But the goal is to piggyback the Unity-specific stuff in the. If you create or tweak materials with parameters that don't exist in VP, well, we can't port them back. Oh, and I didn't make a demo, but obviously Unity comes with VR support out of the box.īy now you're probably wondering how this is supposed to stay backwards-compatible with Visual Pinball. Probably not something for day one, but still fun to play with. Here's a demo of me playing with ray traced real-time shadows: HDRP also comes with experimental ray tracing support. Authors will have a full PBR renderer at their disposal, allowing to tweak many parameters to make the materials look more realistic. Remember this is a very naive conversion of Visual Pinball's materials. Here's a demo with me playing around with a flasher. But there's also a few things for players.įirstly, Unity's High Definition Render Pipeline just became stable in the latest release. So we think that this would be a big improvement for authors. This is a common workflow in game development. You basically model your stuff in Blender (or whatever modelling tool you're comfortable with), save, switch to Unity, and it will automatically re-import your changes. Then, importing models should be much more streamlined with Unity. The values you see in the inspector are all accessible and editable while running the game, which should be useful when tweaking physics parameters. For example, in the 3D view port, we could render the drag point handles of the splines when a rubber or ramp is selected, and make them editable directly in 3D. Unity's editor allows a wide range of customizations. And I think table authors will like this, because it will allow you to edit your builds in real-time in a quite sophisticated editor:Īs you can see, the editor knows what a flipper is. All is entirely static and completely unplayable, but we thought that now would be a good moment to involve the community.īecause we can not only read VPX files, we can also write them. It's called Visual Pinball Engine, or VPE. So I couple of weeks ago I started with the data layer and with the help of managed to convert the geometry, materials and textures into Unity's asset format. Since I've spent the better part of last year working on a JavaScript port of Visual Pinball (which, by the way, is nearly finished), I have a good idea of the effort it would take to port Visual Pinball to C#. You should probably go read it before continuing here, since it contains a lot of info. We all love Visual Pinball, so it was clear from the beginning that it should plug into the existing ecosystem, rather than re-invent everything from scratch. Secondly, the updated WIP thread is here.Ī few months ago we were discussing among devs how a next-generation pinball simulator would look. He is a parasite and you should probably show him the finger instead of giving him money. Despite our vocal feedback and creators even leaving the community, he continues to do so. Firstly, for those coming from Retroplay's YouTube channel, please be aware that Dave Gilmore has built a business around selling and redistributing what our community provides for free.
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