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WIP: Visual Pinball in Unity


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#521 blindpeser

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Posted 12 October 2020 - 07:50 AM

Woah! Looks fantastic, can't wait to watch a short clip that shows its whole beauty.

#522 mickman

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Posted 13 October 2020 - 10:27 PM

@Neophyte..  looking hyper real... Nice 

 

 What  version of Unity are you running ? 


Edited by mickman, 13 October 2020 - 10:30 PM.


#523 dcbenji

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Posted 14 October 2020 - 12:10 AM

@neophyte you need to share some lighting/texturing tips and/or video, show us how you did it!

Just started exploring some of material and rendering bits...

attachicon.gif unknown-3.png

This is not yet optimized and is by no means playable in this state...yet. But it does hint at some of the potential of VPE.



#524 pandeli

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Posted 14 October 2020 - 01:03 AM

I will be sharing more information and docs as soon as I get some things sorted out, I want to make sure you get good information. Ideally some of this will be pre-setup when you import a table. Its a combination of material, object, volume, scene and project settings. But at the moment the scene needs a lot of manual work, some if which makes it not backwards compatible and also not playable (in terms of function, not performance, though that is awful too).

@mickman This is Unity 2020.1 using HDRP with the DXR pipeline.

Edited by pandeli, 14 October 2020 - 01:10 AM.


#525 Ben Logan

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Posted 14 October 2020 - 01:19 AM

Thanks, pandeli. Your screenshot is indeed exciting 



#526 pitty

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Posted 14 October 2020 - 04:19 AM

Wow, i mean i said wow at the tom and jerry screenshot, but wow again !!



#527 Mr H

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Posted 14 October 2020 - 05:06 AM

Looks incredibly exciting, love the lighting and all the glossy reflections.



#528 JohnIV

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Posted 14 October 2020 - 06:40 AM

In your re-working of interaction with PinMAME has there been discussion about moving up to the current version of MAME itself?  Is that viable?  There have been a considerable number of improvements to the audio system via Aaron Giles' work recently, and of course older DCS fixes for the snap and popping at high volumes.

Just poured through this whole thread after just finding out about it, very excited by you and the team's great work.


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#529 mickman

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Posted 14 October 2020 - 07:51 AM

Mmm.. nice ray tracing.   An  RTX + to run this sort of eye candy  :) 



#530 freezy

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Posted 14 October 2020 - 07:57 AM

@toxie would be the better person to respond to this, but afaik "our" PinMAME also has a ton of fixes and features the original MAME branch doesn't have. What I'm not sure is whether porting "our" changes back to MAME would equal re-writing everything from scratch, or just the changes, or something in-between. It has been forked a long time ago and it's a significant amount of work, that's for sure.



#531 wiesshund

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Posted 14 October 2020 - 09:14 AM

I do not think any significant work has been done in M.A.M.E for mechanical devices, aside from adding them.

PinMAME on the other hand has moved on from that, advancing in those aspects, while M.A.M.E advanced other things more suited to it.

 

You can boot some of these table roms in mame, some it has no clue about, and many simply give a red screen saying i dont work.
but ones i played with did not exactly work well, audio being one of the things that did not work well, displaying properly would be another.

 

A number of the high volume distortions/noise in audio seen in pinMame appear to actually be authentic, documented in the real physical machines.
That, for me at least, is easily rectified by not maxing the gain in the ROM and just giving it more wattage at the amp

What advantage would be gained from trying to bring the 2 back into a single emulator?
And then trying to keep them that way


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#532 mickman

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Posted 14 October 2020 - 10:53 AM

OK I have it up and running in Unity .. finally    :)

 

I downloaded the latest GIT  and am running Unity 2020.1 

 

I'm able to load VPX tables... but the lighting looks deep blue color when I hit play.    I've created a reflection probe and lighting probe. Also made adjustments in the rendering > lighting. ( tried bake and realtime lighting )   CPU & GPU.  with DXR

 

I removed skybox and setup post processing.. but still blue. 

 

BTW - I can't load the test vpx.. (a basic table)..  The VPE Creator's Guide - setup states

click " Visual Pinball -> Import VPX and choose the new .vpx file.  "    ??


Edited by mickman, 14 October 2020 - 09:36 PM.


#533 freezy

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Posted 14 October 2020 - 08:35 PM

If the VPE package import worked you'll have a new "Visual Pinball" menu. You're saying that you're "able to load VPX tables", so I assume that worked? Don't understand about the blue color. Which table are you testing with?



#534 mickman

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Posted 15 October 2020 - 03:25 AM

 There's was a blue tint to everything when I hit play.  I thought maybe it was the SKYbox... being blue so I set to none. (no fix) 

 

I'm guessing it might have been an emissive material on several table assets... so I tried turning them all off but still I get the blue colour. 

 Process of elimination....but without luck.  note:  I'm using  HDRP + DXR and making changes under light rendering.

 

CURRENT -  I'm not getting the blue tint but instead now my scene turns black when I hit Play.  

 In the editor it looks great.  lights materials etc.. look really nice.  but hit play all tuns dark. 

 

I did a test by removing the table and only having a sphere and it renders fine ... add a table all turns black on play. 

 

Here's a couple of screen grabs from Unity..  note this is before I hit play. 

PinBall TJ1
Album: BANKSY
0 images
0 comments

 
  EDIT -    OK,   IT WORKS !!!!         this is interesting...    note:  I just loaded the default sample scene ( the Unity construction site with power tools and half painted walls etc.. )
I loaded a VPX table inot that sample scene and hit  play.   Looks amazing !!    
 
hhmm.. I notice I have one red error in the console...    
 
BTW I'm trying to upload images here for all to view but can't.. how is everyone laoding images to the forum ?

Edited by mickman, 15 October 2020 - 09:55 PM.


#535 dcbenji

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Posted 15 October 2020 - 09:59 PM

 

 There's was a blue tint to everything when I hit play.  I thought maybe it was the SKYbox... being blue so I set to none. (no fix) 

 

I'm guessing it might have been an emissive material on several table assets... so I tried turning them all off but still I get the blue colour. 

 Process of elimination....but without luck.  note:  I'm using  HDRP + DXR and making changes under light rendering.

 

CURRENT -  I'm not getting the blue tint but instead now my scene turns black when I hit Play.  

 In the editor it looks great.  lights materials etc.. look really nice.  but hit play all tuns dark. 

 

I did a test by removing the table and only having a sphere and it renders fine ... add a table all turns black on play. 

 

Here's a couple of screen grabs from Unity..  note this is before I hit play. 

 
 
  EDIT -    OK,   IT WORKS !!!!         this is interesting...    note:  I just loaded the default sample scene ( the Unity construction site with power tools and half painted walls etc.. )
I loaded a VPX table inot that sample scene and hit  play.   Looks amazing !!    
 
hhmm.. I notice I have one red error in the console...    
 
BTW I'm trying to upload images here for all to view but can't.. how is everyone laoding images to the forum ?

 

I had the same totally blue screen and just a floating ghost of a table when i loaded Indiana Jones, but after a minute or two the full table finally came into view. and the blue disappeared. Its like it was buffering the assets or something.
 

Maybe checkout the Discord server if you want to share photos?


Edited by dcbenji, 15 October 2020 - 10:00 PM.


#536 mickman

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Posted 16 October 2020 - 12:04 AM

Oh.. so best to wait a bit ... 

 

I have a table running now (Tom & Jerry ) with flippers operating.  The only error I am getting during runtime is in regards to  " Entities " (DOTS)

 

eg.
 InvalidOperationException: Entity of Triangle HitTriangle not set!
VisualPinball.Unity.ColliderHeader.Init (VisualPinball.Unity.ColliderType type, VisualPinball.Engine.Physics.HitObject src) (at D:/DOWNLOADS/VPE/VisualPinball.Unity/VisualPinball.Unity/Physics/Collision/ColliderHeader.cs:74)
 
 
 I'm getting hundreds of similar errors so I'm guessing I need to convert each asset to an entity.
 
Is there a way to convert all to entities automatically ? 

Edited by mickman, 16 October 2020 - 01:14 AM.


#537 mickman

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Posted 16 October 2020 - 02:32 AM

Am wondering how to open the VPE base table ?   (The table that is mentioned in the setup document)

 

 I can't find the file. (I'm prob. just going blind ) 

 

A little video I created of VPE

 

https://youtu.be/PwhQlOP2SU0

 

 How to get more speed in the flippers ? - 

 Strength / EOS Torque & return Strength. 

 

I set strength way up to around 40,000 but its still not strong enough..perhaps I'm pushing up the wrong variable for flipper action.


Edited by mickman, 16 October 2020 - 06:26 AM.


#538 freezy

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Posted 16 October 2020 - 08:06 AM

@mickman I figured this might wasn't as clear as it could be. From the doc:

 

Open Visual Pinball, create a new "blank" table, and save it somewhere.

 

So you actually have to open Visual Pinball - which is the original, awesome pinball simulator you can find here at VPF, create a new blank or default table, and save it. Then import that file.

 

At some point, VPE will have its own default table, but it's not a priority at the moment.

 

The hit triangle errors are probably due to an object outside of the table structure. I've had this too and will need to handle them appropriately.

 

The flipper params are the same as in VP, so you shouldn't need to tweak them. If they're going really slow then that's a bug. I've had this too but wasn't able to reproduce yet.



#539 mickman

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Posted 16 October 2020 - 08:41 AM

I really appreciate the reply..

This helps me heaps.  I'll have a crack at setting up a blank table now in VPF.

 

As for the flipper settings... I'll reset them but I feel they will still be really really slow (looks to be in slow motion )  


Edited by mickman, 16 October 2020 - 08:43 AM.


#540 freezy

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Posted 16 October 2020 - 08:48 AM

Yeah I'll have another look at the slo-mo thing the next time I'm getting it.