• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
ShadowKGames

Unity
Some advice on Unity

8 posts in this topic

GameDev Guru's, I posted this on the Unity forums and I know we have some epic talented people on this forum so I want a second opinion:

 

I'm torn as we paid for Unity Pro, what to do about all of this:

 

I want to share the list of issues with Unity Pro I'm / were having and see if we can get some feedback before either making a real go at sorting out the issues. Or ditching Unity Pro and moving on:

Firstly:

We are having to switch off a bunch of resources (asset's) in a half built scene, because if we don't a stack error occurs and the editor runs out of memory / crashes Unity. Obviously a 64-bit editor would fix this, but it's becoming painful. I've experimented with dicing up the scene with Async loading, not to much avail.

Moving on:

We have partially replicated a scene from CryEngine, draw calls stay below 2000 in CE and we usually get around 50 - 60 FPS on a Radeon 6850 which is our lowest target market, with DX11 switched on in Unity we are usually getting around 6 - 7K with deferred rendering after occlusion culling (With weird issues like models occasionally disappearing). It seems the best solution, would be to create our own culling solution using better algorithms which some should be hardware based. When I investigated, it seems because Unity doesn't support new versions of GL so it may be impossible to do.. I'll see what is possible with DX11. (Even though ideally we want to release for Mac)..

The profiler in Unity points towards the scenery rendering being the main issue, bill boarding seems to be of little use especially with an over the shoulder camera you notice the billboards changing dramatically. It looks horrible to be honest..

Which brings me on the next issue:

Trees: Up close textures look like old 16-bit console representation's of how trees should look, we have tried shaders to improve the look to little avail. These shaders we wrote in Unreal Engine and look great, I'll post some examples. Beyond that, wind zones don't seem to represent how wind actually works.. It would be ideal to split the windzones if possible? To make grass etc. appear as if it's moving more fluently.. The only solution I can think of is to build a completely new terrain system.

Which follows on to:

Shadows: There's a lot of issues with flickering, especially from trees and grass causing a lot of artifacts.. So the only solution I can think of is to change how shadow mapping works, which I'm unsure of and I'm not to clued up on the viability.

Which then leads me to lighting:

The likes of god rays appearing through trees appear as a block of pixels instead of representing how light would actually work, this somewhat can be less noticeable by switching to a linear color space. But that's only a small portion, there seems to be an issue with pointlights near geometry. As a user moves the lights will flicker quickly, solution is to replace the lighting system..

Then we have issues with Far plan Z-Buffer precision on busy geometry, I've only ever noticed this in Unity as CE and Unreal doesn't have this problem. Distant objects flicker incessantly.. Not sure how I'd get past this in Unity.!

All in all, it seems a lot of work to sort all of this out.. In some instances, it's something we can't sort out.

So, any feedback is welcome.. Even if it's move on from Unity!

-1

Share this post


Link to post
Share on other sites

We are having to switch off a bunch of resources (asset's) in a half built scene, because if we don't a stack error occurs and the editor runs out of memory / crashes Unity. Obviously a 64-bit editor would fix this, but it's becoming painful. I've experimented with dicing up the scene with Async loading, not to much avail.


A stack overflow error? It sounds like you have a particular script or arrangement of scripts/references which is causing very deep (perhaps infinite) recursion. Fix that and you should be fine. 64-bit will not help with infinite recursion. I am not aware of any problems with Unity handling massive numbers of GameObjects in a single scene. These can be somewhat of a bitch to find in Unity because they cause the editor to crash and Monodevelop to crash or lose the information you'd want about the call stack. You'll probably have to do a binary search over distinct subsets of your GameObjects until you find out which one(s) cause it, then read through the scripts on those GameObjects / place breakpoints to watch what's happening.

I only do 2D in Unity, so I can't help with any of the 3D rendering questions, unfortunately. Edited by Nypyren
1

Share this post


Link to post
Share on other sites

 

We are having to switch off a bunch of resources (asset's) in a half built scene, because if we don't a stack error occurs and the editor runs out of memory / crashes Unity. Obviously a 64-bit editor would fix this, but it's becoming painful. I've experimented with dicing up the scene with Async loading, not to much avail.

A stack overflow error? It sounds like you have a particular script or arrangement of scripts/references which is causing very deep (perhaps infinite) recursion. Fix that and you should be fine. 64-bit will not help with stack overflows. I am not aware of any problems with Unity handling massive numbers of GameObjects in a single scene.

I only do 2D in Unity, so I can't help with any of the 3D rendering questions, unfortunately.

 

 

There's no scripts in the game so far, just a big level. It literally says at the side of it, system out of memory!.

 

2D games would never have this issue as the size is small, if you have a collection of around 20,000 meshes in the asset / resources section then start applying only a small portion to the scene it then falls flat on it's face.

 

It starts to grind to a halt even after you just import a set amount of objects.

 

  1. ERROR: Out of memory
  2. Stacktrace:  
  3.  
Edited by ShadowKGames
1

Share this post


Link to post
Share on other sites
Understood - that's definitely out of memory and not a stack overflow. You confused me when you said it was a stack error.

Splitting up the level will help, but only if you limit what you load to what you can fit in memory. If you have to load the entire level at once, splitting it up won't help. Splitting up the level WILL let you distribute the blocking loads over more frames though if you want to do that.

You will probably also eventually need to reduce the size of your assets (shrink or lower texture quality/compression type, reduce triangles, etc).

In some cases you might be inadvertently copying textures or materials if you are modifying them at runtime (it doesn't sound like that yet since you don't have any scripts yet). Edited by Nypyren
1

Share this post


Link to post
Share on other sites

Understood - that's definitely out of memory and not a stack overflow. You confused me when you said it was a stack error.

Splitting up the level will help, but only if you limit what you load to what you can fit in memory. If you have to load the entire level at once, splitting it up won't help. Splitting up the level WILL let you distribute the blocking loads over more frames though if you want to do that.

You will probably also eventually need to reduce the size of your assets (shrink or lower texture quality/compression type, reduce triangles, etc).

In some cases you might be inadvertently copying textures or materials if you are modifying them at runtime (it doesn't sound like that yet since you don't have any scripts yet).

 

Cheers, it pops up with a stacktrace error every now and again sorry for the confusion. The ironic or should I say moronic this is it works absolutely fine once you have built the solution!

 

So do I scale back the quality of the game so the Editor will work correctly? I find this kind of un-acceptable. Something Unity need to address.

1

Share this post


Link to post
Share on other sites

Cheers, it pops up with a stacktrace error every now and again sorry for the confusion. The ironic or should I say moronic this is it works absolutely fine once you have built the solution!


A stack trace is not a type of error. A stack trace is additional information about what functions the program was executing when an error occurred.

So do I scale back the quality of the game so the Editor will work correctly? I find this kind of un-acceptable. Something Unity need to address.


You should contact them, describe the problem, and ask if a 64-bit editor is even possible for them. Providing a 64-bit version is not always possible, and even when it is it can take a LOT of effort. If it's not possible or feasible for them, you'll have to deal with it yourself by fitting your assets within the 2 or 3 GB of RAM that's available to a single 32-bit process.
-1

Share this post


Link to post
Share on other sites

 

Cheers, it pops up with a stacktrace error every now and again sorry for the confusion. The ironic or should I say moronic this is it works absolutely fine once you have built the solution!


A stack trace is not a type of error. A stack trace is additional information about what functions the program was executing when an error occurred.

So do I scale back the quality of the game so the Editor will work correctly? I find this kind of un-acceptable. Something Unity need to address.


You should contact them, describe the problem, and ask if a 64-bit editor is even possible for them. Providing a 64-bit version is not always possible, and even when it is it can take a LOT of effort. If it's not possible or feasible for them, you'll have to deal with it yourself by fitting your assets within the 2 or 3 GB of RAM that's available to a single 32-bit process.

 

 

I fully understand this, I'm building an engine with a 64-bit editor. It still doesn't take away from the fact Unity loads resources directly into RAM which is a limitation that's causing headaches.. I'll try the patch and see where to go from there:

 

I'm going to start (or try) porting the lighting and shadow mapping system into Unity) The only thing left is to create some sort of terrain system which will probably take a fair while but it's better than starting from scratch.

 

Maybe voxel based? Not sure yet, it's been a while since I've attempted a lot of this stuff.

Edited by ShadowKGames
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By UNNYHOG
      Hello, Colleagues!
       
      We have been working on our newest Fantasy style Gesture based MOBA game for a long time and it's releasing on Steam on July 26. Meanwhile you can already try it out by downloading our launcher from the website.
       
      Any feedback is welcome here. Thank you.
       
      If you don't want to play, I would love to share with you our teaser : 
       
       
       
    • By Scouting Ninja
      So I am working on a mobile game.
      It uses slides for a story, the slides are very large. Each slide is almost 2048*2048; the max texture loading size I am using for the game.
       
      My problem is that Unity keeps each slide in the memory after it's loaded, even when it will show only once per game. This leads to the game crashing on older mobiles.
      My idea was to destroy each object after it was shown using a coroutine, so it deletes the past slide and loads the next slide. This worked because instead of crashing on 23 slides it crashed on 48 slides.
      After some profiling I realized that destroy() isn't clearing all the memory that a slide used.
       
      What I want to do now is assign a limited amount of memory as a slide slot. Then I need some way to unload the slide from the slot, freeing the slot for the next slide; without Unity storing the slides in the memory.
      Any ideas on how I would do this? 
    • By LoverSoul
      Hello everyone.
      I had a problem with transferring my character from the creation editor to the game engine. I created the character in Adobe Fuse, then imported it to Mixamo to put rig and animation.
      However, the appearance of my character has deteriorated significantly, and after importing into Unity, the character even began to look like a meme from the Assassin's Creed. Can you please tell me how I can fix all this so that my character's hair does not look like bits of bacon sticking to her head, and her eyes and mouth have taken their stable position in the skull?
      Thank you for attention.



    • By ilovegames
      Simulator driving with two modes of play - a race and free game in the open world!   Features: - 2 game modes - race and free game - 3 modes of transport - Buggy, ATV, Jeep - The open world - Realistic control - Modern graphics



      DesertTournamentSetup.exe
    • By NajeNDa
      Hi there,
      I am a game programmer (C#/C++) who is looking for a project to join. I am computer science engineer plus Master Degree in Game Development, currently working in one the most renown mobile games company (2 yeras academic experience, 1 year working experience).
      I have developed several prototypes or even games almost ready to release, but I always lack of artists, so I am looking for a project already set up or few artist to begin working in something.
      My preferences are:
      Unity or Unreal Engine 4 based project (UE4 prefered) PC/Console game prefered but mobile is accepted too Not interested in VR Serious team with almost all the roles filled or pretending to be filled 3D project prefered over 2D Guaranteed 7 work hours per week, Crunch 20 work hours per week  European team (if timezone is not a problem for you, so its not for me) I am not looking for any kind of money income from games neither the team, I want to do this as a hobby and a way to improve my skills.
      Cheers
  • Popular Now