I've made a script that instantiates 4 sorts of 'biomes' (at the moment just colored cubes). The concept is that when the player starts a world, the script first generates the start area. To this point everything is still OK. But now I need to find a way to generate more of these cubes (with instantiate). But I think loading like 10000000 cubes is very hardware intensive, so I thought to make it so that it only generates (and loads) cubes where the player is watching. And then deload and save them when the players leaves the area. But I have no clue how to do this. If anyone could help me, I would greatly appreciate it.
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I am testing on a little car game using Apple's SceneKit, to simulate the car behavior I'm using SCNPhysicsVehicle class.
For the first development steps I drove the car on a big area. This worked fine. I've set up all the car variables so that it felt like expected.
In the next step I wanted to build the road. Naturally the road should consist of parts so I can create different racing tracks.
Here is where the trouble begins.
I just made a straight road consisting of 50 blocks. The blocks line up a 100% perfect.
Anyway the car bumps and "jumps" in every place where two road blocks meet.
For better understanding I made a Video showing the wired behavior.
Did anyone ran in the same issue? What I'm doing wrong?
Any thoughts or suggestions would be appreciated.
In unity 5 I am having an issue with certain collisions. I made a basic maze-like game where the player controls a cube across platforms (made from other cubes). In certain areas, two or more of the platforms touch so the player can get to different areas of the level. The problem with my collision happens at these intersections. The player will seem to get stuck for no reason and they would have to back up and get a running start in order to get to the other platform. I went through everything and made sure they are lined up perfectly in the unity editor but nothing seems to fix this.
Any advice would be greatly appreciated .
EDIT: all of my objects are using box colliders
A common (and good) practice is to use a Circle collider on the bottom of your character object in conjunction with a Box collider.
For Example:
While this will likely fix your issue, the source of the problem is probably using many small tiled cubes each with their own colliders. A large amount of tiled objects with colliders most likely cause performance and collision issues.
I am making a multiplayer top down 2D game with 3d elements. All my movement, healthbars and basic functionality is working flawlessly even while hosted and playing on a server, node.js socket.io. However In this game it is possible to move the camera like in Realm of the mad god.
in case you are in doubt here is a video: https://youtu.be/4tdcxl3aZ0c?t=31s
This of course means that the players can end up being upside down with regards to each other and I cannot find a solution that works in all regards to make sure the sprites of the other players are always facing the correct direction with regards to their movement.
I have made several solution to this problem which cover most scenarios but while play testing other things we always end up noticing that the sprites sometimes face the wrong directions. So I am wondering if anyone has an answer, the logic, the fixing this problem.
Things I have tried:
Adding a gameobject to the camera to which all sprites asses their change in distance and determine their facing direction based off that information. (this leads to the players sometimes flipping erratically when the camera is moved and they as well are moving as sometimes they may be moving slower and there although moving left the camera approaches from the right and that flips them)
Adding a gameobject to the world which allows all sprites to have a fixed point to which they can measure their change in distance and therefore also know what direction to face (this worked somewhat better as they always know what direction they have to face, however once the player is upside down everything is inverted)
Emitting to the other players wether I am upside down or not in order to try to reinvert the above solution in the case I am upside down. (I could not find a good way to do this, and it got me thinking that this must be a problem people have fixed before many times and perhaps someone know of a good solution that works.)
thank you all for your input.
I seem to have found a solution for this issue that works decently well. Keeping in mind that I do not want to have the server being involved in this and I would rather have each individual sprite know its direction rather that have something heavy trying to determine this logic I came up with the following solution. May not be the best but it works. Still very keen to hear other solutions.
On my main character I have a switch case, which changes depending on the players rotation in the world. I need this switch case anyway for fixing (http://answers.unity3d.com/questions/1348301/trying-to-change-the-cameratransparencysortaxis-to.html?childToView=1348316#answer-1348316) that issue.
As the cases change I simply place the gameobject that I want the sprites to compare their distance to at 1 of 4 positions. YPos, YNeg, XPos, XNeg. Meaning that the sprite now determines its facing direction based on a gameobject that is placed in accordance with the Players position. without having to place it on the camera.
I will update if during further play tests this gives me trouble but thus far it works in the all the cases I need it to.
Still very willing to hear other solutions to this problem.
Thank you.
I am making a app which draws continuous lines like a snake using Unity and SKSpriteKit (Obj-C) in Xcode (I’m making 2 versions of the same app in both):
http://i.stack.imgur.com/qA1zk.png
http://i.stack.imgur.com/484kj.png
http:// i.stack.imgur.com/QTEkC.png (Apologies for the image posts. I can't post an image/more than 2 links)
If you’ve ever heard of a game called Curve Fever, what I’m doing here is quite similar to it. I’m controlling the direction of the end of the line with the arrowkeys, whilst the end of the line automatically moves forward every frame creating an image like the one above.
However, from the 3 screenshots above, it is quite obvious that my program isn’t very efficient - every frame, I add a circle sprite to the SKScene in the place where my moving sprite is, which is why, after a while, there are over 1000 nodes on the screen, and the energy impact/memory/cpu is very high… Not ideal.
So now I’m looking for better ways of drawing the line on the screen without drawing thousands of nodes.
A while ago, a friend talked to me about how he made a similar app in GameMaker (which I have no knowledge of how to use). When I asked him how he rendered the line, he said he created something called a “surface”, and when anything moved on that surface, the old position of the sprite would still stay there - which would create lines if a circle moved across the surface.
He was rather vague about this, and I tried to do some research later, but with no success. I couldn’t find anything relevant about continuous lines, surfaces and GameMaker, Xcode or Unity.
If someone could come up with a solution like my friend was talking about, for Xcode/Unity - preferably both (or if someone could tell me what he was talking about for GameMaker), then I’d be grateful, as this would optimise my game and reduce the severe lags I get after around 30 seconds.
Also, I’d be grateful if anyone could suggest alternative solutions to this, too.
I'm using GameMaker but I have no knowledge of Xcode or Unity. I can't help you directly but I can explain GameMaker surfaces.
Surfaces in GM are objects where you can draw on instead of directly drawing on the screen. Later you can draw the surface to the screen. The main advantage of it is that you can store a surface and for example draw it again in another tick, while the screen is redrawn in every tick, or that you can change it over time.
Surfaces are basically just bitmaps where you draw on. That means it wouldn't be hard to do the same in any other environment. Most other libraries/APIs call it canvas.
In your example you would draw one circle to the bitmap in each tick and then draw the whole bitmap to the screen.
A related topic is destructible terrain as it is discussed here: https://gamedev.stackexchange.com/questions/6721/implementing-a-2d-destructible-landscape-like-worms
first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.