@Puredeath whenever the player gets too far away from the origin, the floating origin script repositions all game objects at the root of the object hierarchy (objects with no transform.parent). It also handles some special case stuff like aircraft rigid bodies, water, and particle systems. The IgnoreFloatingOrigin script can be attached to these top level game objects to prevent the floating origin script from automatically moving them when the world repositions. We use this for a few objects, such as our UI/Hud since it doesn't make since for them to be repositioned.
@Puredeath I am actually not sure how to get Unity's built in trail renderer working with the floating origin. It was a real bummer that I broke that with the floating origin change not long after recording the tutorial video on it. I looked in to it a little bit a while back, but didn't spend much time on it. I seem to recall that Unity's implementation hid a lot of the details from you, and it was not obvious how it could be fixed, if at all. Feel free to investigate, but I suspect you might be better off writing your own custom trail renderer or using one that somebody else has already made.
The IGameWorld interface (accessible via the GameWorld property of your mod's ServiceProvider) has the current floating origin offset ('FloatingOriginOffset' property) as well as an event to subscribe to in order to be notified when the floating origin updates ('FloatingOriginChanged' event).
@FullFruntall Worked great! Only feedback I have is use the forum's markdown syntax for links when posting download links. Copy-Pasting URLs is annoying on mobile :-)
Really it was just the final file name that was the issue, and I blame my browser, not any configuration issue on your end. I suspect if I ran in to the problem though, others would as well. You could leave the spaces in Unity and just rename the spmod-android file before uploading it.
Also, thanks for modding! Its great to see the mod community getting started and we all appreciate your hard work.
@PuhBuhGuh I'm guessing it will run fine on a Kindle Fire, but I don't know for sure (can't see any reason why not). I downloaded the mod and opened it with the game, which put the mod where it needed to be (/Android/data/com.jundroo.SimplePlanes/files/Mods/), but I had to use ES File Explorer to rename the mod file, removing the '%20'. That might not be a problem for some browsers/devices, not sure.
I downloaded it directly on my android phone and it fired up SimplePlanes, however I wouldn't find the mod. I had to use ES file explorer to remove the "%20" from the file name due to the space between 'Krazy' and 'Parts'. After fixing the file name, it loaded and seemed to run ok.
I'm surprised the space in the file name wasn't handled properly (using Chrome on my Galaxy S6) and I'm also surprised SimplePlanes wasn't able to find it despite this... Sorry.
All that being said though, I'd recommend building the mod specifically for android rather than rename the PC build of the mod. In this case, it seems to work, but I've also seen it fail. At least once I think my mod failed to load entirely. I've also seen a test mod load, but the textures were all messed up since it was a PC build.
Under the hood, we rely on Unity asset bundles and according to their manual, they are not cross compatible between PC and Android.
@PlanesExpert Modding is not allowed on IOS due to Apple's policies. As such, it has been disabled in the code. We do support mods for Android though. The mod creator must specifically build a mod for Android for it to work however. A mod file is not cross compatible between PC and Android.
Well I've only officially been a 'Dev' for about 3 weeks, but I thought I'd take a stab at it. I am pretty terrible at the game and doubt I'd stand a real chance against Andrew or Philip, so I took a little different approach here. I just submitted my recreation of the house from Pixar's movie "UP". Also submitted a second version with really bad VTOL that does allow the house to go 'up' for a little while...
@Puredeath whenever the player gets too far away from the origin, the floating origin script repositions all game objects at the root of the object hierarchy (objects with no transform.parent). It also handles some special case stuff like aircraft rigid bodies, water, and particle systems. The IgnoreFloatingOrigin script can be attached to these top level game objects to prevent the floating origin script from automatically moving them when the world repositions. We use this for a few objects, such as our UI/Hud since it doesn't make since for them to be repositioned.
@Puredeath I am actually not sure how to get Unity's built in trail renderer working with the floating origin. It was a real bummer that I broke that with the floating origin change not long after recording the tutorial video on it. I looked in to it a little bit a while back, but didn't spend much time on it. I seem to recall that Unity's implementation hid a lot of the details from you, and it was not obvious how it could be fixed, if at all. Feel free to investigate, but I suspect you might be better off writing your own custom trail renderer or using one that somebody else has already made.
The IGameWorld interface (accessible via the GameWorld property of your mod's ServiceProvider) has the current floating origin offset ('FloatingOriginOffset' property) as well as an event to subscribe to in order to be notified when the floating origin updates ('FloatingOriginChanged' event).
Great video!
@FullFruntall Worked great! Only feedback I have is use the forum's markdown syntax for links when posting download links. Copy-Pasting URLs is annoying on mobile :-)
Krazy Parts
@FullFruntall
Really it was just the final file name that was the issue, and I blame my browser, not any configuration issue on your end. I suspect if I ran in to the problem though, others would as well. You could leave the spaces in Unity and just rename the spmod-android file before uploading it.
Also, thanks for modding! Its great to see the mod community getting started and we all appreciate your hard work.
@PuhBuhGuh I'm guessing it will run fine on a Kindle Fire, but I don't know for sure (can't see any reason why not). I downloaded the mod and opened it with the game, which put the mod where it needed to be (/Android/data/com.jundroo.SimplePlanes/files/Mods/), but I had to use ES File Explorer to rename the mod file, removing the '%20'. That might not be a problem for some browsers/devices, not sure.
I downloaded it directly on my android phone and it fired up SimplePlanes, however I wouldn't find the mod. I had to use ES file explorer to remove the "%20" from the file name due to the space between 'Krazy' and 'Parts'. After fixing the file name, it loaded and seemed to run ok.
I'm surprised the space in the file name wasn't handled properly (using Chrome on my Galaxy S6) and I'm also surprised SimplePlanes wasn't able to find it despite this... Sorry.
All that being said though, I'd recommend building the mod specifically for android rather than rename the PC build of the mod. In this case, it seems to work, but I've also seen it fail. At least once I think my mod failed to load entirely. I've also seen a test mod load, but the textures were all messed up since it was a PC build.
Under the hood, we rely on Unity asset bundles and according to their manual, they are not cross compatible between PC and Android.
@PlanesExpert Modding is not allowed on IOS due to Apple's policies. As such, it has been disabled in the code. We do support mods for Android though. The mod creator must specifically build a mod for Android for it to work however. A mod file is not cross compatible between PC and Android.
Nice!
Awesome! Keep up the good work :)
Cool plane. Also, Happy Birthday!
That is amazing
Awesome! My wife now wants a night scene with a moon so she can fly the Batwing in front of the moon for a dramatic pose.
Cool
Awesome!
Wow... that is amazing
Wow.... this is amazing. Well done!
Cool
Nice!
Awesome!
Cool
Incredible
Wow... cool
Well done!
Awesome!
Very Cool!
Spiffy! I like it
Well I've only officially been a 'Dev' for about 3 weeks, but I thought I'd take a stab at it. I am pretty terrible at the game and doubt I'd stand a real chance against Andrew or Philip, so I took a little different approach here. I just submitted my recreation of the house from Pixar's movie "UP". Also submitted a second version with really bad VTOL that does allow the house to go 'up' for a little while...