Author Topic: Multi-Purpose Game Starter Kit  (Read 54816 times)

BillO

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Re: Multi-Purpose Game Starter Kit
« Reply #15 on: July 20, 2013, 07:13:37 PM »
Whats the poly count of the provided helicopter?  What would be the maximum suggested size for a new model for mobile devices?

ArenMook

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Re: Multi-Purpose Game Starter Kit
« Reply #16 on: July 21, 2013, 04:30:37 AM »
The helicopter was something like 1500 triangles I think? Pretty low. Its texture usage is not overly optimized though. I used a free model and cleaned it up the best I could, re-doing the UVs and all that -- but I couldn't just re-texture it, so I had to use the provided texture.

BillO

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Re: Multi-Purpose Game Starter Kit
« Reply #17 on: July 28, 2013, 07:13:59 AM »
I'm getting the following warning:
Shader wants normals, but mesh the mesh Laser Beam doesn't have them
UnityEditor.AssetPreviewUpdater:CreatePreviewForAssetObject, Object[], String)

I have installed the latest copy of Unity -- version 4.2.  The Singleplayer scene runs fine even with the warning.

ArenMook

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Re: Multi-Purpose Game Starter Kit
« Reply #18 on: July 28, 2013, 08:25:06 AM »
It happens when you're previewing the laser mesh as it doesn't have normals and the default shader used by Unity to preview models requires normals. It's harmless.

BillO

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Re: Multi-Purpose Game Starter Kit
« Reply #19 on: July 28, 2013, 10:44:37 AM »
The Multi-Purpose Game Starter Kit as supplied functions exceptionally well.  The documentation explains the setup of the supplied files.  However, what is the procedure when setting up a terrain from scratch?  For example, once the layers, Collision Matrix and Player Settings are set, do I place an instance of the Procedural Terrain Creator in the Hierarchy even if only a Tropics environment is desired?  Or, should I create an empty game object and attach the Create Terrain, Paint Terrain and Place Trees scripts to that?  I basically want to start a scene with a Tropics environment with a helicopter with as few assets as possible.

ArenMook

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Re: Multi-Purpose Game Starter Kit
« Reply #20 on: July 28, 2013, 04:32:19 PM »
1. Create the terrain with the desired resolution. For example the terrain used in the example uses width and length of 256, height of 16, heightmap resolution of 257, detail resolution of 0 (no details so this is not needed), and control texture / base texture resolution of 16 (smallest possible -- as it's also not needed with the dynamic shader).

2. Easiest thing to do now is to just drag & drop the Procedural Terrain Creator prefab into your scene. Select the environment you want -- for example tropics -- and enable it. Set the CreateTerrain's reference to the terrain you created if it can't find it. You can delete the other environments at this point if you don't need them.

3. It's also a good idea to create a root object for trees -- simply create an empty game object and reference it in the Place Trees script.

BillO

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Re: Multi-Purpose Game Starter Kit
« Reply #21 on: July 28, 2013, 05:57:33 PM »
Thank you for the detailed explanation.  This is exactly what I needed to start my project.  I'm going to purchase the Tasharen Water asset next.

SpheredCazual

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Re: Multi-Purpose Game Starter Kit
« Reply #22 on: August 02, 2013, 12:51:00 AM »
I have a lot of your projects, but when using the water project and
the new multi purpose game starter kit together the water will not
work any ideas?

I tried adding the water before and after importing the MPGS

ArenMook

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Re: Multi-Purpose Game Starter Kit
« Reply #23 on: August 02, 2013, 02:51:12 PM »
Define "not work"? What are you seeing? I myself use the Tasharen water in MPGSK, then delete it when publishing.

SpheredCazual

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Re: Multi-Purpose Game Starter Kit
« Reply #24 on: August 03, 2013, 11:53:39 AM »
Just a blank Plane, however, I tried it again now (sorry was busy with a deadline till now so could not answer back earlier) and it works perfectly now? Strange but true.

Great Products though thanks!

SpheredCazual

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Re: Multi-Purpose Game Starter Kit
« Reply #25 on: August 05, 2013, 01:16:44 PM »
I have added my tnet package to the project and it compiles properly, however it does not connect to any outside ip, only to internal network ip addresses, when i test the demo project for tnet within the same project, it does work, ie it does connect to internal and external ip addresses. Is there something different done with the mpgsk network integration that makes it not work with external ip addresses?

ArenMook

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Re: Multi-Purpose Game Starter Kit
« Reply #26 on: August 05, 2013, 06:30:43 PM »
TNet example uses both external and internal address. It connects to external first, and if that fails, goes for internal. MPGSK just uses the external as I recall.

Some routers don't support loopback (connecting to yourself using your external IP).

SpheredCazual

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Re: Multi-Purpose Game Starter Kit
« Reply #27 on: August 06, 2013, 01:28:05 AM »
But the question is then qhy dfoes tnet example work on our system with internal and external network ip across the internet as well as local, but the mpgsk tnet integration only work on our local network not across the internet?

ArenMook

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Re: Multi-Purpose Game Starter Kit
« Reply #28 on: August 07, 2013, 04:38:30 AM »
If the TNet example works with both internal and external, then the MPGSK should work as well. They use the same code after all.

uniphonic

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Re: Multi-Purpose Game Starter Kit
« Reply #29 on: August 13, 2013, 11:09:32 AM »
I have a few questions about this:

1. How will this perform on mobile in general?

2. If the terrain, texture, and tree placement are dynamic, how do all the players end up with the same environment? Is this info sent between all players? It seems like it would be rather large amout of data. Wondering again how this part would work on mobile with low bandwidth.

3. Would it take a long time to generate terrain on mobile?

4. Is it possible to make the edges of the terrain always be lower that water level, so it becomes an island every time?

5. Would it be possible to make this and the TNet work on the Google Play Game Service Multiplayer, thereby eliminating the need for a separate server? Maybe Google Play Multiplayer is a feature you could add to TNet?

Thanks!
Jacob