Unity space game starter kit


















I would love one of these Starter Kits to make my side scrolling space shooter like Gradius and R-Type. Just change the camera to be orthographic and there you go -- a side scrolling space shooter.

Of course that things like asteroid should be marked. That is even bigger reason why asteroid and other similar things should be marked but of course its up to developer and his game. Joined: Jan 22, Posts: Hello Arenmook can you make a webplayer of the star fox space combat demo? Thanx in advance. Maurice-Hoffman , Nov 10, Update it with what? I haven't touched that demo in a while. ArenMook , Nov 10, Version 1. The radar system is unfinished so I chose to delay it until 1.

Oh yeah, and since you asked , Maurice Thanks ArenMook I have bought your starter kit it is great. Maurice-Hoffman , Nov 11, Been toying with things and have some questions now. I've seen other examples that use RPCs to tell the ship to fire on the other computers, so the projectiles only instantiate locally on everyone's client I could see things getting out of sync with that solution though. Any thoughts?

I'd be curious to actually try and get people together and see how it goes. They aren't used to sync anything so they shouldn't be expensive on bandwidth. It should be alright, but some load testing might be useful. Load testing might be interesting after I add respawn functionality.

All physics are simulated on each PC individually and sync'd based on the state of the NetworkView that owns them. They are only kinematic at the very start while they are being positioned. ArenMook , Nov 13, ArenMook i have a question for you. Its more like a support question but what if i am using your kit changing it a little to adjust it to my game and than you have another update that gives a lot of things that i need.

Dose that mean i have to start everything from scratch or it will update all the files from YOUR kit that i am using in my game? Deleted User , Nov 15, To be honest with you I'm not certain how Unity handles updates to kits. My guess is it that doesn't, and simply copies the new files over old ones.

How extensively have you've modified the files inside the SGSK folder? If not at all, then just delete the old SGSK folder and extract the new one in its place. If you've modified them, then I suggest extracting the updated version elsewhere, then merging changes more carefully. If your files are versioned SVN, Mercurial, etc then you should have a history of what you've changed, making this process fairly painless.

If not, then it might be a bit more of a hassle. Don't forget about the files inside the Library folder zipped up ones. ArenMook , Nov 15, I seem to be getting this question frequently lately so I'd figured a post here might help. The question is: " how much do I charge to customize the kit? It's hard to ballpark an estimate without a clear scope.

Time is another factor -- if you want your changes ASAP, then I have to put what I'm doing on hold for you, which may not be ideal. So far I've been prioritizing my tasks based on the number of requests I've received, which currently puts the stand-alone 3D UI system at the top of the list with examples such as in-game inventory system and ship customization , followed by the radar system addition to the space kit. PMing me for this works best. ArenMook , Nov 18, Not sure if anyone else has had this problem: I have a completely different control scheme than what the Starter Kit provides I have an in-cockpit view with FPS style controls , unzipping the Library Assets as instructed overwrites previous Input Settings.

This is annoying, but it's not that big a deal, would be nice if Unity provided a better way to deal with situations like this at some point. I revisited my control scheme, abstracted the code a little, seemed ok. But, when I went to modify the Project Input settings and re-add my previous control axes, it looks like no matter what I do I get log messages along the lines of: "UnityException: Input Axis Horizontal is not setup.

I haven't revisited my control scheme since I unpacked LibraryAssets into the Library directory. I didn't worry about mixing two projects together, because as of now my project is very small, it's really just a few assets plus my controls demo, so I wasn't worried about conflicts. ArenMook , Feb 14, I'm thinking of doing a racing space game where racers use gravity of asteroids and perhaps some super dense objects to get into an orbit, make a sharp bend and then rocket off to the next checkpoint.

If I wanted to do this, would the best bet be to try and modify the gravity script in the space station sphere to change the force from pulling down on the y axis to pulling towards the centre of the sphere? Rajmahal , Feb 15, ArenMook , Feb 15, Joined: Jun 26, Posts: I don't have a lot of money to spend on asset bundles I'm a new dad of 2 babies , but I couldn't come up with any good reasons to not get this kit.

There's some really great ideas in here! I also really appreciate that you're responsive to the community and I look forward to interacting with you guys. DevWish , Feb 20, There is no "you guys", just me. ArenMook , Feb 20, ArenMook i wonder if you will add the Radar that you were talking about some time ago.

Deleted User , Feb 22, You know I want to. Problem is time ArenMook , Feb 22, That time can be such an ass sometimes :.

Deleted User , Feb 23, Crazy Robot. Joined: Apr 18, Posts: I implemented the Radar solution from the Wiki! It works well with some tweaking. I have it running on the iPhone 3Gs with no performance hit. I just had to optimize it and remove the OnGUI in it. If you're building for the Mac or PC it would be even easier.

I tweaked it to show a radar screen in the upper left corner, if you tap on the radar screen, it will change range for you. Crazy Robot , Feb 23, Joined: Jun 14, Posts: Crazy Robot: Would you mind to maybe share your implementation?

Ok so here is the radar script itself from the Wiki it's not the entire project so you will want to get it from the wiki to get all the other stuff, all I did was add the screen resolution All this really does is add a GUI dot on the scope. I set it to custom and the enemy tag as "Enemy".

See lower for more. Keep in mind, I am not a programmer, so some of the code may be dirty!! Also, this is not my full code, just parts of the scripts, so you can use this to get the idea. But the bottom two lack all a lot of the vars. Code csharp :. TRS Vector3. DrawTexture Rect mapCenter. DrawBlipsForEnemies ;. Distance centerPos,extPos ;. Rad2Deg - - centerObject. Deg2Rad ;.

Infinity ;. GetComponent "EnemyAI" ;. InvokeRepeating "CompassGo" ,. CancelInvoke "CompassGo" ;. Joined: Nov 10, Posts: Can I use your extension for 2D scroller game? Is this a question for SGSK or the radar system posted above? ArenMook , Feb 25, Joined: Feb 28, Posts: 7. Hey ArenMook, Looks like Unity 3. Might be helpful to update the readme file to indicate this change for future users. I am also noticing an error with Unity 3. I am getting an "Invalid SceneHandle" error.

It seems to go away once you run the game, but reappears when you go back into the editor. I can maybe see you starting with the arcade example and changing the camera so it's looking at the side of the ship, but to be honest with you I'm not sure how helpful this starter kit would be for you as a 2D scroller game would be a completely different game in its scope.

I actually have a procedurally generated star map using LibNoise, but it's not finished so I have chosen to exclude it until a future update. I would really appreciate some feedback in regards to the XBox controls if anyone has a controller around. What feels natural to me may not feel the same to others ArenMook , Oct 12, I tried the web player demo but for some reason the camera begins to shake after a few seconds.

I'm using IE 8. Rajmahal , Oct 12, I'm guessing it's that odd issue I see with Unity sometimes. Shutting down Unity usually helps is it running in the background? As soon as I press a key to move the ship or use the right mouse button, the whole screen begins to shake and the ship barely responds to input. It may be this computer that I'm using I'll try again on my home laptop when I'm home from work.

What type of documentation do you provide with it? Is there a walkthrough document or is it all in code comments? That's odd, can't say I've seen that happening and I've tested it on several PCs, macs, and even an android phone. It almost sounds like the rumble effect gets turned on, but that should only happen if you collide with something. Are you trying multiplayer? Currently all players spawn in the same location, which can cause issues if they don't move note to self: randomize that.

What are the specs of your machine? As for documentation, I've commented the code where I believed it was necessary, but most of it is pretty clean and straightforward. If anyone has any questions, I'm able to answer them pretty much any time, unless I'm asleep. Sounds good. It does seem like the rumble effect since the screen seems to rotate a few few degrees and then rotates back in the opposite direction a few degrees and so on.

I am trying multiplayer so perhaps that's the issue. The machine I'm using is my work laptop I'm pretty sure my next game will be a space shooter so will pick this up as my starting point as it has multiplayer worked, which is still a big mystery area for me at the moment.

Joined: Jul 24, Posts: I'm getting the rumble thing on both links. No Unity on this machine crappy Dell at work , so that's not the reason. Also, if I may suggest enabling going fullscreen. Otherwise, your webplayer barely fits on my screen.

I'll see if I can get a hold of an XP machine and try it there. Tried the new link but I get the same result. I think I managed to reproduce the problem on my end. The physics updates currently happen times per second. If I change that back to 50 times per second Unity's default , I get jitterness. I'll try to figure out why this happens and fix it. Joined: Dec 2, Posts: 1, As I recall back when I tried it on an android device 1. The planet's atmosphere is turned off on mobiles, and controls need to be designed properly Nope, no APK.

ArenMook , Jan 23, Joined: Jan 24, Posts: 1. I just purchased this template. This package looks to have what I need to help me get the game I want to make a reality. I'm a 3D modeler, not a coder, so I will try to figure this out I'm sure I will have some questions soon.

Is the target locked on , on mouse hoover? I am using an eyetracker Also, in which script i have to look,,and change Thank you in advance. Last edited: Jan 28, It's all inside SpaceshipController. ArenMook , Jan 28, I mean: when is the target Locked on? I want that to happen when the mouse is over it If you can have some directions where to change , and where to look Find is what's used to find the optimal heat source in front of the ship and to update missile's target.

If you want missiles to stay on target and not redirect themselves, just set "One Target" to 'true' on the Missile. ArenMook , Feb 7, I want that to happen when mouse is over the enemy object I have looked on SpaceShipController I want to be able to select all targets Mouse over target: target locks on You will want to change the SpaceShipController as I mentioned. Its Update function to be more precise. If not -- you will need to code your own logic. Joined: Feb 16, Posts: 3. I have a problem trying to run the game scene.

I have un zipped the Project settings file to Project Settings but still get this. I'm new to unity so bear with me. Joined: Apr 14, Posts: Thanks for the quick reply. Started new project, opened asset store and imported SGSK. Now have new folder ProjectSettings with the Audiomanager.

Open scenes folder and loaded game. Pressed play at top and loads game but have no movement. UnityException: Input Axis Right is not setup. Last edited: Feb 16, As Distant Temples mentioned, you need to unzip the contents of the zip file into the existing ProjectSettings folder, overwriting files that are already there.

It's right beside the Assets folder. ArenMook , Feb 17, Ok I see were I'm going wrong. I am unzipping it in unity and it is coming up with a project setting folder but I need to unzip to my documents where the project folder is saved.



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