That makes sense – someone told me on discord also that you have to stop on the marker, so that might have been my bad also. – By the way, congrats on first place! Well earned! 👏🏻👏🏻👏🏻
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The game looked really nice and the intro was super cool – but the gameplay struggled a bit – like the car was really swervy and mine eventually just got stuck and couldn’t move anymore. Also, getting to the destination doesn’t do anything, the timer just keeps counting down. – Is this unfinished?
When I try to extract it, I get: “Error in packed file AnomalousDemo.rar”.
Can you verify that the file matches what you uploaded? – And that the uploaded file extracts everything without errors? – as is, the “Content\Paks\HorrorEngine2-WindowsNoEditor.pak” file won’t extract for me.
FYI – the file I downloaded is exactly 1,731,960,059 bytes in size, and has a SHA256 file hash of “EBABE45E50ABAE9591D1D99FF9BDAB69A3B442FF6A1116146339F0261D0E0904”
Hey Kenney, are you planning on making a Community page for this tool (like with forums and stuff – similar to asset forge) where we can share feature requests and bug reports?
Right now it seems to be impossible to put more than one color on the same tile (like if you do a cutout shape, you can’t keep the base color, it just puts a hole in your shape – and we can’t right click fill to erase a section, etc.)
Also it would be neat if we could define our own custom cutout shapes, and if we could mirror in X and Y at the same time (for super symmetrical objects, like health packs).
Background: So I have a VR game – it was originally a product of a game jam – but it got a lot of love from folks, including several people asking me for a paid version with more levels and features. And I’d like to do that, but I have questions.
What I would like is for everyone who already has the game (whether they donated money, or got it for free) to continue to have that version of the game, AND any future paid updates (yes, if they grabbed it for free during the free period, I want them to automatically also get the paid version when I post it.)
I’ve seen in the comments for other apps, where the author went from free to paid, people who previously had it were complaining that they can’t access it anymore, and the author had to ask them to send an email to get the issue fixed. – I would prefer to avoid that, because I don’t want to leave people hanging like that (especially if they happened to already have donated money to me!).
If I change the check box from “$0 or Donate” to “Paid”, what’s the best way to ensure that ALL existing users will still be able to download the new paid versions?
[Bonus question] I’m also working on an Oculus App Lab submission for the game – it’s been almost a month though, so it might be a long process to get my game through there… – But I’d also like existing claimers to be able to claim an Oculus key – even if they only claimed the game and didn’t pay any money – is that easy to setup?
Very cool game. – Please add deadzone for the gamepad controls though. It’s very annoying to let go of the joystick and have the player tiptoeing to the right! Makes it super hard to shoot people to the left of you also…
Doesn’t seem to run in Desktop Chrome. It just loads and then there is a black screen forever. – All my adblockers are disabled, and I’m not in anonymous mode. Cookies are enabled.
The only thing in my error console is “18-miho-adventures:1 Uncaught (in promise) DOMException: screen.orientation.lock() is not available on this device”.
Please add voice chat – and support for gamepads. – Those would be two huge quality of life improvements.
(Mobile devices support both, by the way, I regularly join a Bluetooth headset or gamepad to my phone or tablet, and it’s not big deal – Xbox gamepads are bluetooth, and there are even some gamer phone cases [and gamer phones!] that have gamepads built in…)
As for match making, you could use whether or not a player has voice chat turned on as a match making filter/variable – so that players with similar settings are more likely to get binned together.
Oh! – In that “Textures” folder. – I see – I confused myself because the custom cube & mats that I posted had relative paths to their own “Textures” folder, so I thought you were talking about that one before.
I hadn’t even realized there was a root “Textures” folder (next to Collections and Scripts).
And so, it sounds like, if there is a texture in that folder, then it can be applied to surfaces using global UVs? – That works for me.
It’s lame that importing objs with custom textures doesn’t work, but at least there’s a workaround. 🙂
Hey, and by the way, thanks for taking the time to explain all that to me, I appreciate it. 👍🏻
Yeah, I mean… I’ve got the texture in a textures folder right next to the mtl and obj, and it loads up just fine… it’s just the CTRL+Z doing weirdness…
That’s kind of sad about the removing texture support – I was excited when you mentioned that there was global UVs. – It’s fine though, I can always use solid colors in the tool and then apply textures after export.
I know supporting a new platform is a big ask, and also there’s the “if you give a mouse a cookie” thing; because as soon as you make this available, the android bug reports will come streaming in, no doubt…
But even if it’s just an experimental version with low-priority support (or even no initial support), that would be super cool to me, even if it was just a raw .APK download.
Android tablets have gotten really powerful, and really cheap, and they almost all support mice and keyboards via USB or Bluetooth now. (Like seriously, no touch controls is fine IMO.) – Some phones let you dock them and use them like a desktop computer (Samsung dex). – It’s an exciting time to be alive, huh? 😉
So, yeah – I think there’d be a lot of value long term in supporting Android – but also, there’s some near term value for folks like me.
Also, in the off chance that it helps (because you’re probably already aware of all of these options), but: in Unity (Asset Forge is made in Unity, right?), if you turn on IL2CPP in your “Player Settings” options and then check the 64-bit Arm option (which should be available after you turn on IL2CPP), the build will take a little longer, but your C# will run fast on Android. – Also, I noticed that using the “Incremental Garbage Collector” really improved performance for me on Android as well.
Also if you turn off most post processing (except maybe MSAA which mobile chipsets are surprisingly good at), and force textures to be 512x512 (with ASTC or ETC2 compression, which is just a setting on the publish menu in Unity), I bet things will run really well.
Thanks man, I feel your pain, and I really appreciate you looking into it (again). 😅
For the record it's really easy to create one of these blocks -- it's basically the default code in blender -- the UV's for each face are 0.25x0.25 big, so they're zoomed in a lot. -- If you scale the UVs up by 4, the effect is less jarring.
Actually, heck, it's using a free asset from the asset store, so I can just share the tile with you if it's helpful (you may need to be in incognito mode for this link to work -- or you may not need to be -- OneDrive is weird and seems to change on a weekly basis):
Quick repro steps:
1.) Place a few textured blocks
2.) Hit CTRL+Z to remove one
3.) Observe that all of the blocks which use that material are now bright white with no material applied.
4.) Observe that that material is now bright white in the materials pane.
4.) Observe that new blocks placed just come in bright white.
Gif here: https://imgur.com/a/zMVtI7Z
I mentioned this in part of a previous bug (the pressing Shift one -- which is fixed now in 2.1.0 -- thank you!) -- but when previewing the placement of a block, it still shows the wrong (non global) UVs.
I made a gif of it here -- using UVs of a wildly different scale to make it really obvious:
Overall though, this functionality appears to be much improved. 👍🏻
My desktop is Windows 10 (x64), 1903 (OS Build 18362.1016). -- (I feel like I saw this happening on my surface book 3 too though, but that's taking forever to boot, and pretending the keyboard doesn't type keys, so that's an exciting discovery that I made today... 😅😅😅)
Anyway, my desktop monitors are at 1920 x 1200 (16:10), 125% scale, and set to landscape. -- The surface is basically the same settings, but I think the resolution is a bit higher.
The app is also set to UI and gizmo scale of 1.25 in it's own settings (because otherwise it's too tiny -- on my desktop 1.0 is almost usable, but on my surface, it's like so tiny I can't even read the menus...).
Hmmm... looks like this is specifically related to the 1.25 UI scaling ratio (at least on my desktop), because if I change it down to 1.00 (too small) or 1.5 (too big), the issues seem to go away (at least at this resolution?) -- Maybe somewhere there's an integer rounding issue happening for the Y position of those elements?
This is one is kind of self describing, but I have a lot of collections and custom blocks and all of the deluxe blocks and I usually only want one or two blocks from any given collection -- it would be great to be able to right click on a block and "mark it as a favorite" (maybe with a tiny little 50% alpha heart in the corner?).
And then have an extra collection listed at the bottom that's called "Favorites" that just has all of your favorites listed there. -- So you could build a palette of the blocks you plan on using.
Alternately (or in addition to) if we could have a collection named "Currently in use blocks" or something similar, that just showed the different blocks that were being used in the current file that's open, that could be just as helpful, and also make editing files easier.
Could you make it so that Asset Forge remembers the last used snapping settings? -- Right now I have to re-click the snapping button every time I open the app, and also I have to change the rotation settings every time too. -- It'd be easier if the app remembered my old settings.
When I import asset collections, sometimes they come in 10x too big, and I use a meta.ini "scale=0.1" to fix that.
I noticed it also has a "rotation=x,y,z" parameter; but there's no offset parameter.
When I scale some assets (including stuff from the Kenny Assets packs) via meta.ini, it corrects the size, but it can cause the object to be placed off center (maybe that's a bug, but maybe it's not), but it would be easy to fix if I could specify an offset -- so like if everything comes in and it's .5, 0, .5 off center, and I could just set offset=-.5,0,-.5 that would be awesome. -- Even on it's own without anything else (below) that I'm asking for, that would solve a huge headache for me.
Additionally, though -- as a second part of this feature request -- I noticed that meta.ini only seems to be using the "Main" section. -- And sometimes some objects you might want to specify a slightly different rotation or offset for, compared to the rest of the objects in the collection. -- So maybe, could you make it so that in meta.ini we could have other sections too? -- maybe just named the exact file name of the obj file? -- so like if 99% of the objs in the folder work with some specific settings, but one or two of them need some other offset or rotation, then you could have something like this:
# these settings are applied to every object
# these settings are specific to doghouse.obj
# this setting is specific to cannonball.obj
Thanks for your consideration.