I’m working on an urban walk through to show futur urban project in a district of Paris. You can interact with some Character (the “info” and “panorama” character). Inhabitants can post coment during their walk…
And yes… all is in french … but it’s understandable !!!
The controls seemed to work for me alright. The only thing I noticed is that it isn’t very smooth even though you are using flat images for just about everything.
it’s because of the vertical scrollbar, when you open an “info” point. If you scroll, it’ll scroll the head too…so I forced to press alt to look up/down.
Barking “Controls, improve them.” is neither constructive or a very nice way to tell someone that you don’t like their control system. If you continue to make posts like that, you will very soon find yourself alienated by the community.
Just try to lighten your posts up a bit, yeah? Maybe just start with a ‘hello’!!
Obefa,
I like it. It’s coming along nicely. It seems to be a little laggy right now and I wonder if you have a lot of draw calls happening??
Imagine if someone said “Your post - improve it”. That would come off as not just a bit unfriendly, but uselessly vague (your second clarifying post would have been a better first post). Just look at it from the other side. We don’t want this forum to look like App Store reviews!
Looks good to me. I think it’s a particularly good practice that your file loads very, very quickly into the Unity loader of the browser and then loads the rest of the assets while showing pretty loading screens “in game”. That might be a good practice for others to follow in the future as well.
As for the controls, it’s not exactly a first person shooter, I wonder if the intended audience even plays those kinds of games. For the layman the control scheme is probably fine.
ok to close the discussion about controls, i would say : the app is destinate to user who don’t really use game computer and yes it’s not a game killer
We have already test the app, and most of the people juste use the arrow key to move (on a french keyboard awsd doesn’t match) and the mouse to click… and it’s enought i think for the goal we search to reach… (and i have don’t talk about the scrollbar things…)
For the loading, i’have made the first scene the most light I can (with waiting screens), which load the second scene.
In the second scene : half of the texture are embed (the biggest in DXT1 format) and the other are downloading from a server.
AT first i tried to made all the texture downloading from the server, so the app loads more quickly, but in fact the texture take a lot of memory (because no compressed).
for example :
the app with all textures embed : 16 Mo
the app without the main textures : 6 Mo + a path with all texture : 28Mo
By the way, i’m wondering if it’s possible to download into compress texture …? I suppose not but may be…
And yeah, i know it’s a little bit laggy. I have a problem to deal with in the 3d itself… some buildings are too big, so i should cut them in many parts…
Very good, obefa. It works very smooth on my notebook and I particularly like your navigation system. Even my young daughter understood it directly.
I wish I had done the same thing with my project. But I stayed with the FPS-Control-Type and some of my clients (older architects and non-technic-savy-customers) had problems with it.
Next time I’ll do it your way.
Could you tell us more about how you created the project, where did the fassade-photos come from, did you take them yourself? What was your timeframe?