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WIP: Visual Pinball in Unity


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#641 gStAv

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Posted 12 March 2021 - 10:42 AM

thanks for the update! Always a joy to see something like this!  :otvclap:


3rs054-6.png


#642 freneticamnesic

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Posted 13 March 2021 - 03:06 AM

This is looking great! 



#643 gear323

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Posted 14 March 2021 - 01:57 AM

Wow.  Keeps getting better and better.  Thanks for update Freezy, very exciting stuff.  Looks awesome!  


Edited by gear323, 22 March 2021 - 02:36 AM.


#644 freezy

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Posted 15 March 2021 - 11:39 PM

Just a short example how you'd import and hook up a vanilla VPX table. Agreed it's a "simple" table, but you don't need to code and once it's documented it should be pretty easy for anyone to do.

 



#645 pitty

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Posted 17 March 2021 - 11:15 PM

Just a short example how you'd import and hook up a vanilla VPX table. Agreed it's a "simple" table, but you don't need to code and once it's documented it should be pretty easy for anyone to do.

 

 

Looks like a really great tool, can't wait to see what the table creators can do with it.

 

How will the performance be? 4K120hz or 120fps possible?

 

Imagine raytracing at 4K120fps !!! That really should be the benchmark!

 

Surely a static view of a table with raytracing enabled wouldn't use that much resources? are there optimizations that could be done to keep raytracing on and get the fps?


Edited by pitty, 17 March 2021 - 11:19 PM.


#646 fripounet

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Posted 30 March 2021 - 06:38 PM

problem with slingshot

 



#647 freezy

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Posted 30 March 2021 - 06:47 PM

I know. It's a mechanism that isn't done yet.



#648 fripounet

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Posted 30 March 2021 - 07:03 PM

ok.

 

you collaborate with mpf, if i install a dxf exporter on unity (reproduction of old pf, widebody difficult to obtain) the file will be exactly respectful of the original ?

have you otherwise made a dxf exporter, for digital machine tools?


Edited by fripounet, 01 April 2021 - 07:55 AM.


#649 freezy

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Posted 30 March 2021 - 07:09 PM

Nope, but the vpx-js project has a GLTF convertor.



#650 Vanlon

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Posted 04 April 2021 - 11:12 PM

Hi Freezy, had an idea for VPE the other day.  What about Virtual Integrated Pinball Editor and Render? Doesn't really roll of the tongue, so Viper for short.  Won't be offended if you don't like it, had fun making a logo.

 

4d5547717da401629c859ba35d25e7f9.png


Edited by Vanlon, 05 April 2021 - 04:57 AM.


#651 freezy

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Posted 05 April 2021 - 02:02 PM

I'm kinda used to VPE now. Played around with Blender the other day:

 

9Ep3bSh.jpg



#652 Slydog43

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Posted 05 April 2021 - 02:23 PM

I would buy that Neon and place it over my Cab if it existed :)



#653 Vanlon

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Posted 05 April 2021 - 02:36 PM

Yeah, Blender is fun.  I had to get that Viper idea out of my head for something to do on Easter.  Going to have to try out Neon one day, looks good.

 

That triangle logo you have in the background, I might have to try doing it in Billet, put some headers on the side and bolt a supercharger on top. (I'm a Mechanic)



#654 y0009144

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Posted 09 April 2021 - 05:12 PM

Just a short example how you'd import and hook up a vanilla VPX table. Agreed it's a "simple" table, but you don't need to code and once it's documented it should be pretty easy for anyone to do.

 

I don't see this component in v0.0.1p54

 

Still figuring out how to connect the controls. Always receiving error messages like VisualPinball: VisualPinball.Unity.SwitchPlayer|Unmapped input command "Plunger".

 

Help would be highly appreciated.



#655 freezy

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Posted 09 April 2021 - 10:11 PM

Did you check the plugin doc?

 

It's probably a warning, no? It just means that VPE received a plunger input (probably you pressing enter), but that input isn't mapped to anything. Check doc of the wire and switch manager.



#656 y0009144

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Posted 11 April 2021 - 10:50 AM

Did you check the plugin doc?

 

It's probably a warning, no? It just means that VPE received a plunger input (probably you pressing enter), but that input isn't mapped to anything. Check doc of the wire and switch manager.

 

It's a waring, your're right.

 

I followed the guides on the your web site and set up Unity in the same way. My goal was to load a vpx file into Unity, wire it using the Mission Pinball Framework component and hit Play. I installed Python and the mpf Python package successfully. 

 

After loading the mpf package in Unity I do not get the component but a lot of error messages, like:

 

Library\PackageCache\[email protected]\Runtime\MpfExtensions.cs(15,7): error CS0246: The type or namespace name 'Mpf' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(15,7): error CS0246: The type or namespace name 'Mpf' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfExtensions.cs(23,69): error CS0246: The type or namespace name 'MachineDescription' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfExtensions.cs(65,64): error CS0246: The type or namespace name 'MachineDescription' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfExtensions.cs(113,65): error CS0246: The type or namespace name 'MachineDescription' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(119,44): error CS0246: The type or namespace name 'EnableCoilRequest' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(129,45): error CS0246: The type or namespace name 'DisableCoilRequest' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(139,43): error CS0246: The type or namespace name 'PulseCoilRequest' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(155,43): error CS0246: The type or namespace name 'FadeLightRequest' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(170,55): error CS0246: The type or namespace name 'ConfigureHardwareRuleRequest' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(185,52): error CS0246: The type or namespace name 'RemoveHardwareRuleRequest' could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\[email protected]\Runtime\MpfGamelogicEngine.cs(43,11): error CS0246: The type or namespace name 'MpfApi' could not be found (are you missing a using directive or an assembly reference?)
Please advise.
 
I've had this idea building a virtual pinball machine for a very long time, with a twist I'll tell you about later but I think if it works it's gonna be awesome. ;)
 
Thanks a lot!

Edited by y0009144, 11 April 2021 - 03:21 PM.


#657 freezy

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Posted 11 April 2021 - 08:44 PM

Hmm looks like it doesn't find the generated classes. No clue, need to have a look and reproduce.



#658 fripounet

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Posted 22 April 2021 - 02:46 PM

pouvons-nous appliquer les super effets de mpf showcreator avec les tables unity ?

can we apply the super effects of mpf showcreator with unity tables?

https://github.com/m...all/showcreator

 


Edited by fripounet, 22 April 2021 - 03:04 PM.


#659 freezy

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Posted 22 April 2021 - 04:47 PM

AFAIK the show creator applies to the lighting, so yes. MPF-MC is not yet integrated though.



#660 chepas

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Posted 22 April 2021 - 07:31 PM



Hi Freezy, had an idea for VPE the other day.  What about Virtual Integrated Pinball Editor and Render? Doesn't really roll of the tongue, so Viper for short.  Won't be offended if you don't like it, had fun making a logo.

 

4d5547717da401629c859ba35d25e7f9.png

 

:db:

 

image.png

 

image.png


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