Contact

Questions, comments, suggestions, praise, offers of alarmingly generous financial contribution, favorite lolcat, political treatise, rants, observations and other written something-or-others send mail to ryan@namelesssyntheticlifeforms.com

5 Comments

on “Contact
5 Comments on “Contact
  1. I’m interested in buying NSL Easy Interiors for Unity, but I’m curious about something. Is there any way to use an image as a blueprint to work over? As an example, I would like to maybe grab a snapshot from Google Maps, and then sort of “trace the outline of a house” with NSL Easy Interiors (such as my house), to get a general idea of the size / dimensions of the house, and then go through and add rooms. OR, if I happen to have an actual blueprint of a house, in JPEG format or something, it would be cool to be able to lay that down on the screen, so that I can trace the walls & door placement, etc… Is that possible with your asset? Or is there no way to import an image to help plan around? Thanks!

    • Hello Brian, I’ve sent you an email with details. In brief, it’s not currently doable, but it’s a great idea. I’m going to experiment and see if I can get it implemented as a new feature in the next update.

      Thanks!

  2. Hi there,
    I have commented on this great asset. Well done.
    I have a few questions and suggestions.
    1. After building an interior scene it has a saved folder, but what if I want to go back to my design and then edit the scene, how can I reload what I have done and then rebuild?
    2. Doors and Windows should be prefabs, so that we can animate them. (opening and closing)
    3. Later on it would be even great to have exteriors when going outside. Talk to Jasper Stocker, the guy making BuildR. Then we could even have roofs, buildings like houses, flats and so on.
    4. Could Substance from Allegorithmic be used here?
    5. Breakable Glass
    6. Kickable doors.
    7. Different styles like sliding glass doors, Sci-Fi Blast doors and so on.
    8. Window height should be variable, at the moment much too low.
    9. I will most probably have loads more ideas as I go, but already this is just great for quick prototyping but could actually be later worth a lot more than just prototyping.

    Have a great day and I look forward to hearing from you.
    All the best from Germany.
    Chris.

  3. Hi! I really love what you’ve done with your step sequencer. How did you manage to have time accurate playback events, given the low frequency of Unity’s update, coroutines, etc.?

  4. Hello Spencer,

    Unity’s PlayScheduled function uses the DSP timer to trigger audio source clips with a much higher frequency than Update (and without having to use FixedUpdate). VERY handle and works really well, even when scheduling a large number of clips to play simultaneously!

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