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Post by storeapp on Feb 24, 2017 0:49:10 GMT
Hi, I using the Unity 5.3.7. I add the Canvas in "Waypoint" but don't work yet. I create the new project the pictures in attached. Thank you very much. upload picupload my photo on internet
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Post by sickscore on Feb 24, 2017 1:09:24 GMT
Hi, I using the Unity 5.3.7. I add the Canvas in "Waypoint" but don't work yet. I create the new project the pictures in attached. Thank you very much. ... - Try to reattach both prefabs on the vWaypointController script. - Try a "normal" waypoint on a empty gameobject (don't assign enemy) - Check in play mode, if there are any instantiated indicator prefabs (as childs of "Waypoint Canvas")
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Post by sickscore on Feb 24, 2017 11:18:08 GMT
works as advertised! can't wait for the in game switch on/off panel, will it be doable as a map page? (to set markers on a map) ... Short update: The map feature is almost done I'm on a business trip over the weekend, so expect the update on sunday/monday. Features already included in the update: - Fullscreen realtime map overlay - Pan/Zoom map with custom inputs - Add/remove/modify markers on the map/scene - Maybe compass and coordinate system Cheers, sickscore
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Post by uberwiggett on Feb 24, 2017 12:44:14 GMT
sounds awesome! here's a new vid using it with an enemy!
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Post by sickscore on Feb 24, 2017 12:53:09 GMT
sounds awesome! here's a new vid using it with an enemy! Wow, looks really cool! Are you satisfied with the system so far or do you have any tips for improvements?
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Post by uberwiggett on Feb 24, 2017 12:59:07 GMT
So far it's pretty neat! I've fiddled with the cut off points for the names to appear etc which is handy so you don't have a million points all at once. Maybe separating the name/waypoint marker and the indicator on the screen so you can still have a direction arrow, but without the name popping up from ages away. But otherwise I will hold off until the update to suggest anything because most of the suggestions appear to be on the list
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Post by sickscore on Feb 24, 2017 14:23:59 GMT
So far it's pretty neat! I've fiddled with the cut off points for the names to appear etc which is handy so you don't have a million points all at once. Maybe separating the name/waypoint marker and the indicator on the screen so you can still have a direction arrow, but without the name popping up from ages away. But otherwise I will hold off until the update to suggest anything because most of the suggestions appear to be on the list Yeah, thats something I noticed aswell. I'm sure, this can be optimized tho
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Post by deirre on Feb 24, 2017 15:16:23 GMT
Awesome work man
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Post by storeapp on Feb 25, 2017 4:09:40 GMT
I update the Unity for Version 5.5.2f1 and work fine the scripts! Maybe old versions for not working correct. Thanks for help. Nice work I add in my project. Best regards.
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Post by sickscore on Feb 25, 2017 7:42:43 GMT
I update the Unity for Version 5.5.2f1 and work fine the scripts! Maybe old versions for not working correct. Thanks for help. Nice work I add in my project. Best regards Thanks, nice to hear that it works for you now aswell. To be honest, I don't know, why it doesn't work in older versions. I started developing this in Unity 5.4.x before I updated a few days ago. Cheers, sickscore
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Post by nerdares on Feb 27, 2017 6:30:10 GMT
This is AWESOME! Definitely using this for my game! Earlier you mentioned map feature, that is cool! I personally have been having difficulty trying to make the minimap for my survival system (then again, it's not the main focus of the package).
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Post by sickscore on Feb 27, 2017 7:01:45 GMT
This is AWESOME! Definitely using this for my game! Earlier you mentioned map feature, that is cool! I personally have been having difficulty trying to make the minimap for my survival system (then again, it's not the main focus of the package). Thanks! A minimap will be in the pack aswell in a few days after the big map! Currently I'm completing the map feature which was a pain in the **** to make...I tried a bunch of different methods and started over and over again to get the result I targeted. Update should be online by tonight at the latest.
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Post by sickscore on Feb 27, 2017 7:04:21 GMT
Btw, shouldn't I put the Minimap and compass feature in it's own asset?
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Post by nerdares on Feb 27, 2017 22:21:27 GMT
Btw, shouldn't I put the Minimap and compass feature in it's own asset? That would seem like a good idea, but then again it should be able to interact with your waypoint system too. Personally for me, my biggest issue with the minimap was trying to get enemy icons and other objects to pop up in the minimap. My original idea was to create a new canvas called MINIMAPCONS. Basically all minimap icons will be like circles that will follow the respected player's position above their head however this is an inefficient method. I have taken a look at UGUI's minimap and I really like it, but there are some things that wouldn't make it adequate for a third person controller. Part of their method to render enemy icons is to assign each object an "IconDisplayable" script. The script takes in an image that will serve as its icon. There's more to this approach but I will have to look into it agai later. Maybe we can work on the minimap together, I already have a minimap that is adequate to start off with. I think the biggest issue for both of us will be optimization of the mini map camera.
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Post by sickscore on Feb 27, 2017 23:03:07 GMT
Btw, shouldn't I put the Minimap and compass feature in it's own asset? That would seem like a good idea, but then again it should be able to interact with your waypoint system too. Personally for me, my biggest issue with the minimap was trying to get enemy icons and other objects to pop up in the minimap. My original idea was to create a new canvas called MINIMAPCONS. Basically all minimap icons will be like circles that will follow the respected player's position above their head however this is an inefficient method. I have taken a look at UGUI's minimap and I really like it, but there are some things that wouldn't make it adequate for a third person controller. Part of their method to render enemy icons is to assign each object an "IconDisplayable" script. The script takes in an image that will serve as its icon. There's more to this approach but I will have to look into it agai later. Maybe we can work on the minimap together, I already have a minimap that is adequate to start off with. I think the biggest issue for both of us will be optimization of the mini map camera. Hey nerdares, personally I don't know/own UGUI's minimap, but I'm using a similar method to display the markers on the map. Update should be live soon, currently finishing the marker pool system to increase performance when dealing with MANY markers ;-) For the minimap: I have already a project, where I coded a beautifully working minimap. It just needs some tuning to work with Invector and runtime changes. The compass feature I finished yesterday when I had some free time Cheers, sickscore
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