Preview Video (Sample scenes, workflow in Unity, package content overview):
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Long Version:
Description:
Create unique space scenes with a single mouse click. Save money, distribution size, and memory through modular approach to replace skyboxes.
Feature Overview: Editor Extension: Custom editor extension with GUI for one-click space scene creation Custom Filters: Custom filters to generate scenes with desired brightness, complexity and content Space Assets: Nebulas, galaxies, stars, planets, and moons are randomly distributed in the scene Graphic Assets: Hundreds textures(diffuse, normal, and illumination maps up to 4096x4096) Planets: Planets with climate, volumetric atmosphere, night lights and optional rings and moons Asteroids: Local and endless interactive asteroid fields with arrays of common and rare materials Camera Effects: Space Particles and Space Fog (seemingly infinite as it re-spawns around camera) Scripts: Fully documented and optimized C# scripts Manual: Detailed PDF documentation and (video tutorials on spaceunity.com) Camera Script: Script for smooth camera chase spectator chase Bonus: Fully flyable Spaceship Prefab with thrusters, particle effects, sound effects, and simple weapon Scene Switcher: Scene Switcher script for easy switching between scenes
Great, thank you all so much for your support I hope you find good use out of it to make some sweet space games With it being a new release, I welcome feedback / questions and issues to improve the product in future updates.
Congrats on the asset store release. Can’t wait to get home and start messing around with this. I believe this package along with Darkcoder’s space graphics tool kit = Epicness. Im not even sure if thats a word, but thats what it is. You have really outdone your self with this one. A+++.
Purchased this a couple hours ago, and have been spending a lot of time playing with the various options. There’s a lot of really cool stuff here.
However, there’s a couple things I’ve noticed. When using the Space Scene Construction Kit prefab generator, planets and moons are sometimes placed very close to one another, or even with their meshes intersecting. This happens most often, of course, when you’ve got lots of planets. Also, if the material of a planet atmosphere’s mesh renderer is empty (None), then you can see a number of cyan dots on the planet. Planets with the Planet-Desert-OrangeWithImpacts material don’t seem to be generated with an atmosphere material. Not a huge deal, but it’d be nice if it was cleared up.
Thanks - I’m very happy to receive such feedback =)
Thanks for the input - much appreciated!
Intersections: I’ll implement sphere overlapping checking in an update to ensure that it won’t occur. I’m not sure how common it will be to have too many planets in a single scene - but it’s simple enough to prevent the overlap so expect that very soon.
Atmosphere for Planet-Desert-OrangeWithImpacts: This is a bug, the material should have an asset label that says exactly “atmosphere-brown-medium” - then it will pick up the atmosphere when created. It’ll be fixed in the next release but until then you can manually add that label to the material. It’s also worth noting that you can change the asset labels of planet materials to have the atmosphere you want if you often prefer thicker atmospheres for example. I’ll add tutorials for planet atmospheres and how they work on my site shortly as well.
Again, thanks for your input and for buying the asset.
UPDATE: I have created a support page on spaceunity.com where I list all the reported issues, what the cause is, how to work around, and when they will be fixed. I’ve also put some info about what future features I’m working on for coming updates.http://www.spaceunity.com/support/
We have just bought this package and the expansion. It looks very impressive - good work so far! We have a few questions / requests.
Firstly, we’d like to store the assets in a folder we call ‘Plugins’. When we tried to do this it breaks the asset. Would it be possible to support this? Is there any chances we can make?
Secondly, as we have seen being mentioned before - we would like to use the planets in the scene so our ship can fly around them (same with the star). I saw you mentioned camera changes to solve this. Would it be possible to have this as an option in a future release?
[quote=[RV]CWolf;1171187]
Firstly, we’d like to store the assets in a folder we call ‘Plugins’. When we tried to do this it breaks the asset. Would it be possible to support this? Is there any chances we can make?
Secondly, as we have seen being mentioned before - we would like to use the planets in the scene so our ship can fly around them (same with the star). I saw you mentioned camera changes to solve this. Would it be possible to have this as an option in a future release?
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Thanks for purchasing and I’m glad you like it!
About folders, all the paths to the assets are defined early on in the script SpaceUnity/Editor/SpaceSceneConstructionKitEditor.cs. If you prefix line 26 so it says “Assets/Plugins/SpaceUnity/” it should work. I just tested it and it generates scenes at least.
// Base path of assets where this script will search for space assets (materials, prefabs, etc.)
// private const string _basePath = "Assets/SpaceUnity/";
private const string _basePath = "Assets/Plugins/SpaceUnity/"; // <---- change path to this
About moving in the scene, in the Hierarchy, click SpaceScene/SpaceCamera and change the “Relative Speed” parameter in the inspector from 0 to a low number (e.g. 0.001 or 0.01) and you’ll start moving within the scene. Don’t travel too far though because you’ll close in on nebulas as well. This will be addressed in future updates where I’ll support an additional camera for fixed nebulas and galaxies yet allowing good movement around planets.
Hope this answers your questions, and if not - don’t hesitate to let me know =) Thanks onace again.
Couldn’t wait until payday so I picked it up this morning. I look forward to using it tonight and see how it looks in my space strategy game that I’m working on for my One Game a Month entry (http://onegameamonth.com/). I have a few plans for this package.
Well, not waiting until payday made you get advantage of the introductory price at least =) Thanks for purchasing! I’ll have a look at ONeGameAMonth as well - like the tag line: “Make games, not excuses”
That is not possible unfortunately. The main purpose (at this stage) is to act as a background for games taking place in space.
I’m currently working on an improvement to support planetary systems that you can navigate through - but actually landing on planets would be quite far ahead in the roadmap… but I am thinking of solutions for it =)
There is no “end” date for support - I’ll keep developing it and adding features as I come up with ideas and as doable suggestions come in! Right now I’m working on warpspeed/hyperdrive jumps between Space Scenes that will be added in coming update. I’m also improving navigation in planetary systems by adding a second optional camera to keep nebulas and galaxies locked despite a lot of movement around planets. Local stars are being improved… looking into addressing the issue with floating point errors for long distances as well… the list goes on =)
As for graphical assets, most of them will have to be released as expansion packs because the package is now 498 MB in size of the allowed 500 MB limit. If Unity lifts the limit I can pack some more graphical assets in as well. Or if I can optimize it and/or compress textures without noticeable loss I might also consider that to add a few more things in the base asset.
I notice in the video tutorials that the materials are all set as Particle/Additive. How does this stuff look when the materials are set as mobile particles? Do the textures and objects perform well on mobile platforms?
The package isn’t tuned for mobile yet, but it has been tested on Android to see how it works (http://www.youtube.com/watch?v=DG_PZHNpll0) and it is the asteroids that affects performance most. Without asteroids, but with all nebulas galaxies and local star (which are all additive) - along with 500 space particles and 500 large fog particles. My Samsung Galaxy S3 (which is a high end phone) ran at a constant 60FPS and I’m not sure how much overhead there is since it’s VSync on. When I added 200 alpha fading and bump mapped asteroids like the video shows I got 40-50 FPS with explosion effects as well.
I’ll probably add a master setting to an update soon so you from a script can call a function let’s for example say “SetQuality(Quality.MOBILE_LOW)” which then automatically reduces particles, changes materials to mobile (you lose the ability to set colors with mobile particles which will not look as nice) and also tune other settings such as remove bump mapping (which has a high impact on lower end phones) etc.
Really enjoying using the package. Just to add to the conversation, I tried the package on a Motorola Xoom tablet (http://www.newegg.com/Product/Product.aspx?Item=N82E16834209001) with Tegra 2 and the frame rate is decent (I haven’t optimized my game, texture size or added an FPS counter). The only issue I see is that the shader used for atmospheres creates a black, what looks like a sorting issue with the planet. If I disable the atmosphere, everything is fine. I’m borrowing the tablet from a friend and I’m not very familiar with it so let me figure out how to take a screenshot and I’ll post it.
Moved the planet object out of the spacescene and scaled it up to 100
Added a collider (trigger) to the atmosphere and added a script with just debug.log for now when entering and leaving the atmosphere (OnTriggerEnter OnTriggerExit)
Removed the ontrigger from the planet collider (I wanted to bump into it) but you could leave it on and just add an OnTriggerEnter (to Planet.cs) to force the ship to explode / land
My goal is upon entering the atmosphere to quickly reduce the players/ships health so that you pretty much die/explode before hitting the planet. This could also be done with the sun but on a much larger scale (to prevent player/ship from getting even remotely close) but could be reworked to allow some sort of landing / scene switching
I would add +10000 on the asteriod field seed planned for a future update.
Really stoked at what this will add to my game - great job!!!