翻訳用

1 I am trying tio replicate the Dark souls like Target Lock in my game using Cinemachine. I actually coded my own targeting and it works well and good as it's quite simple as a Transform.LookAt ,but I need the goodies of Cinemachine like Camera Collision Detection,which is much more complex.

2

3

 


BlueLizardJello

チャンネル登録者数2.5万人

Dark Souls 2: Scholar of the First Sin Walkthrough - Things Betwixt - Heide's Tower of Flame

 

 

 

 

 

 

<div class="player-unavailable"><h1 class="message">エラーが発生しました。</h1><div class="submessage"><a href="http://www.youtube.com/watch?v=8EWdRW1jTtY" target="_blank">www.youtube.com</a> での動画の視聴をお試しください。また、お使いのブラウザでJavaScript が無効になっている場合は有効にしてください。</div></div>

 


4

5 Is it a good idea to modify the camera manually when it is controlled by a Cinemachine brain or should I try to implement my targeting logic using Cinemachine. If so,I'm quite lost as how to look at a target while staying behind the player,essentially keeping both of them in frame.  

 

Jan 2,2019

 

sd1515 likes this.

 


6 Gregoryl

 

Unity Technologies


When the CinemachineBrain is controlling the camera,then it will override anything you try to do manually to it. The way to control the camera manually within the context of Cinemachine is to create a virtual camera with "Do Nothing" in Aim and Body (i.e. no procedural motion),and then control its transform and lens manually.

7

8 For your other question,I would try using a FreeLook that follows the player but looks at a CinemachineTragetGroup that contains the player. Use the GroupComposer in Aim for all three rigs. When an enemy target enters the scene,add it to the target group. Then,the vcam will try to keep both the player and the enemy on screen. Remove the enemy from the target group when you're done with it.  

 

Jan 7,2019

 

andreiagmu likes this.

 


9 Mars91

 

 


Gregoryl said: ↑
[CUT]

 

I'm answering to this thread instead of creating a new one since I'm having the same "issue".

10

11 I'm using GetRig(int)to override the LookAt of the MiddleRig and using Group Composer base settings but things aren't looking good.

12

13 Should I override all the LookAt and use Group Composer on all the rigs?  

 

Jan 10,2019

 

 


14 Gregoryl

 

Unity Technologies


Mars91 said: ↑
I'm answering to this thread instead of creating a new one since I'm having the same "issue".

15

16 I'm using GetRig(int)to override the LookAt of the MiddleRig and using Group Composer base settings but things aren't looking good.

17

18 Should I override all the LookAt and use Group Composer on all the rigs?

 

Yes,use the group composer in all the rigs. Set the FreeLook's main lookAt target to the group,so you don't need to override that in the rigs.  

 

Jan 10,2019

 

 


19 Mars91

 

 


Gregoryl said: ↑
Yes,use the group composer in all the rigs. Set the FreeLook's main lookAt target to the group,so you don't need to override that in the rigs.

 

This partially solved my problem,the only thing I need now is to lock the camera on the back of the player.

20 What do you think can be the best way to achieve that?  

 

Last edited: Jan 10,2019
Jan 10,2019

 

 


21 Gregoryl

 

Unity Technologies


Can you show an image of your FreeLook inspector,with the Body section expanded?  

 

Jan 10,2019

 

 


22 Mars91

 

 


Gregoryl said: ↑
Can you show an image of your FreeLook inspector,with the Body section expanded?

 

Here it is. Thank you for your quick answers.

23

24  

 

Jan 10,2019

 

 


25 Gregoryl

 

Unity Technologies


ok,you have it set to SimpleFollow. I assume you then want to rotate the player so that it's facing the same direction as the camera,thus putting the camera behind the player and not changing the camera aim,right?

26

27 If so,then you can try adding this extension to your freeLook (drop it in the project,then select it from the "Extensions" dropdown in the vcam inspector).

28

29 Code (CSharp):

1 using UnityEngine;

2 using Cinemachine;

3 using Cinemachine.Utility;

4  

5 /// <summary>

6 /// Rotate the Follow Target to look along the camera forward axis

7 /// </summary>

8 [SaveDuringPlay][AddComponentMenu("")]// Hide in menu

9 public class RotateTargetToMatch : CinemachineExtension

10 {

11     public bool m_YRotationOnly = true;

12     protected override void PostPipelineStageCallback(

13         CinemachineVirtualCameraBase vcam,

14         CinemachineCore.Stage stage,ref CameraState state,float deltaTime)

15     {

16         if (stage == CinemachineCore.Stage.Aim)

17         {

18             var follow = VirtualCamera.Follow;

19             if (follow != null)

20             {

21                 Vector3 fwd = state.RawOrientation * Vector3.forward;

22                 if (m_YRotationOnly)

23                     fwd = fwd.ProjectOntoPlane(state.ReferenceUp);

24                 follow.rotation = Quaternion.LookRotation(fwd,state.ReferenceUp);

25             }

26         }

27     }

28 }

30

 

 

Jan 10,2019

 

 


31 Mars91

 

 


Tha

32 Gregoryl said: ↑
CUT

 

Thank you again but I think I didn't exaplain thinks in the right way. i want the camera the always face the back of the player withour using the mouse to rotate the camera which is not happening when I'm locking on a target even if I'm using Group Composer .

33

34 I made a small video for this issue:

35 https://drive.google.com/open?id=1dXGdn-W4jKfb24AfCRj_g3alhp5fnNTu

36

37 The video is divided into: what happen -> what I want to achieve -> what happen  

 

Jan 10,2019

 

 


38 LemurusBalok

 

 


Gregoryl said: ↑
ok,you have it set to SimpleFollow. I assume you then want to rotate the player so that it's facing the same direction as the camera,thus putting the camera behind the player and not changing the camera aim,right?

39 If so,then you can try adding this extension to your freeLook (drop it in the project,then select it from the "Extensions" dropdown in the vcam inspector).

40

41 Code (CSharp):

1 using UnityEngine;

2 using Cinemachine;

3 using Cinemachine.Utility;

4  

5 /// <summary>

6 /// Rotate the Follow Target to look along the camera forward axis

7 /// </summary>

8 [SaveDuringPlay][AddComponentMenu("")]// Hide in menu

9 public class RotateTargetToMatch : CinemachineExtension

10 {

11     public bool m_YRotationOnly = true;

12     protected override void PostPipelineStageCallback(

13         CinemachineVirtualCameraBase vcam,

14         CinemachineCore.Stage stage,ref CameraState state,float deltaTime)

15     {

16         if (stage == CinemachineCore.Stage.Aim)

17         {

18             var follow = VirtualCamera.Follow;

19             if (follow != null)

20             {

21                 Vector3 fwd = state.RawOrientation * Vector3.forward;

22                 if (m_YRotationOnly)

23                     fwd = fwd.ProjectOntoPlane(state.ReferenceUp);

24                 follow.rotation = Quaternion.LookRotation(fwd,state.ReferenceUp);

25             }

26         }

27     }

28 }

42


Click to expand...

 

I think what he wants is exactly how dark souls Lock On system works ,in which the camera always stays behind the player,following him,but looks at target,in such a way that the player and target are both in the frame. Essentially

43 * The camera is placed behind the player by an offset and stays there.

44 * The camera must face the player's back at all times.

45 * The camera must Look at a target from behind the player.  

 

Last edited: Jan 10,2019
Jan 10,2019

 

 


46 Gregoryl

 

Unity Technologies


Not sure I understand 100% what you want.

47

48 The main thing that's confusing me is that you're using a FreeLook. The FreeLook allows the camera to rotate around the player,using the mouse.

49

50 If you want the player to always look away from the camera,then attach the extension I gave. That will force the player to always face away from the camera,by rotating the player to match,leaving full control of the camera to the user.

51

52 So,one question. If you've "locked on" to a target,and the user rotates the camera to be in-between the player and the target,what is supposed to happen?  

 

Jan 10,2019

 

 


53 LemurusBalok

 

 


Gregoryl said: ↑
Not sure I understand 100% what you want.

54

55 The main thing that's confusing me is that you're using a FreeLook. The FreeLook allows the camera to rotate around the player,using the mouse.

56

57 If you want the player to always look away from the camera,then attach the extension I gave. That will force the player to always face away from the camera,by rotating the player to match,leaving full control of the camera to the user.

58

59 So,one question. If you've "locked on" to a target,and the user rotates the camera to be in-between the player and the target,what is supposed to happen?
Click to expand...

 

There are two modes:

60 * Free look : Player moves in the forward direction of the camera and the camera is free look. The user can control the camera with the Right Anlaog stick .

61 *Locked On : Player is always between Camera and target . The Camera should look at the target while staying behind the player,so that both the player and the target are in the frame. The camera's forward direction is dependent on the player. The user cannot control the camera directly in this mode.

62

63 Dark souls works like this. The video I linked in the Original Post is what it looks like in action.  

 

Jan 10,2019

 

 


64 Mars91

 

 


Gregoryl said: ↑
[CUT]

 

I think what's confusing you is the use of free look that,as you said,is meant to allow the user to rotate the camera using the mouse while we want the camera to stay focused on both target.

65 For this issue I'm thinking about creating a virtual camera in a fixed position and toggle this camera when we're locking in a target.

66

67  

 

Jan 10,2019

 

 


68 Gregoryl

 

Unity Technologies


What happens in the second mode if the user turns the player to face away from the target?  

 

Jan 10,2019

 

 


69 LemurusBalok

 

 


Gregoryl said: ↑
What happens in the second mode if the user turns the player to face away from the target?

 

He cannot. The camera is Locked onto the target at all times. He has to leave the "Locked on" mode to control the camera manually . The right analog stick is useless in this mode.  

 

Jan 10,2019

 

 


70 Mars91

 

 


Gregoryl said: ↑
What happens in the second mode if the user turns the player to face away from the target?

 

Never personally played Dark Souls but for my instance if you are running away from a target after you locked on it I just switch back to free look mode.

71

72 EDIT: Or,yes,you can toggle off the lock mode.  

 

Jan 10,2019

 

 


73 Gregoryl

 

Unity Technologies


ok,then this looks like a case of 2 vcams: a freeLook for normal mode,and a "locked" vcam for locked-to-target mode.

74

75 The FreeLook mode seems to be a normal FreeLook on the Player,no target group.

76

77 The Locked mode sounds like a simple vcam with Transposer and GroupComposer on a group containing player and target. Use the group as the LookAt target,and the player as the follow target. Use a Lock to target with World Up binding mode,and set the offset to something interesting. If you like,you can have a script that dynamically adjusts the offset (within a reasonable range)so that the user can vary the point of view a little.

78

79 Enable/disable the appropriate vcams when you change mode,and CM will do a smooth blend between them. Make sure you enable the "inherit position" checkboxes on the vcams.  

 

Jan 10,2019

 

andreiagmu and LemurusBalok like this.

 


80 Mars91

 

 


Gregoryl said: ↑
CUT

 

Happy to see that I was in the right direction but I probably missed something setting up the lock on camera.

81

82  

 

Jan 10,2019

 

 


83 Gregoryl

 

Unity Technologies


Hard to respond without knowing what you're seeing that's wrong.

84

85 You probably need to check "inherit position" here and on the FreeLook also.

86

87 Right now you've got the group composer set up to zoom/dolly in/out to maintain group screen size. Probably you don't want that. Disable that feature by setting the Framing mode to Dolly Only,and the Max dolly in/out to 0.  

 

Jan 10,2019

 

 


88 LemurusBalok

 

 


Mars91 said: ↑
Happy to see that I was in the right direction but I probably missed something setting up the lock on camera.

89

90 View attachment 356620

 

Could you post the results here if you completed ? I would like to see how it turned out.  

 

Jan 10,2019

 

 


91 Mars91

 

 


Gregoryl said: ↑
CUT

 

Uploaded a video of my issue

92

93 https://drive.google.com/open?id=1bT2ohm24NqI91npnTrP9pOMS82waj6h7

94

95  

 

Jan 10,2019

 

 


96 Mars91

 

 


Making progress,missed the group thing. Will keep you posted.  

 

Jan 10,2019

 

 


97 Mars91

 

 


Gregoryl said: ↑
CUT

 

We're almost there. The camera is now following the player back but the center of the rotation is not the target.

98 Take a look at this video

99

100 https://drive.google.com/open?id=1xFBXp0kJNkQB2IJDwa1bMqQY3vy9JdhA  

 

Jan 10,2019

 

 


101 Mars91

 

 


Done! Just added a LookAt for the player when we're locked on a target.

102 Working on polishing things up with cinemachine.  

 

Last edited: Jan 11,2019
Jan 11,2019

 

 


103 LemurusBalok

 

 


Mars91 said: ↑
Done! Just added a LookAt for the player when we're locked on a target.

104 Working on polishing things up with cinemachine.

 

Please do post the cinemachine component screenshot and the final result. I'm curious  

 

Jan 11,2019

 

 


105 Mars91

 

 


LemurusBalok said: ↑
Please do post the cinemachine component screenshot and the final result. I'm curious

 

Here it is! Note that is both about the code and the cinemachine component

106 Hope this can help you.

バーチャルボタンフリーな爽快スマホアクション「エージェントファイト」リリース

バーチャルボタンフリーな爽快スマホアクション「エージェントファイト」リリース

 

昔ながらの面クリタイプのスマホアクションをリリースしました。 

f:id:wabiplant:20180701040925p:image

 

バーチャルボタンフリーとは?
コンシューマのコントローラって、慣れたらプレイ中は目で見ませんよね?

だから没頭できる。それをスマホで再現したい! 

よくあるスマホアクションのバーチャル攻撃ボタンをタップとスワイプに置き換えることで、仮想ボタンを意識しないストレスフリーな操作を可能にしました。

f:id:wabiplant:20180701040916p:image


ボタン位置を確認しなくて良いので、押すのが一瞬遅れたり目が疲れたりしません。

スマホでもコンシューマにちょっと近付いたスマホアクションとなりました。


ゲームプレイ動画
動画はこちらです。

https://youtu.be/i1egmQwEUdg


ハックアンドスラッシュ要素あり
アイテムや武器、防具は敵がドロップしたり、売り買いしたりする事も可能です。


細かいこだわりを実現したい為、プログラムやエフェクトの他、曲も全部一人で作っています。

マニアックですが、大好きだったPS2アーバンレインのようなゲームを目指して作りました。

人気次第でプレイヤーキャラ追加など検討中!

 

ダウンロード先 (価格:無料)

iOS

https://itunes.apple.com/app/id1403510381

Android

https://play.google.com/store/apps/details?id=com.Company.AgentFight

後日リリース予定

 

china adnetwork

1. greggtwep16



2. 




Recently on my published simple learning title I have noticed a spike in users based in China (yay! more users!). Up until this point I've been using a fairly straightforward model of free game with ads (admob, amazon, pubcenter, etc) or an IAP for 99 cents that disables the ads. I've correlated this spike in China with no spike in ad revenue which since admob is my primary ad supplier makes sense to me (obviously google and China don't get along). Are there ad networks that I should investigate to use for Chinese users? I'm about to push a fairly large update to the game (cross platform leaderboards, UI update, difficulty settings, etc) in the coming weeks and would like to know if there is something I should look into. I've done basic searches and learned about the fragmented app stores (there seem to be many and I assume my title got published to one automatically?) I don't speak Chinese so I only could get a basic overview of the landscape on english websites. Any information would be appreciated.
3.

4.  



Nov 24, 2014 
Report

Like
Reply




5. jerotas



6. 




I'd like to know the same thing. Most (maybe all) of the ad plugins we use have like zero fill rate in China. So then why would we bother to release it there? I'm not sure there's a good answer.
7.
8. But there must be ad networks that have fill rate in China.  



Nov 24, 2014 
Report

Like
Reply




9. Damien-Delmarle



10. 




Chinese people for the majority do not use apple store ( if you talk about IOS) they use an app that allow user to download app cracked, I am not sure i can give the name here, but you will find it on google. so any people that download your cracked app here will not give your ads credit and they cant buy IAP too because they didnt downloaded the app through appstore
11.
12. you can try Kii backend, they have a service to distribute games in China. Its a pretty closed market like everything in china, so good luck without a middle man.
13.
14. http://forum.unity3d.com/threads/ios-market-in-china-broken-by-kuaiyong.252376/#post-1668809  



Nov 24, 2014 
Report

Like
Reply




15. greggtwep16



16. 




Thanks for the info and link. My question isn't limited to IOS but obviously its part of the picture. Currently the user spike from China in my game is android but I'm sure the same will eventually be true in IOS as well. I take it they monitor the app store and google play store and modify the product so it works on "their" app store (for android it seems there are many popular app stores) and publish it themselves. I can understand why IAP will never work then unless there is a way for me to publish to those stores myself.
17.
18. I guess my main question at this point is with ads. Regardless of the app store are there ad networks that I can use in China? I would think the great firewall would hinder google but are there others? My game is mostly ad supported anyways and I wouldn't mind using a Chinese ad network.  



Nov 24, 2014 
Report

Like
Reply




19. thxfoo



20. 




greggtwep16 said: ↑ 
My game is mostly ad supported anyways and I wouldn't mind using a Chinese ad network.



Bonus question: Are there ad networks delivering ads by https? Otherwise they just replace your ads with their own if they are smart. (They could also do it if you use https, but much harder)  



Nov 24, 2014 
Report

Like
Reply




21. greggtwep16



22. 




Damien Delmarle said: ↑ 
you can try Kii backend, they have a service to distribute games in China. Its a pretty closed market like everything in china, so good luck without a middle man.



Does anyone have any experience with the Kii China services? This sounds promising but was wondering if anyone had any results to share about Kii's China services.  



Nov 25, 2014 
Report

Like
Reply





* 


admob impression in china

3月19日

Andriod TT

Hi Team,

Over last few months I have got more than 1000 app installs from China for my phonegap build based ios apps, but I have not received even a single admob impression from china.

iTunes install report shows many installs, but I do not get any ad impression or Google Analytics & Firebase Analytics from China, this makes me to ask below question.

1) Is all Google service including admob is banned in China?

2) Does adding a other mediation network resolve this issue?


Info about App:
- I have added Banner Ads & Interstitial ads via a phone gap plugin, I get good impression from rest of world expect China & Japan.

Waiting for any information from experts.

Regards,
Venkat

 

 

 

3月20日

Ivan Bautista (Mobile Ads SDK Team)

Hello Venkat,

Below are my answers to your questions:
1. For AdMob, as per documentation, China is not one of the restricted countries/territories so it should work as expected. As for the other Google services, it would be best to contact their respective teams directly regarding their services. 
2. Mediating to more Ad networks doesn't guarantee that your impression rate will increase but it could possibly help because it will increase the number of sources you can serve Ads from.
Also, do note that phonegap is not officially supported by AdMob so we can't assure you that all features will work as expected if you integrate the Mobile Ads SDK via phonegap.

However, being that this is more of a concern with your ad impressions statistics rather than the implementation of the Mobile Ads SDK, it would be best to double check with the AdMob Product Support team regarding your impressions performance.

Regards,
Ivan Bautista
Mobile Ads SDK Team


3月20日

Andriod TT

Hi Ivan Bautista,

Thanks for your reply and information. I will contact Admob Product Support team regarding this and will update you if I get any reply.

Regards,
Venkat
- 引用テキストを表示 -


3月22日

Andriod TT

Hi Ivan Bautista,

I used AdMob Product Support team  but was told that " query has been routed to a wrong department"

Below is the reply from admob product support team.

***********
Hello

We hope you are doing well!

This is to inform you that your query has been routed to a wrong department, we request you to click on the link below and choose correct path.

AdMob Help

Best,
AdMob Support Team
***************


Regrds,

Venkat

On Monday, March 20, 2017 at 9:11:30 AM UTC+5:30, Ivan Bautista (Mobile Ads SDK Team) wrote:
- 引用テキストを表示 -


3月23日

Ivan Bautista (Mobile Ads SDK Team)

Hi Venkat,

 

The form that I referred you to earlier is specifically for issues and concerns with your impressions performance and statistics so make sure that the question/issue that you raised to them should be focused on your Ad impression performance concerns.

General questions and any account-related concerns should be raised via this form.

Regards,
Ivan Bautista
Mobile Ads SDK Team


4月15日

Happy Kids

Hi there,
I have similar issue with few of my iOS apps:

I had around 150,000 downloads from China in the past month for 3 apps, but there are around 20 impressions (none from China).

Is it possible that my apps in China are not sending ads request?
I read in forums that many developers experienced the same problem, but couldn't find any solution.
Will it help if I will add any network mediation? if yes, which network is recommended?

Thanks


4月17日

Ivan Bautista (Mobile Ads SDK Team)

Hi,

Since this thread is almost a month old, I'd suggest that you open a new thread for your questions and from there we could continue with the investigation.

Regards,
Ivan Bautista
Mobile Ads SDK Team


8月22日

camcon...@gmail.com

DId you ever figure out what was wrong? I'm having the same issue.

Cam
- 引用テキストを表示 -


8月22日

Ivan Bautista (Mobile Ads SDK Team)

Hi Cam,

 

As mentioned previously in this thread, China is not one of the restricted countries so Ad Requests should have worked as expected.

However, being that this thread is months old, I suggest that you create a new thread with the specific details of your concern such as affected Ad Unit Id/s, and from there, we could continue with the investigation.

Regards,
Ivan Bautista
Mobile Ads SDK Team


8月31日

Narender Kumar

Same here with me. If you found any solution please share it or mail me if possible.
thank you
- 引用テキストを表示 -


8月31日

Pablo Prieto

Same issue here. Many more installs from China for my iOS apps and almost no impressions.

And with all due respect Ivan Bautista: Why should we should start a new thread if we all are having the very same issue that hasn´t been clarified? 

Best,
Pablo


8月31日

Pablo Prieto

For those who still haven´t found a clarification to this issue there´s a more recent thread on the subject:

https://groups.google.com/forum/#!searchin/google-admob-ads-sdk/China|sort:relevance/google-admob-ads-sdk/55IZXtZEXFQ/pchiTKGAAgAJ

Unfortunately it hasn´t been solved yet and the same recomendation to contact the AdMob Product Support team got the same reply " query has been routed to a wrong department"

I hope we can get some help.