I am probably comming here too late, but, is there a way to not have the animation playing constantly and adding the speed to the timeline so you can control exactly when to move the object along the spline?
Could you please make a tutorial showing how that wagon could switch when a fork railroad comes so that you if click a button or keyboard button that the wagon either follows left or right
So how exactly do you create a road or track with this because it seems that the Spline Instantiate doesn't bend the models together but simply spawns them in. Meaning a road or track is going to have gaps and spaces in between. Is there a feature to warp a mesh between two knots? I swear I've seen features that before
Not in any ready-to-use way as far as I've know. There is a video by Game Dev Guide on how to build roads with this package but it is fairly code-heavy.
You can do this with Curvy Splines, an asset specialized in splines. It recently became compatible with Unity Splines thanks to another asset: Converter For Unity Splines. Disclaimer: I am the maker of both.
Anyone know of a package that can let users interact with the splines within the game? Basically something that provides handles/gizmos and such, but in game. Thanks.
I didnt try it, but maybe you can add collider to each node, and use raycast to detect it and apply the changes to it, that if you want to make input from mouse position or touch position, other than that you can make the algorithms you need and connect it to UI that you can manipulate data as much as you need and directly affect on it.
@@gamekonet Thanks for taking the time :) Yes, if I had to do it myself, that's exactly the way I would approach it. I havent used unity's spline package yet, idk if you can do what you suggest directly, but worst case, I could create game objects at their position and make that the anchor. I'm already using scripts that can add runtime handle to move/rotate etc, so I could use that to move the anchors. It's just a bunch of work to make that work nicely I bet, and I'd rather use something already battle tested. But I'll go with my own thing if I cant find an existing implementation! 👋
Could you pls explain how you made the actual metal rails? It's visible in the beginning of the video but then there's no explanation on this part. Thanks
It's been quite a while so I don't remember exactly. But I think I just used two of those extrude mesh components that I used to make the pipes. But set the cylinder to have 4 faces so it looks like a rail.
Sure, I used the trees from the "Low Poly Tree Pack" free asset. The skybox is from "SimpleSky" free asset. Some fog and other slight post-effects. The hills was sculpted with polybrush and then I used probuilder just to triangulate the faces to give that low-poly look. Apart from that I think I used the grasses and rocks from the Splines packaged demo scenes itself. The the rails and other stuff I made quickly in blender and I don't think they have any textures.
The 'rails' used in this are just some cubes I've put together in blender. There are 1m by 1m pieces, and the curve just replicates it along the spline giving the illusion that it is a continuous rail.
Sure. It really is just a few simple cubes and cylinders. I just piece them together in unity so that they look like that. Nothing much really. Not sure if links work here but here it is: anonymfile.com/509JB/woodbridge.zip
lol, my english is still a work in progress. But I always try to speak kinda fast, in the fear of boring people out. Just glad you can actually understand my accent, it used to be way worst.
thank you! would have never thought it would have been that interactive to make!
Yeah, just these simple components already helps a lot when making levels.
Great tutorial. Very clear to understand and concise.
Glad that you liked it :)
Great tutorial, thank you!
thanks bro this is a life saver really
Glad it was helpful.
Love these videos!
Thanks! I enjoy making tutorial videos, nice to know people actually like them.
This was great thank you
Glad you liked it.
Good video!
Well done nice tutorial
Thanks.
Keep it up best of luck!@@octodemy
I am probably comming here too late, but, is there a way to not have the animation playing constantly and adding the speed to the timeline so you can control exactly when to move the object along the spline?
Could you please make a tutorial showing how that wagon could switch when a fork railroad comes so that you if click a button or keyboard button that the wagon either follows left or right
You probably need to have multiple splines, and a script that detects the end or linked point of the spline to transfer the 'wagon' to another one.
So how exactly do you create a road or track with this because it seems that the Spline Instantiate doesn't bend the models together but simply spawns them in. Meaning a road or track is going to have gaps and spaces in between. Is there a feature to warp a mesh between two knots? I swear I've seen features that before
Not in any ready-to-use way as far as I've know.
There is a video by Game Dev Guide on how to build roads with this package but it is fairly code-heavy.
You can do this with Curvy Splines, an asset specialized in splines. It recently became compatible with Unity Splines thanks to another asset: Converter For Unity Splines. Disclaimer: I am the maker of both.
Anyone know of a package that can let users interact with the splines within the game? Basically something that provides handles/gizmos and such, but in game. Thanks.
The tutorial itself is... :chef_kiss: as well, thanks for that.
Thanks for that :).
I don't remember any packages like that. But there might be one.
I didnt try it, but maybe you can add collider to each node, and use raycast to detect it and apply the changes to it, that if you want to make input from mouse position or touch position, other than that you can make the algorithms you need and connect it to UI that you can manipulate data as much as you need and directly affect on it.
@@gamekonet Thanks for taking the time :) Yes, if I had to do it myself, that's exactly the way I would approach it.
I havent used unity's spline package yet, idk if you can do what you suggest directly, but worst case, I could create game objects at their position and make that the anchor.
I'm already using scripts that can add runtime handle to move/rotate etc, so I could use that to move the anchors.
It's just a bunch of work to make that work nicely I bet, and I'd rather use something already battle tested. But I'll go with my own thing if I cant find an existing implementation!
👋
Thanks random dude, VERY COOL👍
:)
@@octodemy :)
Could you pls explain how you made the actual metal rails? It's visible in the beginning of the video but then there's no explanation on this part. Thanks
It's been quite a while so I don't remember exactly. But I think I just used two of those extrude mesh components that I used to make the pipes.
But set the cylinder to have 4 faces so it looks like a rail.
can I know where can I find the exact material's that you used?
Sure, I used the trees from the "Low Poly Tree Pack" free asset.
The skybox is from "SimpleSky" free asset. Some fog and other slight post-effects.
The hills was sculpted with polybrush and then I used probuilder just to triangulate the faces to give that low-poly look.
Apart from that I think I used the grasses and rocks from the Splines packaged demo scenes itself.
The the rails and other stuff I made quickly in blender and I don't think they have any textures.
Thanks a lot @@octodemy
can i get the exact link of the spline asset that used in this video?
The 'rails' used in this are just some cubes I've put together in blender.
There are 1m by 1m pieces, and the curve just replicates it along the spline giving the illusion that it is a continuous rail.
Could you share the track assets used?
Sure. It really is just a few simple cubes and cylinders. I just piece them together in unity so that they look like that. Nothing much really.
Not sure if links work here but here it is:
anonymfile.com/509JB/woodbridge.zip
playback speed 0.75 is key to understanding you, for me lol
lol, my english is still a work in progress. But I always try to speak kinda fast, in the fear of boring people out. Just glad you can actually understand my accent, it used to be way worst.
Accent is totally fine, im just a lil slower i guess 😅