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Discussion in 'Assets and Asset Store' started by ManaStation, Aug 4, 2020.
I built this one just for fun.
Great, looks like a game already! Inspired by wonderful Resident Evil VIII, no? Thanks a lot for sharing! I hope to see more!
Every game I work on is inspired by my favorite games like RE VIII. I just had to get a zombie in a dungeon for fun. I am working on a new FPS, which I'll share more of soon.
Awesome! Looking forward to it!
Will Lordenfel receive angular fort walls?
Thanks for your interest! Probably not in the near future, because we're busy with another project, but I made a note about it, thanks! Any additional requests?
No not really, thanks for asking.
I recently bought this pack and I have a tooling question:
How did you layout the scene in the Overgrown Ruins scene?
It has so many levels occluding each other, you must be using some tools to hide objects right?
This is more of a curiosity to be honest.
Hi, thanks a lot for your interest and support!
No, not really We utilize snapping a lot, but apart from that it's pretty much a hardcore piece by piece design.
We always try to keep it as simple as possible at first, using only walls and floors to block out levels. We test it, see if it's fun to explore and make changes accordingly. When we're finally happy with the layout, we just go crazy with the ruins, columns, trims and other details.
You really shouldn't be afraid of building complex interiors, it's a lot of fun! Just accept that it's gonna look ugly for awhile, that's all
Found this old WIP screenshot to give you an idea (it's UE4, but still):
Let us know if you have any more questions!
Thx! The pack looks pretty useful so far, the way you split material on objects are pretty convenient for us as we use world space uv material a lot.
I agree, I am using world space a lot and tweaking Lordenfel was very easy.
Noted, thank you guys! We'll keep it in mind for sure.
Some time ago I have bought this asset, and as much as I do like overall look of it I do have some complains related to technical stuff.
The biggest issue so far for me is Collider and LOD3 for some objects.
For example SM_Floor_Ruined_09:
If you want to provide some ramps to a collider make it from a separate collider and don't pollute proper collider . I guess ramp is for character controller but seriously not every controller needs ramps.
Right now I just don't have accurate collider.
LOD3 looks like it is automatically decimated version of this mesh. It just looks bad and is a bad approximation.
Now this two things could be solved at the same time. Just make LOD3 a proper approximation and use it as a collider.
And one more thing, there is no need to force yourself to make concave colliders for objects that are probably going to be static (especially when the result is not very accurate). It got it's importance when the objects are dynamic rigidbodies.
Hey koirat, good to see you! Thanks a lot for the feedback!
I can see what you mean about the ramp - if you flip the ruined floor, it becomes a problem, hm... it's obvious now, I don't know how I didn't see it before Thanks!
Making LODs is a nightmare. We realize that some of them could match the object a bit better, but it would make such a small difference overall, that it's just not worth it.
It's a workflow thing We prepare collisions for UE4 first, because it has strict rules regarding that. It doesn't take much time.
Thanks again for the feedback! I've made a few notes
Anyone knows how to fix the slow movement while unity is caching the scene. It happens in the scene startup. If you look around, it freezes a couple of seconds, and then it goes.
I had that problem once in an older project. Turned out the reflection probes caused it form me. Try disabling them for a test, then you can work from there to get rid of that freeze.
Oh that's what it was? Thanks Rowlan, we'll try to fix this!
Thank you for bringing it up btw! Maybe now we can fix it.