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WIP: Visual Pinball in Unity


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#381 TerryRed

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Posted 02 August 2020 - 10:19 PM

For FP... just some of the more basic things like slingshots, or playfield holes from components, rail guides, Image Overlays and Holograms, and BAM does some things (shadowmaps, etc) via in-game menus (that also can be copied to script), etc.  It was more me pointing out how things have evolved from old VP....to FP and now with a modern engine like Unity. The gap between VP and FP's native design / gui / functions compared to Unity in some ways is huge. So it will take some rethinking by authors to how things can be done.... but luckily these very talented VPX authors who are familiar with Blender,etc will be able to relate to modern design much easier than the rest of us.... and they will be able to fly!

 

Heck, I've spent the last few days making a FP Star Wars table do some stuff you haven't seen in VP or FP and it probably resembles FX3 more than anything..... but it's fun stuff for me and I can't wait for the day when we can do that kind of stuff more easily and looking even better in VPE.

 

SSF at a basic level is automatically getting the x / y / z position of a component on the table, and assigning a sound to that component. When it gets hit, a sound will be output in that similar position in regards to a 3d positioning in 7.1 audio space (within the side and rear channels, leaving the front channels only for game audio and music). Same goes for the position of the ball and it's rolling sounds. The speed and position determines the sound being used.

 

Yah, with modern tech and shaders...there's a much bigger umbrella for the possibility of performance vs details / lighting / static shadows / realtime shadows / polygon details, etc.


Edited by TerryRed, 03 August 2020 - 12:51 AM.


#382 freezy

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Posted 03 August 2020 - 11:19 AM

Ben the best is to clone the repo locally and add it as a package in Unity (Window -> Package Manager, click the "plus" icon, add package from disk, choose package.json from the VPE repo). Adding from git URL directly doesn't work correctly afaik.

 

It worked when you have a "Visual Pinball" menu in the Unity Editor. Apart from gameplay, everything you see should work. Looking forward to your feedback!



#383 Ben Logan

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Posted 03 August 2020 - 01:01 PM

Thanks so much for the instructions, Freezy. I’m a total newb when it comes to Unity, but I will give a whirl. Appreciate you and the team.



#384 Rowlan

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Posted 03 August 2020 - 01:38 PM

Started working on the import using Unity's Universal Render Pipeline. Here are some screens from watacaractr's very nice looking Tom & Jerry table. Still work in progress (lights missing, etc):

 

tj1.jpg

tj2.jpg

tj3.jpg

tj4.jpg


Edited by Rowlan, 03 August 2020 - 01:40 PM.


#385 freezy

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Posted 03 August 2020 - 02:20 PM

FYI, URP is Unity's Universal Rendering Pipeline, which is focused on mobile- and low end devices. We already have VPE compiling on MacOS and Linux (and obviously Windows), adding mobile with respectable visuals would be specially awesome IMO :)

 

Ben, no worries, I was an absolute Unity noob half a year ago as well ;)

 

There are tons of high quality tutorials. Specially Unity's own learning platform is great, and they recently opened their pro-tier courses to the free tier.


Edited by freezy, 03 August 2020 - 02:25 PM.


#386 Ben Logan

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Posted 03 August 2020 - 02:22 PM

The shadows alone add so much realism. Thanks for the screenshots, Rowlan!



#387 Rowlan

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Posted 03 August 2020 - 04:13 PM

I really like the look of watacaractr's Tom & Jerry table and in addition to above Universal Render Pipeline I thought I'd try and see how it looks like in HDRP Raytracing:

 

pb1.jpg

pb2.jpg



#388 freezy

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Posted 03 August 2020 - 06:35 PM

PSA I've created a Wiki page here to collect the eye candy ;)



#389 blindpeser

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Posted 03 August 2020 - 09:23 PM

Short clips would be awesome.

#390 The Loafer

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Posted 04 August 2020 - 05:08 AM

PSA I've created a Wiki page here to collect the eye candy ;)

 

Man those Siggi JP pics look incredible



#391 hitman2304

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Posted 04 August 2020 - 06:57 AM

JP looks better than Williams Volume from Zen :-)



#392 ClarkKent

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Posted 05 August 2020 - 07:06 AM

I wonder what the hardware specs are? I have a i5 2500k and a GTX1060 here - and I don't want to spend a lot of money for new hardware...



#393 TerryRed

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Posted 05 August 2020 - 07:25 AM

If we want to play with the latest and greatest with all the eye candy.... chances are we are all going to need an upgrade of some sort.

 

Unity will for certain be a more efficient rendering engine.... but things like ray-tracing, real-time shadows and real lighting will certainly be more demanding.

 

I personally would prefer no compromises for the sake of older hardware. This is the "next gen" of virtual pinball and "holding back" for the sake of compatibility on current hardware (that many users have based on VPX) is not the way to go.

 

With VR being very much a big part of virtual pinball today and in the future, and also running this level of gorgeous visuals in 4K.... yah, even with my i5 9600K and GTX 1080 I assume I'm in need of an upgrade when VPE is a "complete" and playable fully featured release.

 

Like AAA PC Games though, I'm sure we can choose to disable or reduce AA, AO, SSR, HDR, reflections, etc.

 

As long as "if user ID = TerryRed then chromatic aberration = destroyed".... then I'm happy. :)


Edited by TerryRed, 05 August 2020 - 07:26 AM.


#394 freezy

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Posted 05 August 2020 - 07:44 AM

Yeah, you should be fine. We can adapt settings based on your hardware.



#395 otro5

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Posted 05 August 2020 - 08:11 AM

Sorry, VR option will be possible with UNity VPX? Thanks a lot.



#396 freezy

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Posted 05 August 2020 - 08:18 AM

As stated in the first post, yes ;)



#397 hitman2304

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Posted 05 August 2020 - 08:46 AM

I wonder what the hardware specs are? I have a i5 2500k and a GTX1060 here - and I don't want to spend a lot of money for new hardware...

I think the most demanding will be raytracing.Played earlier with Shaderbytes Unity tables and worked much more smoothly than most VPX tables and everything was on max settings on my laptop with i7-9750 and GTX1660 ti.


Edited by hitman2304, 05 August 2020 - 09:12 AM.


#398 mrjcrane

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Posted 05 August 2020 - 05:06 PM

Definitely, quality has been kicked up several notches with a quality that is going to rival what the commercially produced tables look like. Amazing work everyone !! Keep pushing forward !! And I'm with TerryRed on the hardware. I'll buy new hardware to adapt for the new demands, rather than go backwards with older hardware.


Edited by mrjcrane, 05 August 2020 - 05:09 PM.


#399 Schlabber34

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Posted 05 August 2020 - 05:28 PM

VPX with hundrets of excellent tables will still be there! No need to change hardware if you don't want to!

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#400 hitman2304

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Posted 05 August 2020 - 07:01 PM

The best thing is that it will be relatively easy to convert existing tables from VPX and the developers of new ones will have a much more modern and affordable tool at their disposal. I am not worried about the hardware requirements because the Unity engine is much more efficient than VPX, besides rtx and other goodies can always be turned off.