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WIP: Visual Pinball in Unity


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#421 hitman2304

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Posted 17 August 2020 - 08:22 PM

@Lynny

Sadly i'm only quite good on playing pinball tables, not making them :)


Edited by hitman2304, 17 August 2020 - 08:22 PM.


#422 Lynny

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Posted 17 August 2020 - 08:31 PM

Freezy,

 

How many tables do you have?  Can you post a list of what worked?  I want to try a known working table and see what results I get.  My Unity setup could be wonky for all I know..  :-(


Peace,
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#423 blindpeser

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Posted 17 August 2020 - 09:23 PM

Dynamic lighting isnt there yet, is it? You guys think it is possible to provide us a video of a modded table to show us the benefits we already have compared to VPX?

Does it make sense to upload some modded tables so players could test those tables a bit?

#424 Mr H

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Posted 18 August 2020 - 12:10 AM

The progress is awesome, great work everyone. I'm currently about to start creating a table. And the plan was to do the prerendered lighting\textures, but I wonder if I should not do that and hold out for VPE and start working it in with Unity?!



#425 hitman2304

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Posted 18 August 2020 - 05:06 AM

Editor is almost finished so You can start build a table from scratch in Unity editor then export to vpx file and play it in VP.



#426 blindpeser

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Posted 18 August 2020 - 06:19 AM

Editor is almost finished so You can start build a table from scratch in Unity editor then export to vpx file and play it in VP.

What is the big advantage to do so in the current state? What are the benefits compared to the VPX editor at the moment?

Do we already need a VPE section in this forum? Some sticky posts like faq and early tutorials/guides would be awesome. Could help authors a lot.

Edited by blindpeser, 18 August 2020 - 06:19 AM.


#427 iryan2

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Posted 18 August 2020 - 07:35 AM

For those hanging out for a glimpse of VPE in VR, here you go: 

 

https://www.youtube....h?v=HbmnOeLp5r0

 

It was pretty easy to get this up and running, if anyone's interested in a guide let me know and I'll try to make it happen. 

 

The short version is:

- Create a new Unity project (I used HDRP)

- Add the VisualPinball.Engine package

- Add the Unity XR framework + Oculus plugin

- Import a table

- Add an XR camera rig and point it at the table

- Press play



#428 freezy

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Posted 18 August 2020 - 08:45 AM

Editor is almost finished so You can start build a table from scratch in Unity editor then export to vpx file and play it in VP.

It's not at all "almost finished". Please don't make such claims.

 

The editor is in a state where it's usable for simple tasks, such as moving around objects and updating properties. It's not ready for a complete table creation workflow. It's good enough for authors to start familiarizing with Unity, the High Definition RP, materials, lighting, and all the cool stuff. But I would recommend it for learning and giving feedback to us, as opposed to working on a playable project.

 

We've learned a lot already from authors, how you guys work and what the pain points with VP currently are, and how VPE could solve them. That's where we are right now. Nowhere near the end.

 

@Mr H if you have a new table ready in Blender, scripted and tuned in VP, and the last step is to bake the lighting, go for it. If you're just starting and asking whether VPE will have playable real-time lighting in 6 months, I don't know. :) That depends on the progress, and we're taking it slowly to be sure to get it right.


Edited by freezy, 18 August 2020 - 08:46 AM.


#429 toxie

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Posted 18 August 2020 - 09:32 AM

Great stuff!



#430 blindpeser

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Posted 18 August 2020 - 09:50 AM

For those hanging out for a glimpse of VPE in VR, here you go: 
 
https://www.youtube....h?v=HbmnOeLp5r0
 
It was pretty easy to get this up and running, if anyone's interested in a guide let me know and I'll try to make it happen. 
 
The short version is:
- Create a new Unity project (I used HDRP)
- Add the VisualPinball.Engine package
- Add the Unity XR framework + Oculus plugin
- Import a table
- Add an XR camera rig and point it at the table
- Press play


Wow! Cant wait for real time lighting.

#431 freezy

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Posted 18 August 2020 - 10:05 AM

Thing about real-time lighting is that we firstly need to get the setup right. Lights will work differently as in VP, for example a GI bulb, which is a point light, is modeled differently than an insert or a flasher. So we firstly need to identify which is which (VP doesn't distinguish between an insert and a GI light), and then we need to find a good way to simulate inserts. For the flashers, we also need to find a way to position them correctly, because in VP there's currently no way of determining the flasher's light source in 3D space. These are all data-related issues that we'd like to solve as automated as possible, once we have that we can dive into how to actually render them. So a few things to do before you get so see light shows (also, PinMAME integration would be useful at some point in order to test).



#432 blindpeser

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Posted 18 August 2020 - 10:19 AM

I bet you guys get this done! Can't thank you enough!

#433 Phazer51

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Posted 18 August 2020 - 01:05 PM

I am constantly impressed by those with the skill and talent to code these applications.

Kudos!

#434 Schlabber34

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Posted 18 August 2020 - 04:11 PM

I'm sorry for writing this here. I never worked with github or Unity:

 

I installed Unity (Free, on Win10 64) and freezys github VPE (from zip). I used the package manager to import 'package.json'. What am i missing (i'm sure there is alot!). Do i still have to copy files manually or install aditional software? My VPX installation (10.6 final) is pretty basic. Nothing VP related is showing in the editor. I couldn't find a way to import a .vpx file. Is there a step by step discription somewhere out there? I was searching the whole afternoon but came up empty. I don't even know what to look for!

 

Sorry for the dummy shit, but it's about time to start and have a look at the new VP world.

 

Awesome job everybody! Love what i see!



#435 freezy

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Posted 18 August 2020 - 04:16 PM

No, no additional software needed. Check this out for a brief usage description. You should have a "Visual Pinball" menu once the package is installed. If you don't then something went wrong :)

 

In that case, open the console (Window -> General -> Console), and check if there were any errors. If you click on the error, it will show the stack trace below, including both will help!

 

EDIT: Make you use Unity 2020.1, we have some dependencies that don't support 2019.x anymore.


Edited by freezy, 18 August 2020 - 04:16 PM.


#436 Schlabber34

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Posted 18 August 2020 - 04:33 PM

Thanks freezy!

 

This is from the console:

 

 

https://1drv.ms/u/s!...4rqNSA?e=qVbdHv


And yeah, it's:

 

2019.4.8f1 Personal

 

It was a fresh DL today. Looks like i have to search for the real stuff!



#437 freezy

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Posted 18 August 2020 - 04:40 PM

Yeah sorry it wasn't clear. It's a recent change, and I'll document it. The warnings should be fine to ignore. But I've just found a bug when importing primitives. They look screwed up, will have a look at this tonight.

 

Lemme know if 2020.1 works better! You can install as many versions as you like within Unity Hub.



#438 Schlabber34

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Posted 18 August 2020 - 05:15 PM

It's working now! Thanks, man!

 

Now i gotta figure out the editor ......



#439 Ben Logan

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Posted 18 August 2020 - 05:44 PM

Great communication, freezy. Love following this project's development.



#440 unclewilly

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Posted 18 August 2020 - 06:36 PM

Is there a post telling how to cline the repo with gitbash program
clone

"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