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Object Motion Tracker - Engine Trails, Time Travel, Game Mechanics...... and more!

Discussion in 'Assets and Asset Store' started by code-blep, Apr 19, 2014.

  1. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    New build in progress for Unity 5! OMT core is fine, but the demo scripts need updating. Working on them right now folks!
     
    OnePxl likes this.
  2. code-blep

    code-blep

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    Oct 1, 2010
    Posts:
    308
    Version 2.2 has now been submitted to the asset store. The required changes to make the example scripts play nice with Unity 5 were minor, and I have also included a package that contains the Unity 4 versions of the scripts. Let me know if you have any issues when it goes live and I will look at them ASAP!
     
    snorre likes this.
  3. code-blep

    code-blep

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    V2.2 is now live! More features are being planned ;)
     
  4. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    1,033
    Hi,
    How can I get a version compatible with unity 4.6?
    The one on the asset store is not unpacking on unity 4.
     
  5. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    Hi 00christian00,

    Just got home, going to grab some food and will look at straight after!
     
  6. code-blep

    code-blep

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    Oct 1, 2010
    Posts:
    308
    Hi 00christian00,

    Thank you so much for letting me know about the issue. It looks like I am going to have to package and upload OMT in V4.6 and include V5 Scripts. Pretty much the opposite of what I do now.

    If you pm me you order number and an email address, I'll get a 4.6 packaged version over to you ASAP.

    I hope this helps.
     
  7. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    Hi OMT users! I have just submitted V2.3 to the assets store. I have re-packaged it in Unity 4.6 (previous version was packaged in Unity 5) and packaged the Unity 4 and 5 example scene and example scripts separately. So Unity 4 users can download and get going easily :)

    I have also tweaked and documented a function to manually add waypoints with your own script. No longer are you tied to interval based data generated by OMT! There is also a shiny new 'realtime' playback script that features configurable iTween interpolation methods, along with other controls! The OMT interface has a button that also you to add waypoints at will, great for testing! Hopefully it will prove to be inspirational when writing your own scripts.
     
    sloopidoopi and hopeful like this.
  8. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    V2.3 is now on the asset store. Let me know if you have any issues. Enjoy :)
     
  9. allentin

    allentin

    Joined:
    Sep 26, 2012
    Posts:
    11
    Hi, just bought this. It looks great!
    I have a question. I would like to use this for setting up a series of obstacles in my scene. So, when I hit play in the editor, one gameobject will be created at each waypoints. And the gameobjects will stay at the scene when I am finished playing in the editor. What is the easiest way to do that?

    Thank you very much!
     
  10. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    Hi allentin,

    Thanks for buying OMT :) It sounds like you are pretty new to Unity3D. If so, you really need to start learning about instantiating or using pooled objects. Try the tutorials on the Unity website (they are really good!), or if you get stuck try the questions section in the community area. To help get you started here is some code that will spawn a prefab at each waypoint in the first waypoint group:

    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5. public class instantiateExample : MonoBehaviour {
    6.  
    7.    public Transform prefab;     // The object you want to spawn at waypoints
    8.    public OMT_CS omtComponent;     // Object Motion Tracker Component
    9.  
    10.    // Use this for initialization
    11.    void Start() {
    12.  
    13.      // Iterate through all the waypoints in the first waypoint group [0]
    14.      for(int i = 0; i < omtComponent.waypointGroups[0].waypointPosition.Count; i++)
    15.      {
    16.  
    17.        // Instantiate your object at the current waypoint position
    18.        Instantiate(prefab, omtComponent.waypointGroups[0].waypointPosition[i], Quaternion.identity);
    19.      }
    20.    }
    21. }
    22.  
    Hope it helps!
     
    Last edited: Apr 30, 2015
  11. HummerBumble

    HummerBumble

    Joined:
    Apr 13, 2013
    Posts:
    20
    Hello, I've been looking at your plugin and I'm interested to know what the performance is like when tracking multiple objects.
    I am trying to create a replay system, would this be a viable solution to tracking up to 20 rigidbody objects and 3 particle systems on a mobile device? or would there be a big performance hit.
     
  12. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    Hi HummerBumble,

    I have not used OMT on mobile, although I am aware of a few OMT users who have used it on mobile devices. As such I am not sure about performance. I have tested with multiple objects being tracked at the same time, and it works well.

    As for tracking and playing back multiple objects, I am currently working on a total re-write OMT that (among lots of other new features) focuses on tracking multiple objects, and the ability to synchronise the data between all of them. It's still a long way off but is well under way. I appreciate that doesn't help you right now, but it's the best answer I have.


    However I do have another idea. I'll PM you ;)
     
    hopeful likes this.
  13. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    Hi Everyone,

    As mentioned before I am in the process of a total re-write of OMT. I am really excited about the way it's going and I will reveal more as time goes on.

    In time I will need more beta testers. Please let me know if you are interested via PM and include your invoice number, and I will add you to the Beta test list.

    Thanks

    HN
     
  14. jjbrenna

    jjbrenna

    Joined:
    May 7, 2015
    Posts:
    2
    Hex: I love the examples.

    As for the latest example with the Itween motion being applied along a Waypoint Group - could I get a similar breakdown? I'm having trouble with your example asset after un-commenting the script. Thank you very much (everything is great).

     
  15. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
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    Hi jjbrenna,

    Not entirely sure what you problem is. Some further details would be great ;) However, the first question is do you have iTween installed?
     
  16. jjbrenna

    jjbrenna

    Joined:
    May 7, 2015
    Posts:
    2
    Yeah, itween is installed and the OMTrealtimeplayback_CS script is appropriately uncommented. My issue is that I cant figure out how to use the example in your demo scene (and i have video help for every other example - thank you). The Time travel/Replay Gameobject has two imposing scripts loaded onto it and I cant figure out how to interact with them.

    As an aside, the only reason I am even going to bother with this iTween sample script is that I need to find a way to travel along a path created from OMT waypoints with consistent speed despite WP distance (given that my OMT waypoints will be user input based in VR and not evenly spaced)

     
  17. code-blep

    code-blep

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    308
    No problem, I've private mailed you to get things started.
     
  18. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
    308
    Hi Everyone. Just a quick update on V3 of OMT. It's going to be a while before it is released. Beta testing as been good, but feedback has been even better. I am rewriting parts of it to use Scriptable Objects, and implementing a better method of accessing MULTIPLE sets of waypoint data for playback. Oh and there is an API in this version also. It's turned into something of a monster update.

    I will have to produce new overview videos, as the last video I produced seems to have helped a lot of people. Oh, and they will be smaller videos, each covering a specific part of OMT V3. This means it will be more practical to update the videos in future as new modules are release. I hope to have a new version out before the end of the year.
     
    hopeful and sloopidoopi like this.
  19. jolimie

    jolimie

    Joined:
    Mar 12, 2016
    Posts:
    1
    Hello,

    I have a problem with saving and loading data. I've only succeed in once, then after that only the OMTsetting was saved, I'm try since one week now and it drive me crazy.
    I check everything and look the video but it doesn't work. What am i doing wrong ?

    Thanks for the help
    Ps: I'm French sorry for the english.
     

    Attached Files:

  20. code-blep

    code-blep

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    Oct 1, 2010
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    Hmm. Your screen-shot does not look right. OMT is styled and looks totally different to yours. I'm guessing it might not be installed correctly. That should it should still work. PM a link to your project along with your invoice number and I'll check it out for you ;)
     
  21. code-blep

    code-blep

    Joined:
    Oct 1, 2010
    Posts:
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    While I am here, a quick update about OMT in general. I have not had time to progress with V3. The ups and downs of life got in the way. I am currently working flat out at a new job, and it's hard to work on anything else at the moment. So I have no idea when or even if V3 will make an appearance. Especially when OMT has resulted in a loss and costs me money (time) to keep it going. The only reason I keep it going is that it was my first product and have a soft spot for it ;) I'll post here if there is any further news.
     
  22. hopeful

    hopeful

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    Nov 20, 2013
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    5,639
    Maybe the inspector is in debug mode?
     
    code-blep likes this.
  23. code-blep

    code-blep

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    308
    Actually yes, that would make far more sense hopeful ;)