Unknown filmmaker gets $30m for robot movie
It ‘splodes. I’ll watch it.
Source: newslite.tv
I’m impressed with how well this game works, it’s really fun.
Source: blurst.com
Like any editor for a specific game, this will of course be constrained to building more content in the style of the original game. It’s not like you get the graphics engine and can go about creating a FPS from a point-n-click RPG.
Still, for this style of player control, Dragon Age is the best I’ve ever seen and this toolset may divert my attention from Unity3D for a short time. I wonder how much NPC scripting/AI control the toolset gives?
Source: dragonage.bioware.com
It’s pretty cool. I just like the floating islands, amazing piece of artwork here.
Source: unigine.com
and every friggin’ one of ‘em has installed DirectX. How many times must this happen? Wtf? I blame Microsoft.
I think.
I have a dinky little project in which the standard pill shaped FPS Controller can move around shoot cube primitives. Yesterday, any compiled version of the project would not shoot, even though playing it within the editor still worked just fine. I couldn’t figure it out and knew of no recourse to investigate (I hate troubleshooting with no leads, would rather quit and play someone else’s game).
Just now I figured I’d open the island demo that comes with Unity and make that one shoot. I didn’t use anything from the original project, and I actually copied the script verbatim from the Unity Script Reference. It all worked just fine, both in the editor and in the standalone build.
Switched back to my project. Noticed that the build and data directory from the first time I built this project appeared in the Project pane. It’s actually not the first time I’ve noticed this, but it stuck out because I’ve deleted those files and run the build with new names earlier today in the hope that somehow those files were mucking with my new changes. So, I deleted them from the Project pane and rebuilt. Shit works. I removed those assets from the Project pane before doing one more build test, so I can’t know for absolute certain if that did it. However, if that wasn’t it then the entire period during which it wasn’t working was completely a fluke.
So, the moral of the story is, the output of the build process should not show up in your Project pane.
The remaining question is, how the hell did it get there in the first place? And why did it matter?
and just about pissed myself with glee. I’m only about 20 minutes in, but this game has already achieved pants-shitting greatness in my book. The intro was good, the integrated tutorials are seamless, the hand to hand combat is simple yet robust, the graphics are unbelievable even on my PC, and already I’ve experienced several gameplay elements that are fundamentally superb and well executed. Like that hand to hand combat stuff. It’s dope.
Great job by Rock Steady Studios - never heard of ‘em. Their website is butt. Well, here they are on twitter: http://twitter.com/rocksteadygames/
NullReferenceException: The prefab you want to instantiate is null.
I’ve been working with Unity3D for maybe 4 cumulative hours now and already I’ve frustratingly learned the same simple lesson twice. I have a little scripts that makes my camera shoot a cube whenever I clicked the left mouse button. In order to make that work I need to set the value of a variable from within the editor UI. But, when I select the script in the Project pane and then set those values in the Inspector pane, I still the error above.
That’s because in the Unity editor even scripts have instances made of them, which is an understandable but foreign concept to me. So, as you’ll see in the screenshot, you need to select the object in your scene to which you’ve previously applied your script (Main Camera here) and edit the variables’ values for that instance of the script.
You may select the script itself in the Project pane and it will allow you to set the values of the variables the same way, but it won’t work. That being the case, I’m actually not sure why it’s possible to do it here as well. Perhaps if I had set the values before applying the script to the object. I don’t know, suppose I’ll learn soon enough.
Oh, and here’s a forum post about this topic: