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Ton of questions, need some help :)

Discussion in 'Editor & General Support' started by PixxyKilljoy, Oct 11, 2015.

  1. PixxyKilljoy

    PixxyKilljoy

    Joined:
    Oct 8, 2015
    Posts:
    24
    1)[Solved] So I'm brand new to this program. I'm just now watching some of the tutorials and I've noticed something, in the videos, the program's interface is a darker grey, and arranged differently. What is the cause of this, and can I change my interface to look like in the videos? It would make following the tutorials much easier.

    2)[Solved] Say if I were to submit some 2d assets to the store for people to purchase, but later down the road I add animations to my assets and want them available in the store as well. Is it possible to update my submitted 2d asset with an 'update' that adds these animations to the submission? If so, is it also possible to change the price of the submitted asset to have people pay more since I've added animations? Or is it possible to make a submission with just the assets, and another submission with the assets and animations with different pricing.

    3)[Solved] I noticed the '24 hour sale' thing in the asset store. Does someone from unity chose to randomly put something on sale? Do you submit your project to go on sale? How exactly does this thing work?

    4)[Solved] How do I know how big to model things?

    5)[Solved] Why are people posting their triangle counts in their assets in the store? What is the use of knowing this information? (Keep in mind, I'm new to all this)

    6)[Solved] If I want to have 2 models that are the same, but one has a different texture, I'm assuming I need to make an entirely new asset with this new texture? Or is there another way of going about this?

    Thanks for any feedback!
     
    Last edited: Oct 11, 2015
  2. PixxyKilljoy

    PixxyKilljoy

    Joined:
    Oct 8, 2015
    Posts:
    24
    Wow, surprised no help yet ):
     
  3. artysta

    artysta

    Joined:
    Nov 15, 2009
    Posts:
    124
    Well, it is Sunday :)
    #1 It may be the Professional Skin in your Preferences
    plus you can move things around and make your own layout.
    I have about 4 layout I have saved and switch between them depending on what tasks Im performing.

    #2-3 I haven't sold anything in the asset store to help you there

    #4 Scale can be modified at pretty much anytime you want to, I use MayaLT as my modeler of choice
    and Ive set a unit size thats pretty much my unit size in Unity. But if I had to change that scale I could
    open up the import settings and change that scale at import. Some people just use the scale in the transform as well.
    Some both.

    #5 no 3D engine or device has unlimited polygons. There is a limit in storage size and a limit in playback numbers.
    Im old school meaning I've been doing games for almost 30 years now. When we made the jump from 2D to 3D
    the number of polygons was critical to understand. We created actual polygon budgets. Character were allowed these many, and background object test many, etc...
    Some of this still is important to this day, while we can have millions, there still is a limit, a budget.
    Understanding how big a model is is easy to understand by the triangle count.
    Unity uses triangles in their mesh. While I model in square poly's, they are convert to triangles at import/playback time. Do we need to know the triangle count, sure, but we could also take the pylon count and double it to get the same number

    If my character is 1,000 triangles and the background is 1,000 triangles, and the character looks like crap, then maybe i lower the triangles in the background to 700 and give that extra 300 to the character.
    I stayed in my 2,000 budget and moved the triangles where its most needed.
    Like I said, old school :)

    #6, I modify my game objects all the time by changing their shader/texturemap. All of this can be controlled by script or even an animation item. I will also change the tint of a texture map based on some event, also controlled by a script.
    I have a spider character emery in my current game. I have 1 animated model, and 8 texture maps.
    And spawn time, the spider model is randomly given one of the 8 maps, so the hoard of spiders looks like a mass of spider when in reality its a single mesh, without multiple maps controlled by a script at run time.


    #7 Don't be surprise when you don't get an answer 5 minutes after you post. We all have jobs to do. The forum is a place to help when you can, not a job.
     
  4. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    I guess the tutorials have been recorded using the Unity Professional skin, while you're using the Unity Personal skin. If you own Unity Professional you can change your skin to match, but if you don't I'm afraid you're just going to have to try and follow along. The colour scheme should be the only difference between the tutorial video and what you see - all the windows and features of Unity that you see in the tutorial are available in Unity Personal edition.

    Yes, it's entirely possible to update your asset to add more content later on, and you can change the pricing at the same time. Be aware that anyone who previously bought your asset with the reduced content / lower price, will then get your new version for free, as we don't currently support charging for 'upgrades' to an asset package.

    Publishers apply to be considered for a 24hr sale. The Asset Store team then decides which of the assets that applied should be featured and when.

    In general, as long as your sizes are all consistent with each other, it doesn't matter too much - models can always be scaled up or down at import time in Unity. That said, Unity is generally based around the assumption that "1 unit" is 1 meter (e.g. the default gravity setting is 9.81 units/sec^2, matching Earth's gravity of 9.81m/sec^2) so if you're making real-world objects, that's a good target to aim for.

    They're a way for developers to estimate how long it will take the engine to render your model to the screen. In order to maintain a high framerate, we have to render everything in the scene (as well as do all the physics, AI, audio, etc) in a short time - a game that wants to run at 60FPS has to do it all in under 16.6 milliseconds - and an object that is made of 50,000 triangles will take much longer to render than one that is made of 50 triangles.

    Sometimes having a 50,000-triangle model is worth it if the model is intended to take pride of place in the scene, but if it's just a background prop, developers usually want it to be as 'cheap' (i.e. quick-to-render) as possible. Here's a (slightly old) article on the ballpark number of triangles used for different objects in different games that you might want to use as a guideline. Notice how in a game like GTA IV, the 'story characters' (i.e. the few that you pay attention to) are built with more polygons, while the NPCs - of which there are many and you usually don't look too closely at them - have fewer.

    No need to make a whole new asset (it'd be a waste of memory anyway). You can make a prefab out of your model that has the appropriate texture assigned. From the user's point of view, they see two 'things' in the assets folder (the two prefabs), but both are actually sharing the same model file - the only difference is the texture/material you've assigned.
     
    PixxyKilljoy likes this.
  5. PixxyKilljoy

    PixxyKilljoy

    Joined:
    Oct 8, 2015
    Posts:
    24
    @superpig Thank you for all the input, it was very helpful and exactly what I needed for every question!

    @artysta I was only surprised because I posted in another forum and got replies instantly, but when I posted here, it felt like forever.
     
  6. artysta

    artysta

    Joined:
    Nov 15, 2009
    Posts:
    124
    I actually use the New Posts feature more than going to each forum. Im not even sure which forum this was posted to.