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Sky Force 2014 Terrain/Environment

Discussion in 'General Graphics' started by Azami1986, May 6, 2015.

  1. Azami1986

    Azami1986

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    May 4, 2015
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    Hello everybody,

    most of you know the game "Sky Force 2014" for mobile platforms, which is created with Unity. The environment ist very beautiful constructed.

    Does anyone know how that has been created?
    Are the environment images or 3D objects?
    What tool you would recommend?

    Thanks, Azami

    121.jpg
     
    BrandyStarbrite likes this.
  2. subzer0

    subzer0

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    I am asking the same questions in my mind.:D

    Have you found any answers ?
     
  3. Kerkenez

    Kerkenez

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    Any thoughts about this game? I'm wondering how this game has been created?
     
    Last edited: Mar 21, 2016
  4. Azami1986

    Azami1986

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  5. MinhDao

    MinhDao

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    I don't think we can make it with unity terrain because it not only very detailed but also run smooth on mobile. I think to make it we need great texture artist, great shader developer and 3d modeling tool
     
  6. Azami1986

    Azami1986

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    You are right. I have also tryed with Unity Terrain and the performance on mobile phones (Samsung Galaxy S6) was by 15 fps. The only problem is, if you don't use Unity Terrain, you can not use Water in your game.

    I found a tool called "World Streamer" in the Asset Store, which can stream only the visible parts of a terrain. I haven't tryed it yet. Maybe this could help?! https://www.assetstore.unity3d.com/en/#!/content/36486

    I think Unity should also develop a Terrain for mobiles devices. Maybe somebody have better experiences with other Terrain Tools on Smartphones. Are there tools in the Asset Store?
     
    Last edited: Jun 30, 2016
  7. MinhDao

    MinhDao

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    No, we don't need terrain to make water work. But still need a good water shader. I hope Sky Force developer share behind the scene of making game. This game is really great
     
  8. azouagh

    azouagh

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    I want to learn how to do, like this, where there is a tutorial to follow step by step and know how to do it?
    Azami can u help me? and my english is bad, i understand spanish and french. for english i use translate
     
  9. brokenm

    brokenm

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    Aug 28, 2014
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    In most cases unity terrain is overkill on low-end mobile devices, so you need to bake you terrain in standard mesh and then using splatmap shader on it. There are plugins on assets store or custom solution for baking could be made.
    P.S.: no problems to use nice water without unity terrain :)
     
  10. azouagh

    azouagh

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    What do you mean standard mesh? changing the plane on 3d max to mesh? and the splatmap shader?. Do you know any plugin that you can name to make my search easier please?
    Thanks
     
  11. arthurramazanov

    arthurramazanov

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    Does anyone know how they did their collision for air units vs Ground Units?

    It appears that they are able to shoot both - but the projectiles go straight - how do they account for things like perspective if its on the sides?
     
  12. ShilohGames

    ShilohGames

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    Since the game does not let the player look and move in every direction, there would not be any need to load a complete terrain. The Land and sea that you see below the player could be done by having a variety of prefabs (groups of meshes) that dynamically get shown and moved under the player. There is not much in view, so very little would need to be active. They could have even built an object pooling system for handling the meshed objects that make up the levels.

    It is also possible that an entire level could fit in a Unity scene, and they just move it slowly under the player. Either way, it would be doable on mobile.

    It is possible they are not doing physics based collisions. The game is basically playing as a 2D shump, even though it uses 3D graphics. The developers could have built their own very simple collision based code based on simple 2D collision check principles. It would be easy and highly efficient. The aiming and other AI functions could also be simplified into typical 2D style shump ways.
     
  13. gamingdronzz

    gamingdronzz

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    hello
    i would like to know how you implemented the movement !
    i checked your prototype and it was cool
     
  14. echoMike

    echoMike

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    Oct 24, 2017
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    Man, I was going to ask the same question...

    I've learned C# and Unity for about 4 months and I'm trying to at least replicate a prototype of SkyForce. What bothers me right now is exactly the collision problem you mentioned.

    It's really troublesome dealing with the collision between bullets and enemies, especially ground enemies if I want to use a perspective Cam just like SkyForce.

    I'm currently placing all the bullets (both from player and enemies) on the same height as the player, which is surely higher than any ground units. But from a perspective point of view, you can't shoot enemies on the left or right straight enough.

    But somehow SkyForce had a really good way solving that. Just don't know why...