New : My (hopefully) weekly Unity3D news and thoughts

Dear diary. Hmm. No. But : I try to do a weekly series of, well, news and thoughts about, around and for Unity3D and stuff for it.

Unity 2020.1 is out. A lot of neat new features. Like editing Prefabs inside a level. Heres a two minute video from them showing some of(f) the new things.

Now let me talk a bit about some assets I recommend or at least use them myself or will use them myself.

„New : My (hopefully) weekly Unity3D news and thoughts“ weiterlesen

Re-Usability or what was that about the Wheel ? (just a few thoughts)

I decided to use the preview animation rigging package from Unity. After a few problems with importing the rigged Blender models as FBX I could easily use this quite good package. (Mainly MakeHuman screwed the scaling, but thats for another time)

I started a small new project to practice the use of it. And while doing that I also decided to export my game system for the main project I am currently working on, which I described in the previous articles a bit.

When you do something like this, you can easily see how reusable and how independed it is from the project you first implemented it in.

„Re-Usability or what was that about the Wheel ? (just a few thoughts)“ weiterlesen

Rigging or Scripting – that is here the question.

My character is holding a flashlight.

My character is holding a flashlight. But I also have two animations in the animation controller running. One for the idle animation or walking in one layer, and one for the hand actions in another layer, seperated by a layer mask.

„Rigging or Scripting – that is here the question.“ weiterlesen

The ActionableObjects and the User Input

When the player has focused an object that, or, on that an action can be performed, a menu with the action options is shown. (see last entries)

Overview of the flow of user input to actionable objects

In the character controller, which handles the player input, the event functions in the scene controller for these two actions are registered to event delegates in the character controller.

„The ActionableObjects and the User Input“ weiterlesen

Not really a quest system (yet), rather a basic interaction system. #4

So this is growing, but its now a fully functional interaction system. The player (or other entities soon) can see objects they can interact with and get a menu that builds itself from the actions they can perform on that object.

This is not as flexible as I want it to be at all, yet. But I have to make a comprimise between getting it done and make it perfectly reusable.

Being seen is half the battle – a (very simple) Quest-System for Unity (#3)

This is the system now that makes it possible for the Actionable Object to track if its seen or not seen. Now it can give the Game System (ControllerGameScene in this case) all the actions or informations that the game system needs to present the player choices or possible actions. This will be done via a UI menu or hotkeys.

See the things in the world. A (very basic) Object identifier and interaction system for Unity (work in progress #1)

The player, or anything with the ability to „see“, needs a way to recoginze objects. But only those objects that can be interacted with are actually interesting.

Those objects I call „ActionableObjects„. If the player is looking at one, the ActionableObject gets informed about this. It also gets notified if the viewer (player) stops looking at it.

To accomplish this, a viewer (player) has an Eye Module.

„See the things in the world. A (very basic) Object identifier and interaction system for Unity (work in progress #1)“ weiterlesen

A (very basic) Quest/Environment System for Unity (ongoing) #1

Questnodes

Questnodes are the trigger elements. They work closly together with the Game Scene Controller. After being triggerd once, a Questnode deactivates itself, if multipleTriggering is not set to true. If it is set to true, the Questnode will trigger again if the player leaves and enteres the trigger collider again.

„A (very basic) Quest/Environment System for Unity (ongoing) #1“ weiterlesen

Leaf Textures

Here are some leaf textures I made. Maybe they are usefull for some. 😀

I hold a white paper under the plants and photographed them while doing my daily walks, so they are made with a handy cam and not so good daylight. I will perfect this method and do some real quality leaf texture someday. The images are transparent pngs. (CC3 – free for whatever use, maybe credit me)

Lara, wheres the croft

So I played Rise of the Tomb Raider from 2015.

I was not a big fan of the Croft franchise, ever. But this game taught me quite a lot about puzzle making and the development of open world games since 2015, as did the Assassins Creed franchise. Funny, that they mostly all use exact the same mechanism, but the puzzle thing is where Croft scores.

Also this combination of micro-movie sequences and gameplay was interesting.

I now tested the trial version of Shadow of the Tomb Raider from 2018, most settings to Ultra. And wow, the graphics f*cked my brain.

Also and that is interesting, the facial expressions of the modern Lara are not as good as in the 2015 version, by far.