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How to optimize a PC game?

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We are creating a **forest like game** in Unity for our Final year project. The scene has a large map with **1000+ trees** which makes the scene very **laggy**. How do I improve the performance of the game without losing the quality? And many times the light and **shadows seem flickery**. How do I fix that? And what are some thing I have to keep in mind before creating a large scene?

How to optimise a PC game?

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We are creating a Forest like game which contains a large terrain. The game feels very laggy because of the presence of 1000s of trees. How to improve performance of the scene without losing any quality. And is there any techniques to get high performance, because now the game is very laggy. And how do I get better lighting? And is there any things to keep in mind before creating a large scene?

How to define map safe zone?

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Hi, I'm pretty new to unity. The basic idea is that i have a floor which is shrinking over time and after like 2 minutes it ha a fixed defined size. If you stand on the small part you survive and if u stand outside you get damage [1st pic at game start, 2nd after 2 min](http://prntscr.com/g8mdjb). The question is what would be the best solution to do this? I tried to use 2 planes one on another both with separate box colliders but that didn't work out really well. :)

Importing Assets and Making Levels

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Hello so I just started in the process of making a maze like game that will eventually be for an iOS app. What is typically the best way to make levels in Unity. As a test I was using a player sprite with 1000 x 1000 resolution .png file and then scaling that down in Unity by .1. Will there be an issue if I make the levels specifically in a program like photoshop and then import a huge .png file to use for each level? If so what are some better ways to create a level without having to use such large files in the game? Any advice would be helpful. Thanks!

Weird lighting issue when baking. How do I fix this?

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Hi guys, I am trying to bake lights with 2k resolution. But I got this. ![alt text][1] I am using Unity 5.6.1 Could anyone tell me how do I fix this? [1]: /storage/temp/104316-2017-10-24-10-27-05-progressive-lightmapper-page-2.jpg

mesh vs terrain

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good evening, i want create mountain and river(sea) and put house on mountain, what best to do ? terrain unity or make it in another software (terrain vs meshes) for create level like this (performance and scripting) ? thanks

do i need to build my own assets ?

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i'm beginner at game development and i started to design some levels and environments but should i download my assets or learn how to create them like 3D modeling ,texturing etc if i want to have a job in the industry as a level designer ?

Creating a grid for sceneview and in game,Making a simple grid map editor for Sceneview

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I want to create a grid of tiles that are capable of storing and relaying info for pathfinding. Ie. This is a wall and therefore not walkable, or spawn an object on this tile for it to be picked up by a character later, or direct a character to walk to this tile, etc. I want it to be grid-based so that movements are fixed to the tiles. Now I have a general idea of how to do most of this. But I don't know how to create one in scene view, as I want to be able to manually place objects, wall, and characters on it, the game doesn't need to have procedurally generated levels. And having to design a level with code alone is just tedious. I know gizmos can be used to create a grid in scene, but can I rely on it to be the basis of what I'm trying to do in game? If not, what method should I use?,I'm new to Unity and coding in general, but I know how to use loops, functions, pointers, array, etc. I just don't have enough experience to figure out the programming logic just yet. So I'm looking for advice that points me to the right direction so I can do some more research. I want to make a simple 2d tile based movement/ pathfinding system for my game. I know how to use loops to instantiate a grid of tiles made up of different types, but I can't use it as a map editor since it only runs when the game is running. I want to be able to manually hand place objects and walls in the sceneview, with a grid underneath so I can make sure placement of objects are precise. So another option is to use Gizmos to draw a grid. But my question is if I use Gizmos, can I rely on it to be able to store data for me while the game is running? For example, if I want my game to be able to detect and relay which tile a character is on right now for pathfinding reasons, or which tile is a wall and therefore not walkable, or a chair is on this tile so walk to this tile to seat, or spawn an object on this tile for someone to pick it up later, etc. Or am I thinking the complete wrong way? Is there an easier method to build my level?

How do my partner and I save something that we are both working on without overwriting progress?,If I am working with a partner on the same thing, how do we save without overwriting work?

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We are wanting to work on our level design but are wondering how we can save without overwriting the others progress.,This is just something that me and my partner are wondering about. We are just starting out on our first project and this is just one question that we didn't have an answer to. So any guidance would be great thanks.

Changing Level Design With Camera Angle

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I am currently working on a first person game and was wondering, how can I change the level design the player's in as the player rotates the camera angle.. Like imagine you are in a closed room and you are looking at a painting on the wall, when you turn back you are suddenly in a forest. but the change has to be seamless and happen while the player is in control (no cutscene)

why don't we use assets instead of prefab?

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Now , i am making some individual models in Auto desk Maya and import it in to unity and makes prefab. Through prefab clone i am building the world. But i am asking why don't we could make the whole world in Maya.why don't we use assets instead of prefab?

Popping in/out whole parts of levels that overlap?

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What I want for a game I'm working on is, say, you are in a level, you go down a hallway, take a turn, and exit a door and you see an entirely new level. Impossibly, you are now on the roof whereas before you were on the ground floor even though you just walked through a short hallway. I figure this could be achieved by adding levels to game objects which could be toggled - but, my first suspicion is that things like building occlusion culling would be impossible for a set up like this. Is there a way to do this elegantly?

endless hallway silent hill pt door

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Hi,
I want to make a small scene in my game where I recreate the door teleporting scene from silent hill pt, but since I don't know any coding I would like to at least know how is it done.
Is it teleporting the player to the beginning of the level or recreating multi-levels or and coding envolving into making it.

[SOLVED] Is there a quick way to update a mesh in scene?

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So I'm working on a whitebox level, at the moment I'm starting to add the finished and texturized models. Is there any quick way to: "hey, I want this white and flat cilinder to become the nice and polished pilar I have in my folder" without the need to placing it in the scene by hand, rotating and scaling it again? If I remember correctly Unreal had a similar option by selecting the scene mesh and then right-clicking the new one and selecting something like "swap current meshes". Edit: Thanks for the help!

Best program to create 3D maps in?

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What do you recommend for creating maps to unity games? Also, do i model objects one by one and place as game objects or do i model it with the map?

Exit not working properly

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I am trying to do it where after you collect an item then going to a spot brings you to level 2. It doesn't with this: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class ExitToLevel2 : MonoBehaviour { int itemcollected; void OnTriggerEnter2D(Collider2D col) { if (ItemCollected.itemcollected >= 1 && col.CompareTag ("Player")) { Destroy(col.gameObject); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } } } And it only works when I remove this from the if statement: ItemCollected.itemcollected >=1

Is usage of Prefab will help to save memory ?

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Can anyone clear my doubt. I'm using my meshes for my level design. If is use prefab instead of mesh can I save some memory or not.

Adding different number of components to each level

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Hello all noob here So currently my game looks like the picture I have attached. Basically different levels of force exerted on a sensor respond to different colours and textures(faces) on a sphere. I currently have four different levels, so four different colours, faces and times basically. What I want to do is change the amount of spheres in each level. And when the sensor is pressed each sphere changes from a plain white sphere to the face and colour of that level. So for example, in level 1 I want 4 spheres. And if the sensor is pressed once, 1 sphere will change to an angry red face and stay like that. Then when the sensor is pressed again, the next face changes to an angry red face and so forth. Then in the second level, I will have 3 spheres. When the sensor is pressed once, one sphere will change to a happy yellow face. When the sensor is pressed twice, another sphere will change to a happy yellow face and so forth. How would I go about doing this? I am currently feeling overwhelmed by the coding that this might entail. I have also attached the code to one of my levels so far:` ![using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO.Ports; public class Arduino3 : MonoBehaviour { SerialPort sp = new SerialPort("\\\\.\\COM5", 9600);// Com port and the baud rate of the arduino Material m_Material; GameObject Sphere; void Awake() { Sphere = GameObject.FindWithTag("Player"); m_Material = GameObject.FindWithTag("Player").GetComponent().material; } void Start() { if (!sp.IsOpen) { // If the erial port is not open sp.Open(); // Open } sp.ReadTimeout = 250; // Timeout for reading } // Update is called once per frame void Update() { if (sp.IsOpen) { // Check to see if the serial port is open try { string portreading = sp.ReadLine(); // get the string output of the serial port float amount = int.Parse(portreading); if ((amount > 201f)) { m_Material.color = Color.yellow; Renderer _rend = Sphere.GetComponent(); Sphere.GetComponent().material = _rend.material; _rend.material.mainTexture = Resources.Load("face3") as Texture; } else { m_Material.color = Color.white; } } catch (System.Exception) { } } } } `][1] [1]: /storage/temp/122787-freeze.png

Project Solution | Architecture | Scenes and Views

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Hello. Im new in Game Dev and new in development with Unity (Come from Windows and Web development) Now I want to make my first game. This will simple game (but with retrieve data from API etc.) So I have some basic questions: 1. How to decide if I need to make new scene or build just make a lot canvases and switch between them? In my game I see - 1 scene - Loading - 2 scene - Main screen with buttons-- - button - open Store - button Open leaderborad 3 - button - open something like map etc... Now I think I need make 2 scenes - Loading and Game scene In Game scene make some canvases (MainState Canvas, Shop Canvas, MapCanvas, Leader board canvas etc...) And when user clicks on button - show this canvas (its must be display like Popup) If I want that map will grow up with more and more stop points (like in Candy Crush) - I need to set its to Assets Bundle and load new bundle ? 3) Best practices for Login/Authorization I check many sites and I see that best practices for Game Authorization today - this is Google/Apple Game service and not Facebook. Right? If I understand not correct - Can you guys give me a links what I need to read/learn ? Thank you guys so much.

Why is detail Mesh Painter in terrain on painting appears like a Row with space between one Object

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I'm using Unity 2017.3 (detail Mesh Painter in terrain on painting appears like a Row with space between one Object) I tried every thing like reducing the vert count of this Grass mesh and also Changing the value like Height and other stuff like that, what can i do to fix this issue or it is a Bug in unity, Thx ![alt text][1] [1]: /storage/temp/123009-untitled.png
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