial_intelligence/,,,False,http://f.thumbs.redditmedia.com/xsDQfKopHh8UN1eG.jpg,t5_2qwj8,False,,,False,t3_1hj6fp,http://www.youtube.com/watch?v=x-fW3it4cK0,
1372240486.0,7,blog.coherent-labs.com,1h3l43,Coherent UI Mobile Beta is now available on Unity Asset Store,CoherentLabs,9,2,4,http://www.reddit.com/r/Unity3D/comments/1h3l43/coherent_ui_mobile_beta_is_now_available_on_unity/,,,False,http://d.thumbs.redditmedia.com/umHxL85iMs__REwW.jpg,t5_2qwj8,False,,,False,t3_1h3l43,http://blog.coherent-labs.com/2013/06/coherent-ui-mobile-beta-is-now.html,
1372135512.0,4,self.Unity3D,1h0pd4,What's the best way to handle depth with 2D billboarded sprites in a 3D environment?,pateras,6,2,4,http://www.reddit.com/r/Unity3D/comments/1h0pd4/whats_the_best_way_to_handle_depth_with_2d/,"We've got some 2D billboarded sprites that poke through our 3D walls (for obvious reasons). We've brainstormed a number of solutions (most of them involving custom depth handling using shaders, but before we go too far down any particular road, I was hoping someone could point me down the best path.
I'm sure this is a solved problem, can someone recommend a good solution?
Thanks!",,False,self,t5_2qwj8,False,,,True,t3_1h0pd4,http://www.reddit.com/r/Unity3D/comments/1h0pd4/whats_the_best_way_to_handle_depth_with_2d/,
1371059999.0,5,self.Unity3D,1g7k9x,How do you do your GUI and GUI Scaling?,Vexsin,6,1,11,http://www.reddit.com/r/Unity3D/comments/1g7k9x/how_do_you_do_your_gui_and_gui_scaling/,"I'm working on the GUI screens for my game currently and wondering what methods others use for handling the GUI creation and Scaling (Using code and Unity directly or 3rd part tools that are not too pricey).
I'm working on mostly my battle screen GUI (Health / mana / action bars form multiple units) and Inventory and stat breakdown screens for now.
From what I understand, you pick a starting point resolution and design everything around that. After that, there is a way to control global scaling of the UI based on the users end resolution. This is where I am at a loss. Not sure how to proceed at this point. If somebody has a tutorial they can link me to or some insight to share.",,False,self,t5_2qwj8,False,,,True,t3_1g7k9x,http://www.reddit.com/r/Unity3D/comments/1g7k9x/how_do_you_do_your_gui_and_gui_scaling/,
1370828691.0,6,play.google.com,1g0mvl,"Covert Kingdom-The first game of Psychizen is released in Google Play, please try it and it's FREE",bluegobin,12,6,1,http://www.reddit.com/r/Unity3D/comments/1g0mvl/covert_kingdomthe_first_game_of_psychizen_is/,,,False,http://e.thumbs.redditmedia.com/I3V8WdsLCmcy-5VX.jpg,t5_2qwj8,False,,,False,t3_1g0mvl,https://play.google.com/store/apps/details?id=com.psychizen.covertkingdom,
1370598437.0,3,youtu.be,1fuq5f,"Another Oculus + Hydra test, this time with a revolver",Grimmopher,6,3,3,http://www.reddit.com/r/Unity3D/comments/1fuq5f/another_oculus_hydra_test_this_time_with_a/,,,False,http://a.thumbs.redditmedia.com/a5ONMMY6FxOYes1f.jpg,t5_2qwj8,False,,,False,t3_1fuq5f,http://youtu.be/SRGan9AYras,
1370293825.0,5,codeimmunity.co.uk,1flus5,TextFx - My text animation plugin has just had a big update go live. Wrote a blog post to celebrate!,fenderrio,6,1,2,http://www.reddit.com/r/Unity3D/comments/1flus5/textfx_my_text_animation_plugin_has_just_had_a/,,,False,default,t5_2qwj8,False,,,False,t3_1flus5,http://www.codeimmunity.co.uk/textfx-released-in-the-assetstore/,
1370235345.0,6,self.Unity3D,1fkaqu,Testing a sniper rifle using Oculus Rift and Razer Hydra,Grimmopher,8,2,5,http://www.reddit.com/r/Unity3D/comments/1fkaqu/testing_a_sniper_rifle_using_oculus_rift_and/,"Made this prototype a couple days ago. I was testing control schemes for two handed weapons with the Hydra: http://youtu.be/gDlozuuWoKc
The position of the rifle is bound to the position of the right hand, and the rotation follows the location of the left, in this case just using transform.LookAt. It's cool, but it feels kind of wonky. I'm sure I could tweak it some to make it feel better, but since the Rift doesn't track translation it makes it damn near impossible to ""shoulder"" the weapon in a natural position. You end up having to hold it out directly in front of you to look down the sights and aim effectively.
I also did some testing using one handed weapons with both position and rotation bound to the weapons respective Hydra controllers. That feels a lot more natural than the rifles do. Here is a link to a video of that if anyone is interested in seeing that in action: http://youtu.be/8GJqk58NjTc
If there is interest I can put the tests in a Unity package and make it available. You'll need Unity Pro for it to work. ",,False,self,t5_2qwj8,1370235532.0,,,True,t3_1fkaqu,http://www.reddit.com/r/Unity3D/comments/1fkaqu/testing_a_sniper_rifle_using_oculus_rift_and/,
1370169869.0,4,play.google.com,1fii9d,"My first Unity3d game using realistic physics, AI and 3d graphics!",Keyser___Soze,10,6,71,http://www.reddit.com/r/Unity3D/comments/1fii9d/my_first_unity3d_game_using_realistic_physics_ai/,,,False,http://d.thumbs.redditmedia.com/6mG2EWVtpqdX3VLE.jpg,t5_2qwj8,False,,,False,t3_1fii9d,https://play.google.com/store/apps/details?id=com.alphasigma.rickrage,
1370117460.0,6,self.Unity3D,1fhaqu,BETA my first complete game.,Jberrybear,9,3,6,http://www.reddit.com/r/Unity3D/comments/1fhaqu/beta_my_first_complete_game/,"http://www.youtube.com/watch?v=RJmKYFsQD_c Trailer here
It's my first fully made game for my final college project aimed to keep it simplistic and accessible to anyone.
Not sure how I could get a webplayer if anyone wanted to play and give their opinion, any ideas for getting the game online for people.?",,False,self,t5_2qwj8,False,,,True,t3_1fhaqu,http://www.reddit.com/r/Unity3D/comments/1fhaqu/beta_my_first_complete_game/,
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