[i tried] receiver in unity 5
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- Posts: 713
- Joined: Sat Apr 20, 2013 9:44 am
- Location: GerMany
[i tried] receiver in unity 5
i just imported it, the custom shader david made doesnt work at all, the scripts throws out errors every frame, i cant get the global GI to work but it looks not so bad.
seems like there would be a piece of work to do though
still it would be cool to see the unity 5 features in receiver, might be easier to rebuildt it though
seems like there would be a piece of work to do though
still it would be cool to see the unity 5 features in receiver, might be easier to rebuildt it though
Re: [i tried] receiver in unity 5
let's optimize receiver together you do windows i do mac and someone does linux...
Re: [i tried] receiver in unity 5
Kinematic rigidbodies with non-convex colliders aren't supported anymore
The turrets are rotating A LOT slower
I can't shoot/kill turrets and drones anymore
These are the problems i've encountered in unity 5 and i'm trying to fix them now
The turrets are rotating A LOT slower
I can't shoot/kill turrets and drones anymore
These are the problems i've encountered in unity 5 and i'm trying to fix them now
Re: [i tried] receiver in unity 5
I'm doing an update in my own private time. Already fixed most of the errors.
Turrets and flying drones can be damaged. Now I'm on my way to rebuild the levels with box colliders to speed up the game (no more messy mesh colliders on the levels in time).
Turrets and flying drones can be damaged. Now I'm on my way to rebuild the levels with box colliders to speed up the game (no more messy mesh colliders on the levels in time).
Re: [i tried] receiver in unity 5
Was able to get it running in 5. Fixed the errors and can damage drones / turrets. Optimizing levels atm
Re: [i tried] receiver in unity 5
Could you send the files to me? Then i can optimize it for mac and we can send it to david and we actually made an update for the game wich is awesome right?3draven wrote:Was able to get it running in 5. Fixed the errors and can damage drones / turrets. Optimizing levels atm
I started fixing the box collider thing but i didn't have enough time for it.
I was mostly finding errors and figuring out how to fix them.
Re: [i tried] receiver in unity 5
Doing more optimizations. I'm cutting up the levels and getting rid of the mesh colliders for the bulk areas. Introducing box colliders in their place. Now I've got problems when crossing boundaries between some rooms (might take a little longer than i expected)
Redoing the ui so it will use the optimized unity 4.6 / 5 version. Should cut down on draw calls.
I will have to rebuild all lights to prefabs to get the emisive fixed for enlighten
Still waiting for some official info from the wolfire team to see if they are ok with me fiddling with the game.
Redoing the ui so it will use the optimized unity 4.6 / 5 version. Should cut down on draw calls.
I will have to rebuild all lights to prefabs to get the emisive fixed for enlighten
Still waiting for some official info from the wolfire team to see if they are ok with me fiddling with the game.
Re: [i tried] receiver in unity 5
Did you see my post above your post?
Hello?
*waves in front of your eyes*
Hello?
*waves in front of your eyes*
Re: [i tried] receiver in unity 5
The files are rather big. I'm doing a complete rebuild of all level fbx files. I'd have to host the whole thing somewhere for now and it's not in a state that is useful to anyone at the moment. Once the bugs are squashed and optimizations are in place I can send it
Re: [i tried] receiver in unity 5
pm me when done then i'll take a look and see what i can do for the mac build.3draven wrote:The files are rather big. I'm doing a complete rebuild of all level fbx files. I'd have to host the whole thing somewhere for now and it's not in a state that is useful to anyone at the moment. Once the bugs are squashed and optimizations are in place I can send it
Re: [i tried] receiver in unity 5
I like the new shaders but i didn't see a ui
Re: [i tried] receiver in unity 5
I've only implemented the popup one on exit. I turned off the tape info to see the difference in frame rates. I'm thinking of adding the context info closer to the gun, that's where the players focus is 90% of the time. Might color code it
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- Posts: 713
- Joined: Sat Apr 20, 2013 9:44 am
- Location: GerMany
Re: [i tried] receiver in unity 5
i really like it
i used the specular setup of the new stan dard shader for the guns and enabled the sky as relection, that gave it some nice reflections.
also a dynamic cubemap for the gun would be nice dont know enough about unity 5 for this though
i used the specular setup of the new stan dard shader for the guns and enabled the sky as relection, that gave it some nice reflections.
also a dynamic cubemap for the gun would be nice dont know enough about unity 5 for this though
Re: [i tried] receiver in unity 5
Got the new ui setup. Passes information on the amount of collected tapes. Rebuilt the stair well area still have 3 more to go with some tweaks of fine tuning to the rest.
David made the game expand into infinity but there's no mechanizm to turn off the growing levels so they tend to generate lots of heat on the gpu the more you venture into the areas,
Will try to cut off all activity in a two block radius via scripts to speed this up.
Some new screens available with motion blur and ssao.
https://drive.google.com/folderview?id= ... =drive_web
David made the game expand into infinity but there's no mechanizm to turn off the growing levels so they tend to generate lots of heat on the gpu the more you venture into the areas,
Will try to cut off all activity in a two block radius via scripts to speed this up.
Some new screens available with motion blur and ssao.
https://drive.google.com/folderview?id= ... =drive_web