Whirld 4
82 Comments - 252771 Views
The open, extensible world system for Unity 3D
Submitted By admin on 11/02/24
Syn3h, admin, Documents 

It's official:
You are now ready to begin creating the virtual worlds of your dreams.
Unity 3.2 and Whirld 4 make the perfect combination to design, prototype, and deploy custom worlds for Syn3h and other future Whirld enabled games.
Please let me know of any issues you experience, Whirld will be submitted to the Unity Asset Store once all the bugs are worked out.
I can't wait to see all the worlds created by Mars Explorer's community upgraded for Unity 3 and included in Syn3h!
  1. Whirld 4 requires Unity 3.2 or higher. Please upgrade before importing Whirld
  2. If you have a project that already includes my previous Whirld 3 beta release, you need to delete EVERYTHING related to the previous beta before importing Whirld 4
  3. Due to Unity's licensing restrictions, Unity Pro is needed to produce the .Whirld bundles that can be streamed by Syn3h. I have included an easy to use system to move your Whirld onto a computer capable of bundling it, and am working on a more elegant and integrated solution for the future.
  • Unity3d.com
    Download the Unity Editor.

  • Whirld Framework
    (39 mb) Includes Whirld library, basic game manager, Buggy and Jet vehicles, and a sample world.
    This is the package you need to design, prototype, and release your worlds.

  • Whirld Library
    (4 mb) Desire only the library? Here you are.

  • Whirld Repository
    This is the database that Syn3h is connected to.
    If you build an awesome world, contact a repo admin for possible inclusion.
Introductory Tutorial:

4 days - 12,819v
Posted 2011/02/24 - 15:27 GMT
wohooo!!!! go library!!!
1 day - 3,010v
Posted 2011/02/24 - 19:30 GMT
That's great news. Can't wait to see what people do with it.
4 days - 12,512v
Posted 2011/02/24 - 20:07 GMT
Any chance on supporting multiple spawn points? It would be enourmosley helpful for picking a random spawn point for CC. Nice work so far judging from the description. Currently waiting for the download to finish - will let you know once I finish testing it.
[edit] Just opened the test scene - the lightmap UVs seem to be off for some reason. 
1 day - 4,998v
Posted 2011/02/24 - 22:27 GMT
That happens sometimes to me. It puts the lightmaps on the wrong objects I think. 
4 days - 12,512v
Posted 2011/02/24 - 22:57 GMT
Hm, nope. The lightmaps are all assigned to the right objects. I re-lightmapped it. Looks interesting - though an interior might be cool later on, Aubrey.
23 hours - 2,065v
Posted 2011/03/17 - 23:23 GMT
Thanks for the help!  I think I am going t have to export the terrain heightmap and make a new project importing whirld in this way.  Also, that looks like an awesome world to play on, can you please export and give us a link?
:) WolfLink
2 weeks - 19,758v
Posted 2011/02/25 - 2:09 GMT
Multiple bases are already supported in Whirld, Syn3h just only recognizes the first for now. Future Syn3h versions will be multi base aware.
Looks like Unity messed up my lightmap... I bet it's due to byte order difference between Mac and Windows on the texture files :)
I'll see if I can get a testcase off to Unity.
1 day - 4,998v
Posted 2011/02/24 - 22:29 GMT
Yippeee!!! Thank you so much Aubrey! Time to make some whirlds! : D
EDIT: Are you going to add the preview whirld that comes with whirld to the repository?
2 weeks - 19,758v
Posted 2011/02/25 - 2:11 GMT
It's pretty boring to play right now, I just wanted to show off some otherworldly rendering settings. If someone were to build an interior for the pyramid and other fun stuff, I might consider including it in the repository :)
4 days - 13,880v
Posted 2011/02/24 - 23:04 GMT
So wait, will we still have to get Unity pro trial? It says: "I have included an easy to use system to move your Whirld onto a computer capable of bundling it..." Are we going to be able to send it to a website to do it for us or something?
4 days - 12,512v
Posted 2011/02/24 - 23:05 GMT
Aubrey is going to try set up an automated system that uses his pro lisence to bundle it.
2 weeks - 19,758v
Posted 2011/02/25 - 18:22 GMT
...But in the mean time, you are still going to need the Pro trial. It's now easier to move the worlds around in preparation for bundling, though.
3 days - 10,293v
Posted 2011/02/24 - 23:05 GMT
The wait is over! Not only does this help me with publishing my worlds, but I might even employ it in future Unity projects. Thank you Aubrey.
4 days - 12,512v
Posted 2011/02/24 - 23:09 GMT
Oh I just realized: we can't utilize the render2texture funtionality even if we bundle it on your side becuase we can't create render textures in indie D:
Is there a way that you can set up an interface for including our own Post Processing effects to attach to the game cam? That would be pretty cool if we could add random bloom/blur/contrast effects to our world that isn't the preset Mars stuff :)
2 weeks - 19,758v
Posted 2011/02/25 - 1:54 GMT
Yes, it would be cool!
I have put a lot of time into optimizing Syn3h's current postprocessing effects and I think thay are pretty good, but it would definitley be useful to define custom color correction curves to change the mood of your scene even more dramatically than you can with the lighting.
I am already working on the weather system (rain, particle valley fog, etc), so I'll see if I can fit this in too.
1 week - 32,767v
Posted 2011/02/24 - 23:25 GMT
I love it Aubrey! Though, my concerns are in our emails :)
4 days - 13,880v
Posted 2011/02/24 - 23:27 GMT
Awesome! Thanks, Aubrey! 
1 day - 4,998v
Posted 2011/02/24 - 23:51 GMT
Some Hopes/Concerns:
  • It doesn't contain a forcefield shader for ships. This will be needed I think because the ship worlds will need to be updated.
  • The texture water system is good for the lower quality settings, but will the refraction/reflection water still exist on it? Is the texture water only non-pro?
  • There should be an easy way to UV map cubes on export or something, like the block worlds that come from Flynn's world creator. (Maybe there already is this, but I haven't seen it)
  • The bonuses and the powerups are going to be very cool methinks. I can't wait for the portals either.
  • The new jumpoints are MUCh better, but it would be nice to be able to set a direction.
  • Could you also include the old "space" skybox?
  • I noticed that the space texture was the underwater texture and the texture for the sea, also, the lightmap for the pyramids was messed up.
  • The world weather is just a feature placeholder, right?
Thanks for the hard work Aubrey!
2 weeks - 19,758v
Posted 2011/02/25 - 2:07 GMT
  1. You're absolutely right, but worlds can include any custom shaders they desire. I removed the old forcefield because there's no reason for every ship to have the same forcefields now that we have to upgrade them for Unity 3 anyway, and because this package is meant to be a toolkit instead of a resource bundle. I already built a new semireflective forcefield that you can see in the Syn3h buggy's wings, and I'll hopefully be able to get around to releasing a texture pack one of these days.
  2. Syn3h's new water system is very cool, it just isn't done yet. The ugly seas you see now will be soon be replaced with far nicer ones, even in published worlds. Also, you can now turn any mesh into water by adding the WhirldWater.js resource to it and it should automatically adjust to the properties of your scene's sea.
  3. I am working on the world UV mapping system
  4. Yes, portals and race rally points are going to be incredibly fun :)
  5. You can set a direction for the jump points, just rotate them. I even draw a custom white arrow to show which way they will launch that scales with their average launch velocity.
  6. Nope, this is a framework and not a resource pack. There's no reason for everyone's skys to look the same - check out SpaceScape if you're interested in a free, high quality skybox generator (unfortunatley, windows only).
  7. Backwards lightmap is a Unity bug, I think it's due to the byte ordering differences of Macs and Windows machines.
  8. Absolutely. I am really looking forward to the release of the weather system
4 days - 12,512v
Posted 2011/02/25 - 5:54 GMT
Oh, any chance on including a .7z file next time? It would make the people who can open it super happy :)
2 weeks - 19,758v
Posted 2011/02/25 - 7:48 GMT
Asset packages aren't compressible, 7zip made the file 1% larger
4 days - 12,512v
Posted 2011/02/25 - 8:21 GMT
Ah. I guess Unity LZMA compresses the assets then. Thanks for trying.
5 weeks - 32,767v
Posted 2011/02/25 - 8:53 GMT
Is there any way to de-grade my current version of Unity? I downloaded Unity 3 the day it came out and worked on it once but was disheartened since all of my worlds, except for the few i put on the internet, have been somehow corrupted by me fooling around with Unity, not knowing what i was doing. Now my worlds are not useable i fear... Anyway, when i downloaded Unity 3, i didn't realize it would want me to pay to update later, so now im stuck on both fronts. Any solutions?
2 weeks - 19,758v
Posted 2011/02/25 - 17:53 GMT
Unity is distributed in free and Pro versions - you don't have to pay anything to upgrade to 3. What you are probably seeing is a notice that your 30 day trial of the Pro version ran out. Reauthorize as a free license, and you will be good to go.
3.2 is by far the best version of Unity ever, and it includes a couple fixes that Whirld 4 requires to function properly. You can downgrade if you want to, but I really don't think there is any good reason for it.
Why aren't your worlds usable?
5 weeks - 32,767v
Posted 2011/02/26 - 6:14 GMT
Thanks! I'll try that out. I don't want to downgrade if i dont have to, so i hope that works.
I honestly don't know why my worlds wont work. Im sure i can fix them, but i don't have the knowledge on how. I was playing around with Unity one day and i seemed to have changed a setting or something... Can't really tell what or how to undo this.
Whenever i try to view my worlds, they all show a blank grey screen and none of my terrains can be changed. Everything is unchangeable. I don't remember exactly, it's been a while. I'll try to download Unity and see what's wrong.
Edit: I've downloaded the newest version of Unity for free, thanks!
Most of my worlds that i've made previously are either missing parts such as terrain layers, or having the terrain layers but not being able to see them, and the terrain editing tools are not useable. I've found some worlds are safe but at least have are gone. Oh well, back to the drawing board.
1 day - 3,859v
Posted 2011/02/26 - 1:18 GMT
*Groan*  I have no idea what any of you are even talking about.  And that's rare.  Get your tutorials up!  I must be able to at least decode your posts! 
5 weeks - 32,767v
Posted 2011/02/26 - 6:59 GMT
Before being screwed up, there was at least one terrain layer on this file. Now it shows one, but i cant change it. If i were to add a terrain layer, the new layer would act like a normal one, but the old one is still not usable.
2 weeks - 19,758v
Posted 2011/02/26 - 8:19 GMT
See the "Terrain Asset Missing" message on the right? I am afraid that's the problem.
Terrains are linked to a terrain asset, which contains the hieght and texture data. What happened is that you either deleted the asset on accident, or you moved the asset and Unity lost track of it.
If there's any assets in your project with the same name as your terrain object, try dropping them into the assign slot and your terrain should appear again.
Do you use Time Machine? If so, you should be able to find and open your last known good project. If not, I can't recommend it highly enough. Your hard drive WILL die at some point, it's only a matter of time :)
2 weeks - 19,758v
Posted 2011/02/26 - 8:24 GMT
Hope you all enjoy the new introductory tutorial!
Getting my recording hardware and software set up (in all, it took two seperate machines and five seperate multimedia programs to produce everything you see), and perfectly choreographing the action sequence with the narrative, took two days of work. Now that I'm set up though, I can't wait to turn out some more.
4 days - 12,512v
Posted 2011/02/26 - 10:34 GMT
Very nice tutorial. Have a few questions: Who was the narrator? Whoever it was has a super deep voice lol. Also, what recording software did you use? It seems pretty solid.
1 day - 3,010v
Posted 2011/02/26 - 21:47 GMT
It's Aubrey's voice edited to sound deeper. :)
And he's using "Screenflick"
Love the video Aubrey. Very helpful and professional.
4 weeks - 32,767v
Posted 2011/02/26 - 17:12 GMT
Nice tutorial!=)
4 days - 13,880v
Posted 2011/02/26 - 17:34 GMT
So, right now we need Pro to export?
1 day - 4,998v
Posted 2011/02/26 - 22:28 GMT
I have 1 problem with the jump point Mechanism as it is. The Script doesn't let you get above 50 for the trigger size, and 200 for the velocity. This renders some of most of the jump points in Ultra WOOP Land useless. Also, could you add an option to scale the initial size of the water and the floor bigger, in WOOP Land, they are WAY too small. Also, maybe the floor should be a circle again. 
1 week - 32,767v
Posted 2011/02/27 - 6:32 GMT
Aubrey, you made that tutorial very well! I have two additional questions:
1. I agree with Gub. Is there a way to fix the Jump Points?
2. Is that your real voice in the video?
2 weeks - 19,758v
Posted 2011/02/27 - 8:46 GMT
Of course it's my real voice :) The only audio editing I did was to isolate the ambient noise waveform and cancel it to get rid of the case fan noise from the gigantic computer sitting next to me.
I hear you Gub, I'll add support for crazier jump points in the next release.
Don't worry about the sea, it follows the player around when the game is playing so they never see it's edge. I suppose I could enable it to do the same thing in editor mode...
5 weeks - 32,767v
Posted 2011/02/27 - 9:22 GMT
@ Aubrey
I sent you a PM a long time back, before 2.0 came out, probably 1.9.1 time period or so, that included a few links to worlds i've made. I don't suppose you could easily access those or if you've filed them somewhere. 
I was going to see if i could add those assets to fix the problem but i guess now i made another mistake (LOL). I made a new project and added assets from my older project, so now i think i cant get into either until i fix it. -sigh- im not good with this stuff.
2 weeks - 19,758v
Posted 2011/02/27 - 18:36 GMT
Unfortunatley, the backups I have of your world are empty except for a Terrain asset - not sure what happened there...
Also, it looks like filefront deleted the links you sent me.
Never manually drag asset files from one project to another, instead export the files as an asset package from one project and import them into the other one. The Library folders store all the information about each asset, and they have to stay in the same place relative to each other to mantain the file references.
1) Quit Unity
2) Move your library folder back to where it was
3) Open the old project, and use the Assets > Export Package command to export all the assets you want to move to your new project. (Don't export any of the old Whirld asssets, the new Whirld isn't compatible with them)
4) Open the new project, and import the package you exported and the package for Whirld 4
5) You should be set!
5 weeks - 32,767v
Posted 2011/02/28 - 4:39 GMT
Well darn.
I feel like i've caused a tsunami ripple effect of destruction coupled by a tornado of chaos in my unity. Sheesh. I deleted my newest projects library which set me back to where i was. Except i lost the world i was working on last night.
I tried doing what you said earlier about the missing terrain or something, and it partially works... Depending on which terrain i choose, it either gives me a random map i've created, or nothing at all. And even so, i can't modify them in any way. 
At this point i'm feeling like just giving up by erasing everything and starting new.
Is there any chance that this link helps? Click Here If you can even download my world from this link, can you modify it at all?
Thank you for all the help.
2 weeks - 19,758v
Posted 2011/02/28 - 19:08 GMT
Hmm no, that asset package is pretty barren. If you'd like to send me a zip archive of your project folder, I'll see if I can get it working.
5 weeks - 32,767v
Posted 2011/03/01 - 5:52 GMT
Thank you. I'll see what i can do. I'll need to clean up my project a bit though. I think it may resemble the map i sent you lol. I messed up quite a bit.
1 day - 4,998v
Posted 2011/02/27 - 23:39 GMT
Disabling the water only stops it from being rendered. It doesn't get rid of the sea level.
2 weeks - 19,758v
Posted 2011/02/28 - 0:28 GMT
Woah - good catch!
Gub is currently in the lead of our bugfinding marathon...
1 day - 4,998v
Posted 2011/03/03 - 1:32 GMT
The only problem with the water's endlessness is that it is very easy to see the edge of the water. It is very fun to fly on and on and see the water come with you. :)
4 days - 13,880v
Posted 2011/03/03 - 23:38 GMT
Ok. Note three just confuses me. It says "Unity pro is needed to bundle worlds." But then it says yo have "an easy to use stem to move your Whirld onto a computer capable of bundling it." Does this mean that we don't need unity pro anymore? And we simple just need to send the 'whirld' over the internet or something?
1 day - 4,998v
Posted 2011/03/04 - 2:40 GMT
The button that is on the export pane in the whirld controller just exports your scene as a .unitypackage file. It is not exported. I think Aubrey might be looking into a way to export the worlds for syn3h over the internet though.
4 days - 13,880v
Posted 2011/03/05 - 21:44 GMT
What's written there looks like he's already found a way, which is why I am so confused.
4 days - 12,512v
Posted 2011/03/05 - 21:57 GMT
The "easy to use system" is the asset exporting like Gub explained above. It allows people to compress their assets and send it to Aubrey to export without having to send him the entire Unity project file.
4 days - 13,880v
Posted 2011/03/09 - 4:23 GMT
So do we still have to have unity pro trial?
4 days - 12,512v
Posted 2011/03/09 - 4:31 GMT
To export it as a .utw yourself you have to have Unity Pro. To export the assets as a .unityPackage (to eventually send to Aubrey) you don't need a pro lisence.
1 day - 4,998v
Posted 2011/03/06 - 22:08 GMT
What kind of power-ups will there be? I think this opens a big place for coming up with fun and creative powerups. I think a lot of the power-ups wouldn't require much extra scripting, just changing variables like buggy speed etc.
I think a powerup that lets you move a little bit while you're falling in mid-air would be cool.
3 days - 10,178v
Posted 2011/03/08 - 3:30 GMT
All I can say is:
4 days - 13,880v
Posted 2011/03/09 - 23:20 GMT
What about Foxhole's jumper holes? Is that included still? I used it for my map Aftershock.

Also, do you have to have pro to add water? My water doesn't seem to show.
1 week - 32,767v
Posted 2011/03/12 - 23:05 GMT
This Is really Great! for some... I am starting with unity and NOTHING shows how to add stuff, move it around, show what stuff is... I'm stuck with absolutely nothing when all I need to do is get a sea level and import my ACC and the world is finished. I can't even do that! All the tutorials I've seen are useless on how to get started.
EDIT: Is the syn3h on the download page a new version?
4 days - 12,512v
Posted 2011/03/12 - 23:29 GMT
Read the documentation. If you click Help and then "Welcome Page" there are tons of great tutorials to help you. The standalone is not new (at least Aubrey hasn't said anything about releasing a new version)...
1 week - 32,767v
Posted 2011/03/13 - 0:05 GMT
Ok. I have been playing around and have figured out how to manipulate terrain, any textures I add aren't showing. Also, I can't seem to figure out how to add water? I apologize if my previous comment may seem rude, I was just frustrated.
4 days - 12,512v
Posted 2011/03/14 - 3:49 GMT
Use the Sea prefab (try search for it in the files pane) and drag that to the scene. Take a look at the terrain documentation. It's very helpful.
1 week - 32,767v
Posted 2011/03/14 - 18:46 GMT
What if I added a new terrain and set the Layer to "water" and put in "whirldwater" on the same plane, and put the water texture on it?
1 day - 4,998v
Posted 2011/03/15 - 0:17 GMT
With the new version of whirld, you don't need to put the sea prefab in, just put in the _whirld controller, and you can turn the water on and off.
4 days - 13,880v
Posted 2011/03/14 - 22:54 GMT
By any chance is there a written tutorial? I've never found video tutorials helpful very much.
1 week - 32,767v
Posted 2011/03/15 - 0:18 GMT
Same here. Or an interactive tutorial might also be helpful.
Abister, do you know how to make water act like water? I have 2 worlds right now that use water.
4 days - 13,880v
Posted 2011/03/15 - 20:51 GMT
Uh... When ever I add water with Whirld 4, it's always a flat white plane. I don't know if I can help you.
1 day - 4,998v
Posted 2011/03/15 - 22:35 GMT
Aubrey has said that that the water system is only half-way finished, if that. That is not the final version of the water, don't worry.
As for when the actual water will come out, I don't know.
4 days - 12,512v
Posted 2011/03/15 - 22:38 GMT
You can try using my old tutorial for Whirld 3. It's a bit outdated though.
1 week - 32,767v
Posted 2011/03/16 - 2:07 GMT
Quick question: When I am doing stuff in Unity, and Every time I try to zoom in, this happens: 
Not only is the scrolling slowed to almost nothing, My project gets completely blocked from view.
1 day - 4,998v
Posted 2011/03/16 - 15:14 GMT
In that case, click on the aircraft carrier and press F. That means what you are focussing on has gotten very far away I think.
4 days - 13,880v
Posted 2011/03/16 - 20:58 GMT
How are you guys adding water?
5 hours - 678v
Posted 2011/03/21 - 2:45 GMT
hey guys! im going to the unity website but it wont let me download!
Any help?
1 day - 4,998v
Posted 2011/03/21 - 20:50 GMT
Click the big "download" button at the top. You gotta try before you ask the question.
Sorry for being harsh, but really...
5 hours - 678v
Posted 2011/03/21 - 23:53 GMT
"you gota try before you ask"
thats the point I did try!!!! but I figured it out, all you have to do is go to the store and download it from there :)
1 day - 4,998v
Posted 2011/03/21 - 22:29 GMT
Hi Aubrey,
Everything is going well with world so far! No more glitches or anything. :) I realized that the jumpoints are actually ok, before I just looked at the numbers, I didn't actually test them to see how high I could go.
I have a question regarding the sea system:
If I export a world soon, will the sea look like that forever if I don't update it again, or will syn3h take care of the water for me?
Also, I think we need a way to edit the water, or at least change it's type (i.e. Tropical, Lava) like in whirld 3.
5 hours - 678v
Posted 2011/03/23 - 4:31 GMT
Aubery, please tell me that your going to use that  music for syn3h!!!!!
P.S. sorry im really music driven! :)
4 days - 13,880v
Posted 2011/03/24 - 23:35 GMT
No offense, but the community here is amazing.

Ok, so after I added water, what do I do once the terrain is done? It seems overly complicated now. 
1 day - 4,998v
Posted 2011/03/25 - 1:34 GMT
Make sure the whirldbase and _whirld prefabs are added to your scene.
Why would that cause offense?
1 week - 32,767v
Posted 2011/03/25 - 2:15 GMT
what is a _whirld prefab?
1 day - 4,998v
Posted 2011/03/25 - 20:34 GMT
Search it in the project view.
4 days - 13,880v
Posted 2011/03/27 - 0:23 GMT
Thanks for replying, Gub!

Oh the offensive thing was sarcasm.
1 day - 4,167v
Posted 2011/03/31 - 22:29 GMT
hmm, after I get the framework in, and I try to import ancient mysteries, its not letting me, I click scene, and nothing happens!
1 week - 32,767v
Posted 2011/04/01 - 0:05 GMT
Zoom in slowly, as there is a lot of fog.
1 day - 4,167v
Posted 2011/04/01 - 1:36 GMT
no, I can't get the scene to load
1 week - 32,767v
Posted 2012/07/31 - 23:53 GMT
Unity 3 is complicated.

Syn3h works with Unity 2, right?
I stick with 2.
1 day - 5,491v
Posted 2013/04/09 - 13:13 GMT
Oh, SYN3H, I lament your passing! ;(

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