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[RELEASED] HUD Waypoint

Discussion in 'Assets and Asset Store' started by TeaAndCode, Nov 3, 2013.

  1. RealAspireGames

    RealAspireGames

    Joined:
    Dec 24, 2013
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    I dont know if this helps but I am getting this warning when I start the scene.
    http://gyazo.com/b3d7cca0d6a8d1bcd4fa4e9ef7a3d903
     
  2. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
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    That's just a warning in HUD Waypoint's custom editor. It shouldn't affect the scene in play mode.

    If you're using the Dialogue System for this project, please feel free to send an example project or example scene to tony (at) pixelcrushers.com. I'll be happy to take a look and let you know if something jumps out at me. Exporting it as a unitypackage works best. (I'm just about done for the day, so I wouldn't be able to look at it until tomorrow.)

    You could also try making a copy of your scene and replacing your !!!FPSPlayerMain with the default RFPS prefab. Maybe something changed on the prefab instance in your scene. If the default RFPS prefab works, you can compare them side by side to see what the differences are.
     
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  3. RealAspireGames

    RealAspireGames

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    Ok, So after a couple of hours of searching for the bug I actually found the problem! You see I am currently making an RPG game kind of like skyrim. So therefor I have made a huge map the width is 4000 and the Length is 4000 for some odd reason the waypoint system widgets do not get loaded into view due to Floating Point Precision. Is there anyway to fix this problem besides make the map smaller?
     
  4. RealAspireGames

    RealAspireGames

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    I am having the exact same problem my map size is 4000 by 4000 units and the waypoint just does not show up! I get floating point precision errors on the off screen and on screen objects. Is there a fix for this? without making my map smaller. I don't think my designer wants to replace every object in the game we have so far to fit the new map size.

    Thank you!
     
  5. RealAspireGames

    RealAspireGames

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    Can you please fix the floating point precision error so waypoints can be set on larger scale maps! This is a huge flaw for developers making RPG games or MMO games!

    thank you!
     
  6. TonyLi

    TonyLi

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    Figured it out. Change the layer of the Waypoint System GameObject and the prefabs in TeaAndCode/Waypoint/Widgets to layer 14 (the GUI layer).

    When the player moves further than 1000 units from (0,0,0), RFPS's WorldRecenter script moves the player back to (0,0,0) and shifts all GameObjects in the scene. (This keeps all the floating point math within +/-1000 to prevent spatial jitter.) WorldRecenter doesn't touch GameObjects on the GUI layer, so it will leave the waypoint GUI stuff intact.
     
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  7. RealAspireGames

    RealAspireGames

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    Thank you so much! I swear dude you should get an award for being so active on the forums! :D Thanks again!
     
  8. AlteredPlanets

    AlteredPlanets

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    Aug 12, 2013
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    455
    Hello,

    I have a issue with, using two cameras the the cam that renders default is on 0 and the other one is on 1

    but I see no HUD only the arrows, how do I fix this issue?
     
  9. TeaAndCode

    TeaAndCode

    Joined:
    Nov 3, 2013
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    18
    Does the camera set on your Waypoint Editor have a GUILayer component? It will not render the other elements otherwise. The arrows show up regardless, because they use a custom render script.
     
  10. AlteredPlanets

    AlteredPlanets

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    no, that was the issue, thank you for responding. :)
     
  11. niha

    niha

    Joined:
    Jun 1, 2015
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    2
    Hey Thank you very much for this great Unity Plugin. It seems to work seemlessly.
    I just wanted to ask if there is a fading out option for text and icons if you get closer to an object than a certain distance? So that it is not visible anymore if I stand directly in front of the object.
    Thanks for your reply.

    niha
     
  12. RealAspireGames

    RealAspireGames

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    Is there any way to save the waypoints state (Normal, Off, Pulsing) to the player prefs? So when the player leaves the game and comes back their waypoint will still be active.
     
  13. TonyLi

    TonyLi

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    Hi @godofwarfare115 - If you're using the Dialogue System in this project, you could write a persistent data component for waypoints. I'll also add one to the next release of the Dialogue System.
     
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  14. RealAspireGames

    RealAspireGames

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    So this is what I would use if I wanted to restore the waypoints display state when the player loads their game back up?
     
  15. TonyLi

    TonyLi

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    Yes, and also when switching scenes. The next release of the Dialogue System is scheduled for early next week. I'll include this component and instructions on the HUD Waypoint Support manual page.
     
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  16. YX_Iain

    YX_Iain

    Joined:
    May 4, 2014
    Posts:
    31
    Hi all, does this asset work on Unity 5? When I go to purchase it on the asset store I get the following warning:

    This package was published using Unity 4 and contains asset types which may not upgrade cleanly to Unity 5:
      • Scripts
     
  17. Defcon44

    Defcon44

    Joined:
    Aug 19, 2013
    Posts:
    400
    Hello,
    I use RFPS & HUD Waypoint and i have a problem :



    I see only the little arrow on the camera :s

    If i look the waypoint i don't see icon or text or distance ...

    The Layer is on 14 Gui Camera, and then i walk in the trigger, the trigger don't active the first waypoint but the 4 or 5.

    Solution ? please :s