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Best way to make precise and exact jumps all time

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What would be the way to make the rigidbody jumps perfectly same all the time ? In my project the space around the platforms would be empty so if the jumps are not precise and same I cannot design levels as the players would fall off inevitably. So what would you suggest : AddForce() or velocity = new Vector3() or MovePosition or some other function ?

How to get Application.LoadLevel to load to a different point on the level

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I'm in the process of creating a game with many doors to different levels and back to the original level. I've found that when Application.LoadLevel loads up the original (Main) level it loads the character into the place where the character is originally generated (as expected). I'm wondering if there's a way to load the character into a collider, like the door collider (I'm using OnTriggerStay for the doors). If I figure this out before I get a response I'll post how I fixed it so other people have a reference.

Scene editor in game

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Hi I was wondering if Unity had any scripts written that allows you to be able to move objects and the camera in game as though it were the Scene view? I am trying to great a level designer where players can create their own levels for my game. Similarly to the map forge in Halo, I want players to be able to create and share levels for my game and I was hoping not to have to write my own scripts for moving the camera around the scene and the objects within the scene.

Open World In Unity

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I was wondering, is it possible to make a game that's open world and run fine with Unity? I had a thought on how to do it but am not sure it can even be done. **How I thought it would be done:** Let's say for example, you have you big map over all which is really 4 smaller levels [L1] [L2] [L3] [L4] And lets say you were heading from Level 1 to Level 2 which were connected by a tunnel ingame. You enter the tunnel. Level 2 starts loading up while you travel through and Level 1 is unloaded. So it will seem like a seamless transition between levels. I honestly would know how to do this but it was a thought and if anyone can help me get something like this completed it would be greatly appreciated!

What's the best way to handle level/environment creation in a 3D game?

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I'm making my first 3D game and I'm wondering what the best way to handle level creation is. Should I have environments modeled outside of Unity and import them as assets or can I use cubes and other objects that come with Unity to create my world? I'm a little confused. The game is going to be a short one.

How do you allow the player to freely transition between levels/scenes?

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So I know about load level and load level async but I do not believe the answers I have read answer my question. I have a scene/level that is the main world, on the main world I placed a bunker door that I want to use and allow the player to go to the scene/level that is the underground bunker and return. In short I need a trigger/interface on the doors (inside/outside bunker) to allow this transition to happen freely without destroying everything in the main world and ideally without having all scenes/levels loaded all the time in the background.

[SOLVED] Modular Geometry Cube Size

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So, I am going to be designing a level using modular geometry with the cube object in unity. My question is, how would I go about making the cube 256x256 for easy texturing later on in the process? Many thanks!

In-Game Level Editor

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Are the any tutorials avaible for creating an In-Game Level Editor so that player and create their own level and play them

Level Editors?

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So I've been thinking: If I managed to create a level editor in a game for the players, how can it be saved in a format that is understandable in Unity? Bonus question: How can it be uploaded and shared to the online community?

Dose anyone have experience with TDTK and MAD Level manager

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I'm looking for someone with experience with TDTK and MAD Level manager because im having trouble going to the next level and saving my progress after level is won

Level Creation and Loading Levels

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I want to know how can I load level from a file.I have seen my games that load their level from a file of type json.Is there any way to do so.like a 5 grid base I want to achieve it like 1.create a prefabs 2.create a file containing the information about the level some thing like this example 2X3 grid ["prefab name,size,grid number","prefab name,size,grid number","prefab name,size,grid number"] ["prefab name,size,grid number","prefab name,size,grid number","prefab name,size,grid number"] 3.load the file in unity 4.Parse the file 5.convert the file to a level by getting the name of prefab size and the grid number where the prefab has to be loaded. or other way round create a level in unity convert it into json and load it or share it with others. By doing some search I have found this link but its way to difficult to understand [http://www.michaeljohnstephens.com/devblog/creating-storing-and-loading-levels-with-text-files-in-unity][1] Any suggestion or help will be appreciated... :D [1]: http://www.michaeljohnstephens.com/devblog/creating-storing-and-loading-levels-with-text-files-in-unity

How do multiple people work on one level?

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in most companies i have worked at, the level pipeline was, a designer is moving around big collision blocks for gameplay, a level artist is lining up props and assets around the big boxes, a lighting artist is...well lighting it and a scripter/gameplay event designer is going in and adding in navmesh and triggered event stuff. In UDK we would just have a blank level, and that level would reference multiple other levels so each of these artists didn't have to worry about "oh...you are working in this scene...its cool, i can wait". Is there a way to do this in unity? where the lighting artist can set up lights without holding up what the level guys are doing? THANKS

Should an entire level be a prefab?

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As far as ican see there's 2 ways to create different levels. Either save them as a scene, then load them using: Application.LoadLevel ("Level2"); But this might become cumbersome if I have many levels. I have to open them individually. So the other idea was to save each level as a prefab and spawn the relevant one, and destroy the old when switching levels, but keep it within the same scene. What I want to check is that this is good practice? Is there an advantage of keeping levels in separate scenes? At least with the spawn/destroy method I can compare scenes side by side if needed. I'd like to know your opinion, and possibly any link to tutorials if possible. Thanks!

next time a level loads things arent there that were before?

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say i have a scene with a pot, and inside the pot is a healthpack, so if the player gets the healthpack next time the scene loads or even restarts the game and goes to that pot i dont want there to be a healthpack in the pot anymore, how exactly do i go about doing this

Massive Open world, is modular a good idea.

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I'm working on a massive open world map which uses multiple terrains and takes about 30 min to get from one side to the other. I want to make a small town were the player starts when the game is loaded. I was thinking to make multiple buildings 1 story buildings like bungalows, would it be a good idea to make the buildings from modular pieces(Walls, Door, Windows,Floor,Ceiling) or to make the building just in blender as one model. - its also to include interior and exterior? *What would be good for the following:* - **Batching** - **Occlusion baking?(Correct term)** - **NavMesh - for ai** - **And lightmapping**

Constructing levels by tiles, good idea or disaster waiting to happen?

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What I have done is created five or six different sets of 2x2 2x1 floor tiles and 2x1 2x2 2x3 & 2x4 wall tiles with and without door openings in the Blender modeling software for use in my Unity3D game (1st Image). My plan is to piece these tiles together to create a playable level for my game (2nd Image), but I wasn't sure if this is a good idea or a disaster waiting to happen down the road. Is there some way in which this will likely backfire on me? I am new to Unity and game creation in general and am trying to figure out the most efficient way to create a consistent environment, spacing, etc. I am used to level editors which commonly use this method, but I'm sure the pros that develop those have already spent countless hours working out the kinks. Seems to be working quite well at the moment, but I know that this stuff can come crashing down quickly if early planning is flawed. Thanks for the input! Level Tiles: ------------ ![alt text][1] Level Created: -------------- ![alt text][2] [1]: http://i.stack.imgur.com/ca4ep.png [2]: http://i.stack.imgur.com/BuEN9.png

How should I make this type of text level editor? C#

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example: level1.txt level2.txt level3.txt ,,,,,,,,,, ,,,,,,,,,, ,,,,,,,,,, ,,,,,,P,,, ,,,,,,,,,, ,,,,,,,,,, ,,,,,~~~,, ,,,,,,,,,, ,,,,,,,,,, ~~~~~~~~~~ private Tile LoadTile(char tileType, int x, int y) { switch (tileType) { // Blank space case ',': //return new Tile(null, TileCollision.Passable); // Don't need to do anything. return null; // Exit case 'X': case 'Y': case 'Z': string levelCode = this.mappings[tileType.ToString()]; this.LoadExit(x, y, tileType, levelCode); return null; // Gem case 'G': if (this.LevelType == Game.LevelType.ForestLevel) { this.LoadGem(x, y, GemType.GoldNugget); } else { this.LoadGem(x, y, GemType.Normal); } return null; // Powerup gem case 'P': this.LoadGem(x, y, GemType.PowerUp); return null; // Poison gem case 'Q': this.LoadGem(x, y, GemType.Ablaze); return null; // Floating platform case '-': return this.LoadTile(TileType.Platform, x, y); case 'U': this.LoadPipe(x, y); return null; // Various enemies case 'A': this.LoadEnemy(x, y, EnemyType.MonsterA, 1f); return null; case 'B': this.LoadEnemy(x, y, EnemyType.MonsterB, 1f); return null; case 'C': this.LoadEnemy(x, y, EnemyType.MonsterC, 1f); return null; case 'D': this.LoadEnemy(x, y, EnemyType.MonsterD, 1f); return null; // Mini enemies. case 'a': this.LoadEnemy(x, y, EnemyType.MonsterA, 0.5f); return null; case 'b': this.LoadEnemy(x, y, EnemyType.MonsterB, 0.5f); return null; case 'c': this.LoadEnemy(x, y, EnemyType.MonsterC, 0.5f); return null; case 'd': this.LoadEnemy(x, y, EnemyType.MonsterD, 0.5f); return null; case 'K': this.LoadBoss(x, y, BossSprite.BossType.KingBaddie); return null; case 'L': this.LoadBoss(x, y, BossSprite.BossType.GhostBaddie); return null; case 'M': this.LoadBoss(x, y, BossSprite.BossType.DeerBoss); return null; // Platform block case '~': return this.LoadTile(TileType.BlockB, x, y); //("BlockB", 2, TileCollision.Platform); //// Passable block //case ':': // return this.LoadTile(TileType.BlockB, x, y); //LoadVarietyTile("BlockB", 2, TileCollision.Passable); // Player 1 start point case '1': this.LoadStart(x, y, PlayerType.Esko, this.mainPlayerIndex); return null; case '2': // Only add Glaci if the second player has already entered the game. if (GameplayScreen.IsPlayerTwoActive) { this.LoadStart(x, y, PlayerType.Glaci, GameplayScreen.PlayerTwoControllerIndex.Value); } else { this.glaciePosition = new Vector2(x, y); } this.isMoreFreezeEverything = true; return null; case '3': this.LoadStart(x, y, PlayerType.Fernie, this.mainPlayerIndex); return null; // Impassable block case '#': return this.LoadTile(TileType.BlockA, x, y); //LoadVarietyTile("BlockA", 7, TileCollision.Impassable); // Unknown tile type character default: throw new NotSupportedException(string.Format("Unsupported tile type character '{0}' at position {1}, {2}.", tileType, x, y)); } } I’m more hung up on the getting of the .txt file, getting the strings into a switch, and then next level transition than the actual x and y and prefabs and other parts of the level build just making note.

Making levels ??

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What are the problem with scenes ? Is there another way to create levels in unity ? I am making a 2D platformer which has lots of levels using scenes. but in some blog i read that its not a good choice Whats the alternative ?

How to add MoPub Interstitial ads between levels?

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Hello guys, I'm trying to integrate an advertising network (MoPub) to my game and I want this ad to show after each level, but I couldn't, so what should I do? I have integrated the MoPub SDK to my game via the MoPub Unity Plug-in as described in this link *https://github.com/mopub/mopub-unity-android-plugin* but I couldn't figure out how what to do to make the ad shows after each level SO Should I create a scene that appear after each level? or I can control this by code? if by code please tell me how -I am new to Unity and to game development, so please be as clear as possible. Thank you.

How to change unity performance, and run it in 4 GB RAM ?

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**Hi my name is mohamed and i'am Game level designer . I downloaded unity 4 and it's very slow in work Although I have core i5 processor and graphics card 8 GB RAM it works in 10% from the memory and I have 60% not use. Thanks , best regards**
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