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.
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.
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.
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.
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)
So, I am flashing around with ProBuilder while doing some cute little robot enemies for Tank with Legs. Here two observations I did today with ProBuilder, which I really like to become a powerfull tool for quick prototyping and adjustments inside Unity itself.
I made a quick subdivided plane and started to make a geographic easy terrain-like mesh out of it with PB. Then I wanted the mountain part to be seperated from the flat area. But doing so left some ghost verticies which I could not delete with ProBuilder afterwards. (Also exporting it into .obj and then importing into Blender did not help, since the exported object did not work in Blender 🙁 )
2. I wanted to use a triplanar shader for the mountains and found this two-year old shader on github : StandardTriplanar from keijiro.
While this shader works at least with default primitives, it does not work with meshes edited with ProBuilder sadly.
Once you write a structure down, it is most of the time not as complicated anymore. Actually. I am dissapointed how NOT complicated my structure of my Level Generator actaully is. 🙁 🙂
Of course there is a lot…well some more going on. The street map generator also calculates the spaces for the buildings available. But that is for another entry.
I am writing my documentation for the level generation asset, cause, you know, humans forget things. Also I am doing the new animations for my Tank With Legs, which is quite difficult to be honest. At least to make them look awesome and make them work perfectly in Unity3D.
Also I need to dive into the NavMesh stuff of Unity3D way more to get the AI for my enviromentes created in the Level Generator the way I want them too.
To do this, I will make a training project in the Unity 2019.1 beta, using ProBuilder and also having a look at the preview packages, like ECS and the new physic modul.
For my little game TANK WITH LEGS I need humans. Well, also for my generic level generator.
I did quite a lot of humans with Blender. But, I want to have something I can easily parameterize, or, in the best case, just use as a module to create low poly humans from templates.
I am sure there is a commercial solution for this, but, as always, I wanted to collect experience with open-source or free possible solutions.
Two things came to my mind : One is MakeHuman, the other was a plugin for Blender, which was made by someone who worked on MakeHuman before.
MakeHuman for Linux under LUbuntu
I tried MakeHuman for Linux under LUbuntu, the new beta version of 2.1 didnt work, so I installed 1.1 form the repository they provided.
It is really a neat tool, you can do a lot quick, many configuration parameters for every body characteristic. Also a lot of clothes, that could be used as placeholder for own texturing later on.
Example Human Model made with MakeHuman
Also there seem to be many more cloth assets for it available. But the exporting didnt work and brought a python error, I was not able to fix yet.
Well, you can use MakeHuman also as Blender Plugin if you have it installed, I didnt try that, yet. [TODO]
It is really a neat tool, you can do a lot quick, many configuration parameters for every body characteristic. Also a lot of clothes, that could be used as placeholder for own texturing later on. Also there seem to be many more cloth assets for it available. But the exporting didnt work and brought a python error, I was not able to fix yet. Well, you can use MakeHuman also as Blender Plugin if you have it installed, I didnt try that, yet. [TODO]
Blender plugin ManuelbastioniLAB from Manuel Bastioni
The second tool I was trying was the blender plugin from Manuel Bastioni, ManuelbastioniLAB, which worked like a charm, but has less easy to apply parameters and no clothing options available than MakeHuman, and was quite complicated compared to the MakeHuman.
Example for a character created with ManuelbastioniLAB
And, sadly, Bastioni is not developing it any further. So it was only available from a GitHub clone, and I did not really know those guys who forked it.
Still searching for a solution. Also, I can not recommend both softwares right now, except for testing, if they suit your needs.