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ffwd's Issues

XML-Element "body" not found in Logo.xml

Hi.
First of all thank you for that grad tool/plugin.
Now back to my problem:
i built a scene in Unity and the exporting worked fine. I compiled my project and it runs.
but if i add a cube to this scene and give him this script i get the exception: XML-Element "body" not found in Logo.xml

Here the script:

using UnityEngine;
using System.Collections;

public class moveToPoint : MonoBehaviour {

public int speed = 1;
public int targetRadius = 3;
private Vector3 target;
public RaycastHit hit;



// Use this for initialization
void Start () 
{
    //rigidbody.freezeRotation = true;
    target = transform.position;
}

// Update is called once per frame
void FixedUpdate () 
{
    //target.y = transform.position.y;

    foreach (Touch touch in Input.touches)
    {
        if (touch.phase == TouchPhase.Began)
        {
            Ray ray = Camera.main.ScreenPointToRay (touch.position);

            if(Physics.Raycast(ray, out hit))
            {
                target = hit.point; 
            }
        }
    }

    if (Vector3.Distance(transform.position, target) > targetRadius) 
    {
        //animation.Play("Default Take");
        transform.LookAt(target); 
        transform.Translate(0,0,speed);                 
    }
}

}

what going wrong in here. hope someone can give me a solution for that. first i thjougt i forgot a rigidbody but this was not the mistake.

Combine Animation xmls

The animation XMLs are split into seperate animations. Combine them into less files to help load times.

missing .dll's in FFWD.Unity.Tests.Scripts/bin/

Does anyone else get this error when trying to compile the test XNA project straight from the branch?

Error 57 Metadata file 'C:\Unity PC Projects\fehaar\FFWD\Tests\FFWD.Unity.Tests\FFWD.Unity.Tests.Scripts\bin\Xbox 360\Debug\FFWD.Unity.Tests.Scripts.dll' could not be found FFWD.Unity.Tests.X360

It looks like we are missing the bin folder here:
https://github.com/fehaar/FFWD/tree/master/Tests/FFWD.Unity.Tests/FFWD.Unity.Tests.Scripts

I'm also getting a:
Error 56 The type or namespace name 'FluentAssertions' could not be found (are you missing a using directive or an assembly reference?) C:\Unity PC Projects\fehaar\FFWD\Tests\FFWD.Unity.Tests\FFWD.Unity.Tests.Scripts\GameObjects\CloningAGameObject.cs 6 7 FFWD.Unity.Tests.Scripts.X360

...on the UnitTest.unity xml, I usually just go in and remove the UnitTest references, and then go grab the .dll from the template XNA project and after changing the name to match I can compile on phone and win stand alone, but no xbox.

The above error refers to:
...
using FluentAssertions;

public class CloningAGameObject : MonoBehaviour {...

problem in Linerender

I've tried Linerender and maybe I've found a bug here's my code
the start line have right thickness the end is double
where's //WP7 comment means that in unity works without that line but no in FFWD

p.s. can you add some define in main lib just to made conditional compiling :)
p.s.s. I'd like to contribute but I never use git so be patient I'm still studing how git works

public override void Start () {

    _startPoint.x = StartPoint.x;
    _startPoint.y = StartPoint.y;
    _startPoint.z = transform.position.z;
    _endpoint.z = transform.position.z;


    _lineRenderer = gameObject.AddComponent<LineRenderer>();
    _lineRenderer.useWorldSpace = true;     //WP7   maybe in unity default is True, in your code is false
    _lineRenderer.SetColors( Color.white, Color.white); 
    _lineRenderer.material =material;
    _lineRenderer.SetVertexCount(2);        //WP7 without this I have an exception...

      #if WP7
    _lineRenderer.SetWidth(lineWidth,lineWidth/2);  //correction FFWD
      #else
    _lineRenderer.SetWidth(lineWidth,lineWidth);    
     #endif 
   }    

Rigidbody issue

I tried a exporting a simple scene which contains

  • a rigidbody cube
  • a floor.
    so when you play the game the cube, naturally, falls to the floor (on -Y)in the Unity Editor.
    However when I exported it to XNA the cube fell to (on -Z). I am utterly confused on how to achieve this.
    Stan

Scripts name "*.cs" exist in multiple locations - prolly a beginner ?

Greetings,

I am very excited about this library and I am looking forward to hopefully contributing. I have never worked on a github project before so please forgive my ignorance. I am trying to drag the unziped FFWD into an empty unity project like so:
https://skydrive.live.com/redir.aspx?cid=e5f1df0c92bd05c4&resid=E5F1DF0C92BD05C4!248&parid=E5F1DF0C92BD05C4!239

Instead of getting the FFWD menu bar at the top I get a slew of related errors as seen in this log:
https://skydrive.live.com/redir.aspx?cid=e5f1df0c92bd05c4&resid=E5F1DF0C92BD05C4!243&parid=E5F1DF0C92BD05C4!240

The "essence of the errors" is below:
Scripts named 'AssemblyInfo.cs' exist in multiple locations (Assets/FFWD/Exporter/PressPlay.FFWD.Exporter.Test/Properties/AssemblyInfo.cs). Please rename one of the scripts to a unique name.

...and the list continues to about 228 similar errors.

I assume I am missing something basic to allow unity to live with CS scripts named the same. Please advise, and again I apologize for asking such a NOOB question. I actually have been using Unity for several months now, I just have always renamed the CS files whenever this came up. So I figure it is time to learn something new :-)

Regards,
Chad

Combine mesh xml files

At the moment meshes are split up which give us a lot of XML files that hurt the load times. Combine these meshes into the logical splits.

tombstone... for wp7

Hi, I'm new about ffwd and I wonder if there's a way to implement tombstone or helper...
any Idea?

Thanks

Make UnityObject comparable to null

In Unity you can compare all Objects to null in order to see if they are alive. We cannot do that in FFWD - only cast to bool as you can also do in Unity. Beware that this might lead to a lot of nasty side effects deep in the core of the framework, so it needs to be done with care.

collider of plane is null

hi, I've create a composed object "slider"

where slider is father and slider handle and backstripe are songs...

well in unity I object collision in BackStripe is not null in ffwd is alway null,

so BackStripe GameObject is a Plane and collider mesh is a plane

any idea?

thanks

GetButton(string)': not all code paths return a value

I do not know if this is because I have the latest WP7 update or not, but I get 3 errors:

'PressPlay.FFWD.Input.GetButton(string)': not all code paths return a value
'PressPlay.FFWD.Input.GetButtonUp(string)': not all code paths return a value
'PressPlay.FFWD.Input.GetButtonDown(string)': not all code paths return a value
they are all in PressPlay.FFWD.WP7

I am using WP SDK 7.1.1 if that makes any difference.

Physics setup

Hello!
I've already got some things running on WP7 device but as hard as I've tried I couldn't do anything with physics. I used default unity colliders and rigidbodies but that just made that objects' y set to 0. Other coordinates were untouched. I also tried FFWD_PolygonCollider and XNAMeshCollider components in different combinations but this only resulted in frozen bodies or they just disappeared.
What to do in order to properly setup the physics in FFWD?

Power of two exception

I am getting exception but am unsure what exactly I will need to do to get rid of the exception. Here is the exception:

System.NullReferenceException was unhandled
HResult=-2147467261
Message=Object reference not set to an instance of an object.
Source=PressPlay.FFWD
StackTrace:
at PressPlay.FFWD.Texture.CheckPowerOfTwoSize() in C:\Users\[email protected]\FFWD-Templates\FFWD\Framework\PressPlay.FFWD\Texture.cs:line 96
at PressPlay.FFWD.Texture.DoLoadAsset(AssetHelper assetHelper) in C:\Users\[email protected]\FFWD-Templates\FFWD\Framework\PressPlay.FFWD\Texture.cs:line 78
at PressPlay.FFWD.Asset.LoadAsset(AssetHelper assetHelper) in C:\Users\[email protected]\FFWD-Templates\FFWD\Framework\PressPlay.FFWD\Asset.cs:line 28
at PressPlay.FFWD.Application.LoadSceneAssets() in C:\Users\[email protected]\FFWD-Templates\FFWD\Framework\PressPlay.FFWD\Application.cs:line 496
at PressPlay.FFWD.Application.Update(GameTime gameTime) in C:\Users\[email protected]\FFWD-Templates\FFWD\Framework\PressPlay.FFWD\Application.cs:line 228
at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
at FFWD.Unity.Tests.Game1.Update(GameTime gameTime) in C:\Users\[email protected]\Documents\New folder\XNA\Test\Game1.cs:line 85
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Microsoft.Xna.Framework.Game.Run()
at FFWD.Unity.Tests.Program.Main(String[] args) in C:\Users\[email protected]\Documents\New folder\XNA\Test\Program.cs:line 15
InnerException:

no Character Controller?

I was doing some experimental ports to understand how this awesome framework works and I noticed that it does not have the Character Controller script (that is embedded in Unity). Is this exact or am I doing it wrong?

Template is broken

Hello. I'm playing since several days with FFWD and it is really a good thing.
I have just refresh with latest source and have now some problem with the template. It is link to other projects (and not the .dll) that is not in the template.
I have try to put FFWD project just near the template folder, but with no luck.

Here the VS solution :
http://twitpic.com/8w4jk3

Here is the output in Vusal Studio :
C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.csproj : error : Unable to read the project file 'PressPlay.FFWD.csproj'.
C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.csproj: The project file could not be loaded. Could not find a part of the path 'C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.csproj'.

C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.WP7.csproj : error : Unable to read the project file 'PressPlay.FFWD.WP7.csproj'.
C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.WP7.csproj: The project file could not be loaded. Could not find a part of the path 'C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.WP7.csproj'.

C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD.Import\PressPlay.FFWD.Import.csproj : error : Unable to read the project file 'PressPlay.FFWD.Import.csproj'.
C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD.Import\PressPlay.FFWD.Import.csproj: The project file could not be loaded. Could not find a part of the path 'C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD.Import\PressPlay.FFWD.Import.csproj'.

C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.X360.csproj : error : Unable to read the project file 'PressPlay.FFWD.X360.csproj'.
C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.X360.csproj: The project file could not be loaded. Could not find a part of the path 'C:\Unity3D\NewTest\FFWD\Framework\PressPlay.FFWD\PressPlay.FFWD.X360.csproj'.

Could you say more about the starting

1.Open Unity in the template directory.
2.Choose the menu item FFWD and select the Full export option

What is the template directory?
I saw the two FFWD in unity. But no "Full export option" in unity. Only export package. Thanks!

TouchPhase not working???

I used this code found in the Unity Script Reference to get a basic drag and translate. The code is placed in the Update method.
I know touchCount works. But touch phase???

if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
transform.Translate(-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0);
}

Here is the link to the unity reference
http://unity3d.com/support/documentation/ScriptReference/Input.GetTouch.html
Stan

GUI.Button unable to be used in WP7 phone.

   GUI.Button unable to be used in WP7 phone,but enable in wp7  emulator.

if(GUI.Button(new Rect((Screen.width/2-70),Screen.height/2,140,60),"Play"))
{
//can't go in here in wp7 phone when touch the button.
}

I changed the code in Framework/PressPlay,FFWD/input.cs in line 95:
if (t.phase == TouchPhase.Moved && t.deltaPosition == Vector2.zero)
{
t.phase = TouchPhase.Stationary;
}
so,I solved the issue.

Support for XBox controllers

The Input class is quite weak because it has mostly been used for touch based things. Make it work for the XBox as well.

Beginner Issue

I don't really understand the usage of this system and I'm new to Unity, and I seem to have missed something obvious.

What does the instruction "Open Unity in the Template directory" mean as Unity only opens unity files? I had to open the one inside Scenes. because of this - I get the error "DirectoryNotFoundException - ..........FFWD-Templates/Unity/Assets\Assets\Scenes under - Main Scenes - when I choose Full Export and it doesnt proceed after that.

I understand the issue, but how do I change the folder to point one level up. Also, where should I put the FFWD folder in relation to the template folder? I tried looking around to set the path and move the files about, but I've had no success.

PhysicMaterial

Hi, I'm using physics and 2d works well but I've tried to add physic material to a cube and setting Bounciness .50 in xna version nothing happen, it's my fault or isn't implemented or any workaround ?
thanks

Show Gizmos.Draw* on the phone.

I'm thinking a lot about if drawing the gizmos on the device could be interesting, or just testing on the pc in play mode would be enough.

I sitil think it could be very useful to show the gizmos also in the final device to have an idea of how's everything behaving (Conditionally compiled based on a flag). I've already managed to draw wireframe primitives on a simpler xna wp7 project using the baseEffect. I just need to integrate it with the framework.

Personally i don't need the solid versions of Gizmos.Draw* but i could give it some time if you consider them useful too. I need to maximize the time for the dbp2012 entry^^

Getting Started docs - suggested fixes for making the template work

Following Issue 13 (#13), and few others I've commented on, below is how I'd rewrite the "Getting the template" section to fix some miss information there.


Getting the template

Go get the FFWD Template here: https://github.com/fehaar/FFWD-templates. The template is wired up with FFWD (this project) as a submodule, so when you have cloned the main project remember to init submodules to get the FFWD source out. The template has both an XNA project and a basic Unity project with the configurations wired up to go. Attention: you should have this whole FFWD project inside the empty FFWD folder from the Template.

Testing the template

  1. Open Unity, and open the existing project under /Unity (a subfolder of the Template project). Or simply double click on "/Unity/Assets/Scenes/Logo.unity". When you do that, you should see some project content and get the FFWD menu in the Unity menu bar.
  2. Choose the menu item FFWD and select the Full export option. This will export the demo logo scene to the XNA project thus creating files under /XNA. You should not get any errors in the console, but some messages telling you what has happened.
  3. Open the XNA solution /XNA/FFWD.Template.sln in Visual Studio by double clicking in it.
  4. In the FFWD.Template.XmlContent include the Scene and Assets that have been exported (under "/XNA/FFWD.Template.XmlContent/" both "Cube.xml" and "Scenes/Logo.xml"). You should do the same in the FFWD.Template.Content project when there are files exported there, which doesn't happen with this template.
  5. In the FFWD.Templates.Scripts project, include the scripts that have been exported from Unity. In this case, it was just "Spin.cs"
  6. For the scene files (in this case Logo.xml), set the Content Processor to FFWD - Scene processor. You may need to try and compile the project at least once for this option to appear.
  7. Compile and run the XNA project - you should see the same as when you start the scene in Unity.

Instance of prefab issue ??

Hello, i have question about object Instantiate; I have following code :

for (int index = 0; index < Projectiles.Length; index++)
{
Projectiles[index] = (GameObject)Instantiate(Project, transform.position, transform.rotation);
Projectiles[index].SetActiveRecursively(false);
Projectiles[index].active = false;
}
When the projectile i shoot i active object :
Projectiles[index].SetActiveRecursively(true); Projectiles[index].active = true;
and when is colision with object i do :
Projectiles[index].SetActiveRecursively(false); Projectiles[index].active = false;

but in the scene on XNA all projectile is set active to false and i ahve big problem. Can you help me with this issue ?? In unity evrythink is okey.

Audio Issues

Hi, i've been trying to play some audio with the engine but i don't find the correct way. I create an empty gameobject, then I add to it an audiosource, then a script that plays an audio depending on some input. The input is correctly detected.

The audiosource is not added as component to the said gameobject in its serialized xml.

I tried to workaround this issue adding the audiosource component at runtime, but the audio didn't play either. After that i realized that the sound var from the audioclip is null, and of course its Instance property.

The audios are two wavs. I've explored the audio related classes but i don't find the source of sound being null. Nor the thing about the audiosource not being added to the components of the gameobject.

Other extension

I was curious if there were any other Unity extensions that you know of or use that can be used with FFWD to make 2D games. I am still new and having a hard time finding anything such as tutorials that focus on making a mobile 2D game. Any suggestions and advice will be greatly appreciated.

FFWD Full Export error

DirectoryNotFoundException: Directory 'C:/tmp/fehaar-FFWD-Templates-435bb02/fehaar-FFWD-Templates-435bb02/Unity/Assets\Assets\Scenes' not found.
I open the default unity project and Full Export, it appear the error message as above.

GUIStyle Overload Issue

I wrote a script which makes use of Unity GUI.Button along with GUIStyle to provide mouse over and mouse click textures.
I used the script below to make it happen

if (GUI.Button(new Rect(100, 400, 75, 75), "", CWBtn))
{
model.gameObject.transform.localEulerAngles += new Vector3(0,RotationSpeed * Time.deltaTime,0);
}

It worked in the Unity Editor as expected. However when I exported to XNA. I was greeted with this error
"The best overloaded method match for 'PressPlay.FFWD.GUI.Button(PressPlay.FFWD.Rect, PressPlay.FFWD.Texture, PressPlay.FFWD.GUIStyle)' has some invalid arguments"

When I do what XNA wants me to do i.e. change the string to a texture2D. I am greeted by another error
"XML element "fontSize" not found."
When I checked this it is pointing me to the scene.xml

Is this an error on my part??
Stan

Camera exports unused fields

Note: this issue is probably related to Unity 3.5.

Everytime I export a scene, three elements appear on the XML definition:

      <hdr>false</hdr>
      <!-- ortographicSize, ortographic, etc. -->
      <useOcclusionCulling>true</useOcclusionCulling>
      <layerCullSpherical>false</layerCullSpherical>

None of them are used by the camera and cause the importer to throw a couple of errors, first because ortographicSize is not found where it should be, later because the last two fields are not understood. For the build to finish I have to comment the three of them.

I've checked the Unity exporter configuration and seen that none of these fields are excluded. Should they be? I doubt, because currently I'm using Unity 3.5 and this fields might be new (hdr is for sure). Will the export fail in previous versions of Unity if a non-existant field is excluded?

Related links:
Camera in Unity
FFWD exporter configuration

Issue or just understanding?

I went through getting started and with the example in the framework I did get my scene to pretty much load. I do have a few questions but one at a time.

Do the scripts all have to be in a single scripts folder? I often have a layout like this

-- Models
----modelA
----modelB
----etc
--Scene
----SceneA
----SceneB
--Scripts
----script
----script
----FOLDER
-------some other script
-------script
--2Dscripts
----script
----script
--prefabs
----thing
----thing
----FOLDER

I guess what I am asking is how can I add multiple paths to the script field in the converter? Will the converter read all sub folders and scripts? The same question would go for scenes etc.

Transfrom == null on Renderer (MeshRenderer) object.

Hello, in Unity i create Game Object, add MeshRenderer with material texture and create Prefab with this GO. Export all to XNA, when i create GO on method UpdateCullingInfo(Camera cam) transform == null and throw Null Exception. Maybe i do somethink wrong, if you know this issue please some tips.
Realy Thanks.

Getting Started docs , Blue xna screen

After I tried "Getting Started docs" it compile without errors, but do not show the rotating cube only the xna blue blank screen.

Did I miss something?

Thanks

GUISkin & GUILayout.Button issue

GUISkin:
The custom style present in GUISkin was not able to put on the button control that I had. It threw an overload error stating that I was using string instead of a style.

GUILayout.Button:
The GUILayout.Button issue which I had looks simple only thing is I have no bloody clue in solving it.
This is what I have at the moment in XNA.
if (GUILayout.Button(empty,"ArrowCW",GUILayout.Width(75), GUILayout.Height(75)))
{
//Do Something
}
However Pressplay.FFWD.GUILayout does not have a definition for both height and width.
Stan

Question about physic (SetActiveRecursively(true/false))

Hello, i have a little question about SetActiveRecursively(false) and physic collision. I pooled my object for better performance and deactivate them (SetActiveRecursively(false)). When i need to spawn i set SetActiveRecursively(true), but then collision not work. When i dont use SetActiveRecursively(true/false), everything is fine. Can you help me with this, if i do something wrong, if not i start search reason of this issue.
Really thanks for help.

Modifying MeshFilter.mesh has no effect

If an object's Mesh is replaced, the object will maintain its original one. Apparently MeshRenderer.Draw is not used, and thus MeshFilter.meshToRender is only called when the object is being loaded.

Is there some way to force the engine to refresh this go's mesh after the new one is set?
I'll keep looking into it and try to find a way to update the corresponding render item whenever MeshFilter.mesh is set.

Sample code:

using PressPlay.FFWD;
using PressPlay.FFWD.Components;
using Microsoft.Xna.Framework.Content;

public class CreateCubeMesh : MonoBehaviour
{
    // Use this for initialization
    public override void Start ()
    {
        var meshFilter = this.gameObject.GetComponent<MeshFilter>();
        meshFilter.mesh = this.CreateNewCube();
    }

private Mesh CreateNewCube()
    {
        Mesh mesh = new Mesh();

        Vector3[] vertices = new Vector3[]
        {
            new Vector3( 1,  1,  1),
            new Vector3( 1, -1,  1),
            new Vector3( 1,  1, -1),
            new Vector3( 1, -1, -1),
            new Vector3(-1,  1,  1),
            new Vector3(-1, -1,  1),
            new Vector3(-1,  1, -1),
            new Vector3(-1, -1, -1),
        };

        Vector2[] uv = new Vector2[]
        {
            new Vector2(1, 1),
            new Vector2(1, 0),
            new Vector2(0, 1),
            new Vector2(0, 0),
            new Vector2(1, 1),
            new Vector2(1, 0),
            new Vector2(0, 1),
            new Vector2(0, 0),
        };

#if WINDOWS || WINDOWS_PHONE || XBOX || XBOX360
        short[] triangles = new short[]
#else
        int[] triangles = new int[]
#endif
        {
            0, 1, 3,
            0, 3, 2,
            2, 3, 7,
            2, 7, 6,
            6, 7, 5,
            6, 5, 4,
            4, 1, 0,
            4, 5, 1,
            0, 2, 6,
            0, 6, 4,
            3, 1, 5,
            3, 5, 7
        };

        mesh.vertices = vertices;
        mesh.uv = uv;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();

        return mesh;
    }
}

Support dual Lightmaps mode

At the moment we are only using Single lightmap mode. Support dual lightmaps. Just have to find out when to switch to the near map.

Can we say that FFWD will support Windows Phone Apollo?

I am not sure if I should write this here but it is a troubling issue none the less. I was excited when Microsoft was showcasing Windows Phone 8 or Apollo. Game Development on Apollo is very quiet, a little too quite for my comfort.
I was wondering if you guys have heard of any news in Game Development for Apollo and also the main question will Fast Forward support development for Apollo.

Stan

Automatically add new GOs to current scene.

From what i've experimented, it seems that new created GameObjects are not included automatically in the current scene(when created in runtime), this could be an issue for people that use scripts that rely on this behavior.

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