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Re: unity 3 [Re: Captain_Kiyaku] #349025
12/03/10 09:08
12/03/10 09:08
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Posts: 3,023
The Netherlands
Originally Posted By: Captain_Kiyaku
It bothers me if people always "try" Unity for an hour and then be like "i've used Unity it sucks its missing feature xyz".


In my case it was slightly different;
after half an hour of trying real hard, I found Unity is so much better in quickly making games/prototypes.
And in my case, where I love to develop but lack the time to do so usually, this is a huge factor.
I decided to start using Unity3D over 3DGS.

There's good story's to "trying" as well wink

regards,

PS: yes, this does mean you wont see me around very often here anymore.


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unity 3 [Re: Helghast] #349070
12/03/10 18:54
12/03/10 18:54
Joined: Oct 2006
Posts: 1,245
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AlbertoT Offline
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AlbertoT  Offline
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As far as I can understand Unity3d simply wrap opengl commands
You create a mesh in the run time,then you can manipulate its vertices
In 3dgs you can upload a prefabricated model in the model editor
The model editor returns an index for each vertex which you can manipulate
3dgs is much more powerful, I suppose ( only from this point of view )

Quote:
It bothers me if people always "try" Unity for an hour and then be like "i've used Unity it sucks its missing feature xyz".


agreed wink

Re: unity 3 [Re: AlbertoT] #349089
12/03/10 20:24
12/03/10 20:24
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Richmond B.C., Canada
So where exactly is it more powerful?
You can load a pre-made model into Unity as well and manipulate its vertices.
You get a list of vertices with following command:

Code:
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;



You can use mesh.vertices to read OR to store vertices.


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Re: unity 3 [Re: Captain_Kiyaku] #349092
12/03/10 20:38
12/03/10 20:38
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Happy Birthday Slin  Offline
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Lübeck
Unity has an a bit different design than gamestudio, but its functionallity is at least as complete, a bit more consistant, but a little bit harder to understand at first. Some things are a bit more complex to do than in gamestudio, but this sometimes allows some better flexibility in other situations.
So all in all the comments about lacking scripting flexibility is bullshit, as well as the idea of it being easier than in gamestudio.

Re: unity 3 [Re: Slin] #349098
12/03/10 22:06
12/03/10 22:06
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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Quote:
So where exactly is it more powerful?


Suppose you want to edit a specific vertex or a group of vertices of a 10.000 tris human model, let's say the right eye
In 3dgs you can simply click on that group of vertices , in the model editor, to retrieve the relevant index
Can you easily identify the vertices of the "vertices" array which belong to the right eye ?
If so, it is the same stuff


Last edited by AlbertoT; 12/03/10 22:42.
Re: unity 3 [Re: AlbertoT] #349113
12/04/10 03:09
12/04/10 03:09
Joined: Oct 2010
Posts: 346
USA
RealSerious3D Offline
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RealSerious3D  Offline
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USA
I can only look at Unity from an artist's point of view as well as from a business point of view. The Unity editor is miles greater than WED. And MED stinks (I simply cannot stand working in it), but that's okay because there are plenty of 3D modeling applications out there. But from a business perspective, it is hard to beat the one-click publishing to web, PC and MAC and the ability to add on to Unity to export to iOS, Wii, X-Box, etc. With GameStudio you are stuck with PC. And while that may sound nice (something like 95% of computers are PC?), in the business world we have to be concerned about the MAC (some schools use MACs only), iPhone, iPad and all of that. So Unity provides a lot of flexibility for the cost.

I have no choice but to seriously consider Unity for business reasons (as compared to GameStudio).

Re: unity 3 [Re: AlbertoT] #349125
12/04/10 07:51
12/04/10 07:51
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Richmond B.C., Canada
Originally Posted By: AlbertoT
Quote:
So where exactly is it more powerful?


Suppose you want to edit a specific vertex or a group of vertices of a 10.000 tris human model, let's say the right eye
In 3dgs you can simply click on that group of vertices , in the model editor, to retrieve the relevant index
Can you easily identify the vertices of the "vertices" array which belong to the right eye ?
If so, it is the same stuff


Well since Unity isn't restricted to a weird model format + editor, you can easily open your model program of choice and select the vertices there to get the number, it will be the same as in the index.


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Re: unity 3 [Re: Captain_Kiyaku] #349129
12/04/10 08:48
12/04/10 08:48
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
uhm...maybe you are right but I am not so sure
Suppose you want to draw something ,at run time ,on your model
for example a " red cross " on your hero's chest
There is an AUM tut
I dont think it is that easy in Unity

Re: unity 3 [Re: AlbertoT] #349131
12/04/10 09:04
12/04/10 09:04
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Well if you want to draw something on your chest, you just need to draw it on your texture for your body right?

So the normal GetPixels/SetPixels function will do fine, as long as you know where to place your cross at (in pixel space).

Why would you want to use vertices for that?


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: unity 3 [Re: Captain_Kiyaku] #349133
12/04/10 09:18
12/04/10 09:18
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

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Posts: 1,245
Yee I meant to draw and manipulate the vertices, at run time
A pulsating "red cross " on your hero's chest , or even better a "beating heart " of your hero
You must extract the right vertices from the "vertices" array
It is not that clear to me how you can accomplish this task in Unity

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