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spaceshipdemo's Introduction

Spaceship Demo

Spaceship Demo is a AAA Playable First person demo showcasing effects made with Visual Effect Graph and rendered with High Definition Render Pipeline.

DOWNLOAD LATEST RELEASE HERE

For update information, see the Changelog.

Requirements

In order to download and run the latest Spaceship demo project, make sure you have the following

How to Download/Install

Method 1 : Clone the repository

Important Note: This repository uses Git-LFS to store large files. In order to get the data correctly you need to install Git-LFS before starting to clone the repository. Do NOT use the Download ZIP button as it will not get the LFS files correctly

Using Github Desktop

If you have Github Desktop installed : use the Clone or Download green button, then select Open in Desktop.

Using Git Command Line (or another Git Client)

You can clone this repository and start opening directly the project using the following command : git clone https://github.com/Unity-Technologies/SpaceshipDemo.git

Method 2 : Download in Releases page

You can also download project archives in the Releases tab. These zip files contains the full project for a one-time download without Git.

spaceshipdemo's People

Contributors

ludovic-theobald avatar peeweek avatar theo-pnv avatar vitavfx avatar

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spaceshipdemo's Issues

Cimemachine references

Hello i have a problem with a cinemachine references not working in visual studio
with an error:
Assets\Scenes\Scripts\LevelManager.cs(11,12): error CS0246: The type or namespace name 'CinemachineVirtualCameraBase' could not be found (are you missing a using directive or an assembly reference?)

vfx compiling always be repeated when update version to 2020.3.15

When I open the project with the new version(2020.3.15),and when opening a Subgraph vfx file(HUD_Initialize.vfx), the compilation will always be repeated,until i close the VEG tab.
But, when i remove the Subgraph link in HUD.vfx, HUD_Initialize.vfx can be opened normally。
Snipaste_2021-08-26_19-37-56
Snipaste_2021-08-26_19-38-25

everything is black lots of errors

NullReferenceException: Object reference not set to an instance of an object
MaterialEmissionOverride.Update () (at Assets/Scripts/Lighting/MaterialEmissionOverride.cs:56)

MissingComponentException: There is no 'Renderer' attached to the "Lamp_Rectangle" game object, but a script is trying to access it.
You probably need to add a Renderer to the game object "Lamp_Rectangle". Or your script needs to check if the component is attached before using it.
UnityEngine.Renderer.get_sharedMaterial () (at <94c5f4c38cdc42d2b006f8badef04394>:0)
MaterialEmissionOverride.OnEnable () (at Assets/Scripts/Lighting/MaterialEmissionOverride.cs:37)

Activate: Null AudioClip from patch: attack_amb_fx_metalhit_2 (AxelF.Patch)
UnityEngine.Debug:LogError(Object, Object)
AxelF.Synthesizer:Activate(AudioProgram, ActivationParams, Patch) (at Assets/Scripts/AxelF/Code/Synthesizer.cs:325)
AxelF.AudioProgram:Activate(ActivationParams, Patch) (at Assets/Scripts/AxelF/Code/AudioProgram.cs:218)
AxelF.Patch:Activate(ActivationParams) (at Assets/Scripts/AxelF/Code/Patch.cs:60)
AxelF.Synthesizer:KeyOn(Boolean&, Patch, Transform, Vector3, Single, Single, Single) (at Assets/Scripts/AxelF/Code/Synthesizer.cs:440)
AxelF.Cue:KeyOn() (at Assets/Scripts/AxelF/Code/Sequencer.cs:117)
AxelF.Sequencer:CueIn(AudioEmitter, Int32) (at Assets/Scripts/AxelF/Code/Sequencer.cs:155)
AxelF.AudioEmitter:CueIn() (at Assets/Scripts/AxelF/Code/AudioEmitter.cs:120)
AxelF.AudioEmitter:OnEnable() (at Assets/Scripts/AxelF/Code/AudioEmitter.cs:107)
UnityEngine.Behaviour:set_enabled(Boolean)
AxelF.AudioZone:OnUpdateEmitters() (at Assets/Scripts/AxelF/Code/AudioZone.cs:93)
AxelF.Zone:UpdateEmitters() (at Assets/Scripts/AxelF/Code/Zone.cs:205)
AxelF.Zone:Update(Int32) (at Assets/Scripts/AxelF/Code/Zone.cs:135)

MissingReferenceException: The object of type 'Discover' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
GameplayIngredients.Editor.DiscoverWindow.SetSelectedDiscover (Discover newSelection) (at LocalPackages/net.peeweek.gameplay-ingredients/Editor/Discover/DiscoverWindow.cs:430)
GameplayIngredients.Editor.DiscoverWindow.SceneContentGUI () (at LocalPackages/net.peeweek.gameplay-ingredients/Editor/Discover/DiscoverWindow.cs:395)
GameplayIngredients.Editor.DiscoverWindow.OnGUI () (at LocalPackages/net.peeweek.gameplay-ingredients/Editor/Discover/DiscoverWindow.cs:276)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <9ba1187881a84a08b5f9c4cb333d7a6a>:0)
UnityEditor.HostView.Invoke (System.String methodName) (at <9ba1187881a84a08b5f9c4cb333d7a6a>:0)
UnityEditor.HostView.OldOnGUI () (at <9ba1187881a84a08b5f9c4cb333d7a6a>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Boolean canAffectFocus) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean canAffectFocus) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <59837000ebf54955a9cb1d31caa86097>:0)

hologram table animation prematurely ends.

Sometimes, but not always the hologram table animation galaxy state animation starts playing but then it closes before you have the opportunity to click on anything. The "FTL target system" loading bar is up and blinking. But the galaxy faded out to nothing.

I have been able to find is state machine attached to hologram table (if i make the state public) is at Galaxy and the animation on galaxy/GalaxyFadeIn is a few frames beyond the end of the animation if the bug occours, and at the blue line if the bug doesn't occur.
I am unsure if that is normal or not, but if i rewind the animation back to the blue line the galaxy comes back.

This is what it looks like when the bug does not happen:
image

This is what it looks like when the bug happens:
image

Problem with git-lfs, looks like it *might* be a case-sensitivity issue

The .gitattributes list lower-case file extensions.

There are two files with capitalized extensions which are causing a problem:

[william@william SpaceshipDemo]$ git lfs fsck
Object Assets/VFX/Effects/Core/CoreChunk.FBX (2ba6dd477d1641def0db1ca7e03f507e4becbad5bc0087be869a9a7df6e68202) could not be checked: no such file or directory
Object Assets/VFX/Textures/Generic/BlobDistortion.TGA (6b749dce5787a3297cedaa2596a4f6e49b4e11a11542e7ac3b052f518531a717) could not be checked: no such file or directory
Moving corrupt objects to /home/william/src/github.com/Unity-Technologies/SpaceshipDemo/.git/lfs/bad
rename /home/william/src/github.com/Unity-Technologies/SpaceshipDemo/.git/lfs/objects/2b/a6/2ba6dd477d1641def0db1ca7e03f507e4becbad5bc0087be869a9a7df6e68202 /home/william/src/github.com/Unity-Technologies/SpaceshipDemo/.git/lfs/bad/2ba6dd477d1641def0db1ca7e03f507e4becbad5bc0087be869a9a7df6e68202: no such file or directory
[william@william SpaceshipDemo]$ git lfs fetch
fetch: Fetching reference refs/heads/master
[william@william SpaceshipDemo]$ git lfs checkout
Checking out LFS objects: 100% (874/874), 1.8 GB | 0 B/s, done.
[william@william SpaceshipDemo]$ git status
On branch master
Your branch is up to date with 'origin/master'.

Changes to be committed:
(use "git restore --staged ..." to unstage)
modified: Assets/VFX/Effects/Core/CoreChunk.FBX
modified: Assets/VFX/Textures/Generic/BlobDistortion.TGA

[william@william SpaceshipDemo]$

2022.2.6f1 cannot be opened normally

An error occurred while resolving packages:Project has invalid dependencies:com,unity.toolchain.win-x86 64-inux-x86 64:Request POSTnttps://api.unity.com/v1/oauth2/authorize] failedwith status code [500] click on Retry to relaunch Unity and reopen yourproject. click on Continue to launch Unity. Some or allpackages may not be imported which may causecompilation errors

After main menu and slight dialogue nothing ends up happening (Linux)

Hey there,
I was excited to try this out, I went to build it and it errored out the first time, so for giggles, I tried again as it feels like with the Linux client if you don't have to do it twice, it wasn't worth doing in the first place. It was successful the second try, so I went to fire it up and the menu came up, got a loading screen, then the Unity logo followed by black screen and some subtitles and I started to hear some dialogue, they got 2-3 lines in, to the point where one of them says "I can't hear anything, the whole systems busted" and then sadly, that's it. That is all that happens. I let it sit for a few minutes, wondering if you guys were masters of suspense as the ominous tune in the background continued to lead me on.

Unfortunately, that was not the case. Escape menu still worked, I quit to menu, figured I would give it the ol' Linux double down and hope the second time would work, but to my disappointment, it stopped at the same place. I have so many questions... how busted was the system? If it was that busted, how could he hear him to reply if he could hear him or not? Hopefully one day I will get to find out...

Thanks,
-MH

*** Edit ***
Quick update - At first I didn't realize that the main menu was missing the entirety of its vfx when built. It was pretty much just the 3 buttons. When I hit play in the editor, I could see that there was a large and awesome looking space scene. I made sure I had the right download, the folder is currently 5.6gb (including the folder with the build), but for some reason when built no vfx show up. The build folder itself looks about 1.1gb.

             /////////////                mosthated@mosthated-pc
         /////////////////////            ----------------------
      ///////*767////////////////         OS: Pop!_OS 19.04 x86_64
    //////7676767676*//////////////       Host: MS-7B79 2.0
   /////76767//7676767//////////////      Kernel: 5.0.0-21-generic
  /////767676///*76767///////////////     Uptime: 1 day, 7 hours, 45 mins
 ///////767676///76767.///7676*///////    Packages: 3624 (dpkg), 15 (flatpak), 10 (snap)
/////////767676//76767///767676////////   Shell: zsh 5.5.1
//////////76767676767////76767/////////   Resolution: 1920x1080, 2560x1080, 1920x1080
///////////76767676//////7676//////////   DE: GNOME 3.32.2
////////////,7676,///////767///////////   WM: GNOME Shell
/////////////*7676///////76////////////   WM Theme: Pop
///////////////7676////////////////////   Theme: Pop-slim-dark [GTK2/3]
 ///////////////7676///767////////////    Icons: Adwaita [GTK2/3]
  //////////////////////'////////////     Terminal: alacritty
   //////.7676767676767676767,//////      Terminal Font: Source Code Pro
    /////767676767676767676767/////       CPU: AMD Ryzen 5 2600 (12) @ 3.400GHz
      ///////////////////////////         GPU: NVIDIA GeForce RTX 2070
         /////////////////////            Memory: 14595MiB / 32175MiB
             /////////////

The meshes does not show in either the editor window or in play mode.

Hey,

I’ve launched the editor exactly as suggested in the description, but I have this error running all the time and I can’t see anything but vfx cubes:

http://i.piccy.info/i9/f18dd3f54ee396e7d908a2efa59c696a/1566573415/51302/1315075/1.jpg

http://i.piccy.info/i9/f54c4076847c8f6f59e43c6b4f78b65f/1566573481/87343/1315075/2.jpg

aaand there is no sound.

I tried launching the level both from the “Discover” window and from loading the “Main menu” scene and playing it to choose “Start” - same issue.

error CS0246: The type or namespace name 'Cinemachine' could not be found

Unity 2019.2.0

GIT LFS checkout
and
Download Release

fire following error after import

LocalPackages\net.peeweek.gameplay-ingredients\Runtime\Managers\Implementations\VirtualCameraManager.cs(4,7): error CS0246: The type or namespace name 'Cinemachine' could not be found (are you missing a using directive or an assembly reference?)

Cinemachine ist installed over PackageManager

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