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InsideWorld_Flycam
InsideWorld_Flycam
by futurgirl on Aug 25th, 2014 13:28 PM
Hey there,
my "little" project needs some test persons.
https://drive.google.com/file/d/0B2c0-zCcMKPmQjBFMFJjb3oxWlU/edit?usp=sharing
Since i have performance problems with the character controller (little lag every second only when i'm walking, don't know what shit this is ) i added just a crappy animation to my camera.
It runs with 55-60 FPS on my Nexus so i thought i could fill the world with more plants and stuff.
It would be nice if you can give me some performance feedback
Hopefully i can find a programmer who likes to join this project.
I have so many ideas to extend the world (add animated animals, adding a outside wolrd wich is big city, etc.)...futurgirl
Posts: 14
Joined: 07.07.2014
Re: InsideWorld_Flycam
by yungknox21 on Aug 25th, 2014 14:18 PM
What is your total polycount? Also while playing the game, use your profiler to see what exactly is spiking? this will tell you what exactly is slowing down your game.
yungknox21
Posts: 40
Joined: 11.08.2014
Re: InsideWorld_Flycam
by futurgirl on Aug 25th, 2014 14:39 PM
I have now 1,2M triangles in my scene.
I don't have money for the pro version so no profiler.
The "every second walk lag" is only on my smartphone happening so the profiler wouldn't make any sense at all.
Btw. OMG to your App yungknox21
How do you made the lens correktion? I tryed it so hard to get it with the indie image effects but one camera always got blackfuturgirl
Posts: 14
Joined: 07.07.2014
Re: InsideWorld_Flycam
by yungknox21 on Aug 25th, 2014 15:54 PM
Wow thats a lot. What did you use to model your assets? With all the things in my game I don't nearly have as many. Have you tried to optimize your objects? If you don't know how you should try looking up low poly modelling and texture baking. This technique will give you a high quality finish while using low poly objects. If you are using a simple walking script, did you write it yourself? If you did I wouldn't mind looking at it for you. Iv'e been a unity developer since Unity was at 2.0. The image correction only works in the pro version I am very sorry for that. If you need help optimizing your scene or advice feel free to ask. Also with my game I am releasing a new update today. The game runs way faster than before and there is a 2d version now included within the game that switches between the 2d and 3d camera at fly. Another thing I came across was how the lens correction didn't work in unity for android. I don't know why. So I think people have been faking that effect. I advise you not to try it and focus on creating your game instead. Gameplay is key. Distortion can happen later.
yungknox21
Posts: 40
Joined: 11.08.2014
Re: InsideWorld_Flycam
by futurgirl on Aug 25th, 2014 16:16 PM
My rendered terrain is splitted in 25 parts. For the collision (mesh collider) i made a lowpoly proxy for the full terrain (not rendered) with 40K triangles.
I have 60 different Assets (stones, plants, etc) all as prefabs. I place all objects in Blender and use a "replace selected" script to set my prefabs in unity.
First i textured all in Blender, made a raytrace texture backing and backe that to vertex color. In unity i have a simple vertex color shader.
The most script stuff is from the unity board i used.
I also bought to assets from the store.
The InstantOclusionCulling system which brings not really a performance boost
And the custom gravity kit which should allow my charakter to walk free inside my world. But this system is made für 3rd person games and use also a locomotion system to place the feet of the charakter on the surface which i don't need.
I tryed to copy the lines from the gravity charakter controller which i thought they are important for the gravity system to the dive fps controller but it just give me thousands of error and i have no knowlege of programming. I just do modeling, texturing and animating. I tryed to learn programming but im getting everytime so frustrated that i won't look ever at this shit again. Sorry but 3D just makes so much fun to create whole world and fill them with life and programming is for me just .... headachefuturgirl
Posts: 14
Joined: 07.07.2014
Re: InsideWorld_Flycam
by yungknox21 on Aug 25th, 2014 16:51 PM
Is this your first game? Why is your terrain split into 25 parts? Also you can't just apply a mesh collider to everything, it will slow down your game. Also using vertex color also slows your game down. Also everything you make needs to be low poly. Gravity Kit? I have no idea what that is but if this is a first person game you don't need the mecanim or some gravity kit. Movement code is very simple. How exactly do you want your character to move? What is the purpose of this game?
yungknox21
Posts: 40
Joined: 11.08.2014
Re: InsideWorld_Flycam
by futurgirl on Aug 25th, 2014 17:20 PM
Yes this is my first what ever in unity
I need to spit the terrain in 25 parts to get the flat shading. I have just one mesh collider for the full scene, which are all 25 parts joined and heavy reduced.
But this is all no problem how i wrote it runs very fast the only problem is the GravityCharakterController which give me every second a little lag while walking. But just on the Smartphone on the PC runs everything fine.
With the dive FPS prefab everything runs smooth, but as you can see in my demo is the world inside a sphere which reequired a centric gravity system.
If you have a controller you can try this Version:
https://drive.google.com/file/d/0B2c0-zCcMKPmRGZYNGhVVGNSYVE/edit?usp=sharing
This is the Gravity Asset i bought:
https://www.assetstore.unity3d.com/en/#!/content/17789
I would like to use the dive FPS controller with the function of the GravityCharakterController but i have no idea what code i have to copy and where to paste it in the dive FPS controller script.
At the moment there is not really a purpose of the game because i can't program any game mechanics but there is a cake hidden in the world
If you would like to help me i can send you the script from the GravityCharakterController.futurgirl
Posts: 14
Joined: 07.07.2014
Re: InsideWorld_Flycam
by yungknox21 on Aug 25th, 2014 18:06 PM
I took a look at the gravity asset and it seems to me that it was only made for the pc not fr mobile. I can barely run the code on my computer. If you are always trying to caculate the appropriate gravity of every object in the scene I feel like that itself would eat up a lot of CPU.
yungknox21
Posts: 40
Joined: 11.08.2014
Re: InsideWorld_Flycam
by futurgirl on Aug 25th, 2014 18:10 PM
I asked the developer before i bought the asset and he told me it would run great on mobil.
This toll has so much funktions, which i don't need but i have no idea how i extract only that what i needfuturgirl
Posts: 14
Joined: 07.07.2014
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