Detonator release today?

Detonator-Finalshots

(Update: Apparently the Unity guys had some issues updating their site. Stuff should be up 9/17)

Well as of this writing it’s not out just yet, but it will be very shortly. I’m going to bed in a few minutes and the boys in Copenhagen will be getting up, and Detonator, if not all of the SOC projects, will be released tomorrow. I wanted to just make a quick post for anyone that ends up here and is looking for more info, wondering where development is headed, or finds bugs.

I plan on continuing development on the project and will be posting the code and the current dev build to some public source sharing service like Assembla.com or Google Code in the next couple of days. I’m SURE that people will find bugs and I’d like to stay on top of them as best I can. Really, there was minimal testing done on this project so if something acts weird, it probably is.

In the meantime, if you find a bug and don’t know what to do with it, drop it in the comments here. Thanks!

8 thoughts on “Detonator release today?

  1. Hey Ben,

    I’m getting a large number of NullReferenceExceptions when I try out the Detonator-TestWall scene. I created a clean project (no Standard Assets), added the Detonator.unityPackage, opened the Detonator-TestWall scene and hit run. It seems fine and dandy until I click the scene, at which point it detonates exceptions into the console (but the scene is left without any explosions).

    A brief summary of the Exceptions are as follows:

    NullReferenceException
    UnityEngine.Material..ctor (UnityEngine.Shader shader)
    Detonator.DefaultHeatwaveMaterial () (at Assets/Detonator/System/Detonator.cs:434)

    NullReferenceException: Object reference not set to an instance of an object
    Detonator.UpdateComponents () (at Assets/Detonator/System/Detonator.cs:288)

    NullReferenceException
    DetonatorSound.Update () (at Assets/Detonator/System/DetonatorSound.cs:27)
    (a whole bunch of these)

    Preceding all of them is this message:

    Shader ‘HeatDistort': no subshaders can run on this graphics card

    Which leads me to believe that either my graphics card is too weak (it’s an NVIDIA GeForce GT 120 512MB GDDR3) or Detonator is relying on some Unity Pro features that I don’t have (I have just Unity Indie). Either way, I hope we can figure this out (I hope it’s not just me forgetting something stupid) and best wishes!

    Slippy

    P.S. Also consider putting your project up on GitHub. Although it’s less formally organized, it’s open nature might result in Denotator off-shoot libraries that do crazy things you never imagined it could do… without you having to lift a finger. ;-D

  2. @slippy – Heh, well your graphics card is certainly capable… it’s because my checks for Unity Indie didn’t work. I did not test on Indie and should have… I put in one check and crossed my fingers.

    So, basically, just switch to one of the other explosions in the test scene and I the assert will go away. I’ll improve that check asap.

    Re: Github… yeah whatever will give the project the most life. I haven’t taken the Git plunge yet but that could be a good reason.

  3. Alright, I investigated further and it seems that:

    • The problem occurs with all explosion types (in the test scene), not just the one(s) using heatwave distortions.

    • The exceptions can be prevented for all explosion types (even the ones using Pro features) by replacing the 2 occurrences of «Shader.Find(“HeatDistort”)» with «Shader.Find(“Bumped Diffuse”)». It doesn’t look pretty, but it works.

    I’m sure you’re thinking what I’m thinking for a solution; either:

    • Have both a HeatDistortPlain and a HeatDistortSubshader shader and have the code choose the one to use depending on Unity type or graphics card (I’m still not sure which is the culprit).

    • Have the HeatDistort shader decide whether to use subshaders or not internally.

    Regardless, (now that I can see it in action) the framework looks fantastic! I’m trying to figure out we can work it into our Unity Awards entry… I don’t know if I can survive now without explosions of this caliber. ;-D

    Great job and keep up the good work!

    -Slippy

  4. Ben,

    You beat me to the punch! This issue really makes me curious why Unity doesn’t have a sure-fire way to check if it’s Pro or not and why Pro doesn’t have a “Indie test” mode in which it turns off all the Pro features temporarily. Hmm…

    -Slippy

  5. Pingback: Daily Digest for September 21st « Shambling Rambling Babbling

  6. Hello i have a little problem- when I’m loading the explosion, with Explode on start=1 everything’s fine, but when it’s =0 and i wanna use Explode() unity showing the error with “Unknown identifier: ‘Explode’.” what I’m doing wrong ? pleas help

  7. Hi Ben.
    I’ve recently downloaded and checked out Detonator, awesome work :D

    I have an issue you may be able to give some advice on. I’m able to open the unity scene in my project and it runs no problem. But when I try to use the prefabs in my own scene I can’t see anything. The explosions do appear in the hierarchy when instantiated though when I pause and look in to the instantiated explosion inspector, it shows all the material texture slots as being empty. When I do this in the detonator scene, all the textures can be found. Can you tell me how to resolve this issue?

    Sorry I can’t be more specific as I’m not at my Unity computer right now. Please let me know if I can pass you more details.

    Thanks for any help you can give, and for Detonator :D

    Best regards,
    Martin

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