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Spaceship Demo Project

Discussion in 'General Graphics' started by ThomasVFX, Aug 14, 2019.

  1. ThomasVFX

    ThomasVFX

    Joined:
    Jan 14, 2016
    Posts:
    45
    Last edited: Aug 19, 2019
  2. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hi.
    Unity 2019.2.0

    GIT LFS checkout
    and
    Download Release

    fire following error after import

    LocalPackages\net.peeweek.gameplay-ingredients\Runtime\Managers\Implementations\VirtualCameraManager.cs(4,7): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)

    Cinemachine ist installed over PackageManager

    duplicate from
    https://github.com/Unity-Technologies/SpaceshipDemo/issues/3
     
    peopleUnity likes this.
  3. Rich_A

    Rich_A

    Joined:
    Nov 22, 2016
    Posts:
    338
    Submitting my FPS:

    (laptop)
    i7-6700HQ
    1060 6GB
    16GB RAM

    1080p:

    45-70. Average 55.

    Definitely the scene or HDRP behind it needs further optimisation, considering there are no skinned-mesh characters, no large environments, no networking.
     
    Last edited: Aug 20, 2019
    JamesArndt and laurent-h like this.
  4. razzraziel

    razzraziel

    Joined:
    Sep 13, 2018
    Posts:
    395
  5. TheElumenati

    TheElumenati

    Joined:
    Jan 22, 2014
    Posts:
    38
    Sometimes, but not always the hologram table animation galaxy state animation starts playing but then it closes before you have the opportunity to click on anything. The "FTL target system" loading bar is up and blinking. But the galaxy faded out to nothing.

    I have been able to find is state machine attached to hologram table (if i make the state public) is at Galaxy and the animation on galaxy/GalaxyFadeIn is a few frames beyond the end of the animation if the bug occurs, and at the blue line if the bug doesn't occur.
    I am unsure if that is normal or not, but if i rewind the animation back to the blue line the galaxy comes back.

    This is what it looks like when the bug does not happen:


    This is what it looks like when the bug happens:


    If i manually stretch out the animation timelines it helps, but the bug is happening in some of the other animation timelines.


    Follow on the issue tracker:
    https://github.com/Unity-Technologies/SpaceshipDemo/issues/5
     
  6. TheElumenati

    TheElumenati

    Joined:
    Jan 22, 2014
    Posts:
    38
    I think i found the bug in GameplayIngredients.Rig.DirectorControlRig->Update line 64

    Code (CSharp):
    1. director.time = newTime
    should be
    Code (CSharp):
    1.  
    2. if (m_PlayMode == PlayMode.Reverse) {
    3. director.time = newTime < 0 ? 0 : newTime;
    4. } else {
    5. director.time = newTime > director.playableAsset.duration ? director.playableAsset.duration : newTime;
    6. }
    right after this line it evaluates the timeline.

    this change prevents the timeline from being played outside of the playable region if for example the time step is greater than one fps. Not sure if this is a complete fix because it could still possibly miss event inside the timeline... which i will explain my thought here:

    Does anyone know more about this PlayableDirector's behavior while in DirectorUpdateMode.Manual mode? It seems to me that it has a certain chance to miss timeline events. If the frame rate is slower than the expected frame rate of the timeline, or if has a hickup during the timeline event, this might be the cause of the missed timeline event.... It evaluates before the event and after the event, but misses the event completely...

    Again i haven't used this timeline much... is there a way to see a list of where on the timeline it was evaluated after the fact and if it missed any important parts of the animation?
     
    Last edited: Aug 30, 2019
  7. flyer19

    flyer19

    Joined:
    Aug 26, 2016
    Posts:
    121
    spaceship mac.jpg
    what is wrong ?can not run on mac
     
  8. cfree

    cfree

    Joined:
    Sep 30, 2014
    Posts:
    72
    Hi.
    Cannot use the fire VFX on another project (package exported from Spaceship demo)... it renders all black... using Unity 2019.2 and 2019.3.
    Please help.
    Thanks!
     

    Attached Files:

  9. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hi,

    I finally got the Discover Mode
    working by opening every visualeffect graph by hand.
    Now they ger properly displayed.


    In play mode and after build i have this remainig error.
    Anyone an idea what to do?

    So in Build

    2019-10-26 20_04_26-Spaceship Demo.jpg


    and Play Mode

    2t.JPG

    the journey ends here after the door opens.


    Probably this is the issue.
    Does someone now what belongs to the red marked fields?

    3.JPG

    Edit.

    After some times i fixed all issues.
    The problem was to recompile ever visualeffect graph who is on the way through the all states.
    A kind of step by step tutorial making sure you visit the complete flow.)

    Further problem i had have with asset import cycles. It was solved by doing the 2018.2.10f1 update.
    Would be helpful to know what behaviour is the reason for these?

    I am now in 2018.2.10f1 and everything is fine.

    Really great example. In special in combination with the peeweek gameplay ingredients and the console.
    Really helpful example. Thanks
     

    Attached Files:

    Last edited: Oct 31, 2019
  10. pccross

    pccross

    Joined:
    Jun 20, 2015
    Posts:
    106
    I saw someone else posted this error comment on the blog, but never saw resolution for it.
    In addition to the screenshot below, showing what happens in play mode (looks like very little is being rendered), I'm also seeing the error that other person saw:
    "NullReferenceException: Object reference not set to an instance of an object
    MaterialEmissionOverride.Update () (at Assets/Scripts/Lighting/MaterialEmissionOverride.cs:56)"

    I downloaded zip of project from github and imported project into Unity 2019.2.11f1.
    Any advice?

    upload_2019-11-9_16-35-57.png
     
  11. Czester

    Czester

    Joined:
    Dec 15, 2013
    Posts:
    6
    upload_2019-11-11_2-34-26.png

    Zip file
    Same for 2019.2.0 and 2019.2.11 :) Anyone solve it? Recompile all not working.
     
    Last edited: Nov 11, 2019
  12. Czester

    Czester

    Joined:
    Dec 15, 2013
    Posts:
    6
    Well re-downloaded project via git and it have 4 gb of data.
    Project from zip contain just 600 mb, so you cannot download zip - it is not working.

    Use clone and problem will not occure.
     
    pccross likes this.
  13. pccross

    pccross

    Joined:
    Jun 20, 2015
    Posts:
    106
    That fixed my issue.
     
  14. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Hi,
    i have a question related to replaceing a scene.
    In case i want to replace the Spaceship scene.

    I did an replacement in

    1. SceneList

    000_SceneList.JPG

    2. SpaceShipLevel

    001_SpaceshipLevel.JPG

    and in Build Settings.

    Is there any other place i must do a change?
    I have some issues after rebakeing the SpaceShip Level.
     

    Attached Files:

  15. alexerd

    alexerd

    Joined:
    Nov 5, 2019
    Posts:
    11
    Thanks for sharing good information
     
  16. shreyamathur651

    shreyamathur651

    Joined:
    Dec 13, 2019
    Posts:
    8
    Good Information Sir!
     
  17. keeponshading

    keeponshading

    Joined:
    Sep 6, 2018
    Posts:
    937
    Got it working.
    These are the only needed adjustments.
    For bakery rebake the Spaceship.scene must be active. All other scenes loaded.
    The Reflection and Lightprobes are in Spaceship_Li.scene.

    This is a very nice framework. Learned a lot.
    The only weak point of this scenario is the Lightmapping with the Progressive.

    The scene looks much nicer with an Bakery Shadowmask rebake. For now Directional Mode Dominant Direction
    with Occlusion Probes and Texel 60 outputs 8x 4K Lightmaps in 20min.

    Next is an Shadowmask Directional Mode SH rebake.
    Here is an HDRP LIT Shadergraph Bakery SH implementation i am working on.
    https://forum.unity.com/threads/bakery-gpu-lightmapper-v1-65-released.536008/page-76#post-5289132
    Next step is to convert all Spaceship HDRP Lit Materials to the HDRP LIT Shadergraph Bakery SH ones.
     
    Last edited: Dec 18, 2019
  18. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    569
    Out of curiousity I tried the spaceship in VR. It runs surprisingly well (GTX 1080).

    If someone could be bothered to fix the player movement it could be an amazing Unity VR demo.
     
  19. d1xt1r

    d1xt1r

    Joined:
    Oct 1, 2016
    Posts:
    7
    Which Unity version did you use to ran it in VR? 2019.2.XX or 2019.3.XX, other?
     
  20. andybak

    andybak

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    Jan 14, 2017
    Posts:
    569
    Not near that machine right now but it would have been the same Unity version specified in projectversion.txt
     
  21. d1xt1r

    d1xt1r

    Joined:
    Oct 1, 2016
    Posts:
    7
    I'm asking because as far as I know you have to use (minimum) 2019.3 and HDRP 7.1.1 to be able to use VR in HDRP project, but I'm facing errors which I'm still not able to solve in order just to load the Spaceship project into 2019.3.

    With 2019.2 I'm able to enable VR from the project settings (using single pass instanced) but when I run it it is very weird - I'm seeing through the textures or not being able to see some of them at all.
     
  22. Kaen_SG

    Kaen_SG

    Joined:
    Apr 7, 2017
    Posts:
    206
    If anyone else is interested in the Free CC0 VFX Assets mentioned in this thread that was released by unity some years ago, enjoy.
     
    id0 and hjohnsen like this.