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WIP: Visual Pinball in Unity


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#401 freezy

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Posted 05 August 2020 - 07:08 PM

Actually, VPX's renderer is very efficient. TBH without benchmarks I wouldn't dare claiming either is more efficient/faster/optimized/whatever. What Unity provides however are more dials to adapt to what your hardware's capable of. So we can scale much more easily in both directions, which is a plus.



#402 Rowlan

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Posted 08 August 2020 - 11:04 AM

Some of you guys wanted to see how it looks like in a video, so I imported Tom & Jerry by watacaractr, created a build, started Nvidia ShadowPlay and flew around. All work in progress (lights missing, etc):

 

 

Note: these postprocessing settings are my own settings. Also the build plays super smooth, the recording doesn't resemble that, unfortunately.


Edited by Rowlan, 08 August 2020 - 11:04 AM.


#403 hitman2304

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Posted 08 August 2020 - 12:47 PM

Is this rendered in HDRP or Universal Rendering Pipeline?

Anyway table looks excellent, great work  :otvclap:



#404 mrjcrane

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Posted 08 August 2020 - 01:50 PM

Man that is so amazing !!! Fantastic Work !!!! Totally blown away by the quality.



#405 blindpeser

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Posted 08 August 2020 - 03:54 PM

Thanks for the video! Cant wait for a build that contains lights!!

This ia going to be huge...

#406 Rowlan

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Posted 08 August 2020 - 08:49 PM

Is this rendered in HDRP or Universal Rendering Pipeline?

Anyway table looks excellent, great work  :otvclap:

It's HDRP. It all will be more interesting once light is visible on the table, really looking forward to setting it up some more with shadows of window frames, screen space reflections, metal lane guides etc.



#407 hitman2304

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Posted 08 August 2020 - 09:14 PM

Even in this early stage table looks much better than VPX version.What gpu and cpu are You using?


Edited by hitman2304, 08 August 2020 - 09:14 PM.


#408 nikolafeve

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Posted 15 August 2020 - 05:09 PM

Very impressive. The future looks bright for visual pinball ! congrats for the great work



#409 dcbenji

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Posted 15 August 2020 - 09:18 PM

Unity has had these light probes for a while, seems relevant to pinball especially in this video. Are light probes part of the HDRP workflow? Would there be a set of light probes for ’lights on’ and a set for ’lights off’ that would swap in and out depending on the light state or something? Is this a discussion for the Discord server and not here? (and if so can I please have an invite? :)

https://youtu.be/_E0JXOZDTKA

#410 freezy

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Posted 16 August 2020 - 08:31 PM

PM sent!



#411 htamas

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Posted 16 August 2020 - 10:17 PM

 

That guy's ears and hair are weird :)



#412 hitman2304

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Posted 17 August 2020 - 12:45 PM

I think this is big step forward in development:

 

https://github.com/f...Engine/pull/147



#413 freezy

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Posted 17 August 2020 - 01:20 PM

Just a little update on the editor side.

 

Hoopybox and Vroonsh were quite busy porting various editor features to Unity. Here you see all of them open.

 

90399853-eaad4c80-e09b-11ea-95b0-9a0b7f5

 

You can dock/undock/move/hide them however you want, so apologies if everything looks a bit overcrowded. So far, we have:

 

  • A material manager, that translates materials back and forth into Unity's format (depending on which render pipeline is active).
  • An image manage like you're used to
  • A layer manager like the upcoming VPX 10.7
  • A toolbox for creating new items

Those are all functional, i.e. you can use them to edit existing tables, export them and play them in VPX. You can also create a new table from scratch now within Unity.

 

There are probably a few bugs here and there (most of these features are very recent), but it's becoming more and more useful now. Thanks again to all the contributors, you're awesome! :)



#414 blindpeser

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Posted 17 August 2020 - 07:18 PM

My friend, this looks so promising. Almost looks like a working thing. What is left to do to make it a tool that allows creators to build/upgrade tables?

#415 unclewilly

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Posted 17 August 2020 - 07:23 PM

Sweet
are you guys still looking at a player that will allow for the unity renderer to be used during gameplay.
Like dynamic lights built in backglass vr rooms etc

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#416 hitman2304

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Posted 17 August 2020 - 07:25 PM

My friend, this looks so promising. Almost looks like a working thing. What is left to do to make it a tool that allows creators to build/upgrade tables?

Even in this stage You can import VPX table, tweak it in Unity and export back and play it in VPX :)



#417 freezy

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Posted 17 August 2020 - 07:28 PM

@blindpeser You can already do a lot of things today, so I encourage authors to give it a spin. For editor-related issues, check this list, so you get an idea what's not working yet. As @hitman2304 said, you can import a table, tweak game item properties and a lot more, and export the table back to VPX.

 

@unclewilly Absolutely, there was just more going on recently on editor side than on player side.



#418 unclewilly

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Posted 17 August 2020 - 07:37 PM

Sweet

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#419 Lynny

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Posted 17 August 2020 - 08:12 PM

@Hitman2304

 

Can you share with me what table you have imported, tweaked, and exported back out? I've tested it with like 12 tables. I've not been successful as of yet, but I'm anxious to see it work.  Thanks.


Peace,
Lynny

#420 freezy

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Posted 17 August 2020 - 08:22 PM

In order to fix a corruption problem I've created a test script that ran all tables I have through VPE, and apart from two tables over 380MB, they were all saved correctly. We need a step-by-step reproduction @Lynny if something doesn't work :)