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 Post subject: Getting Started
PostPosted: 2013/05/13, 02:09 
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This is a sticky post for the Getting Started Wiki article:

> Getting Started with Duality <

If you're new to Duality and haven't done the Getting Started tutorial: It will give you a quick overview on how things work in the Duality universe.

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 Post subject: Re: Getting Started
PostPosted: 2013/06/17, 16:12 
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Thank you for this :) I just discovered Duality and think it has amazing potential. I help run a Game Dev society in my college and plan on introducing Duality to the members come September.

Hopefully I'll get to grips enough with Duality to be able to keep posting in this forum :D


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 Post subject: Re: Getting Started
PostPosted: 2013/10/11, 03:12 
One-Hit Wonder
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Hi Adam,

I went through the tutorial, but i must have missed something for some reason in the gameview or even when i run the project to start the appplication in VS, for some reason i don't see my ship??? Any ideas? Also i noticed in the sandbox view my ship can move up and down but not left and right i can debug and see the BP hiting the code but no go i must be missing something?

Any help would be great cheers!

jonyblaze


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 Post subject: Re: Getting Started
PostPosted: 2013/10/11, 11:16 
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Hi jonyblaze,

are you sure you have the camera set up properly in your scene? are the Z coordinates of the camera and/or ship appropriate?

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 Post subject: Re: Getting Started
PostPosted: 2014/04/01, 01:14 
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All very well, except for one. There is no support for Mac OS. What prevents your work to provide support for the assembly under Monodevelop as it did in Unity3d? Today you MUST to remember that not all people are working on Windows.


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 Post subject: Re: Getting Started
PostPosted: 2014/04/01, 09:12 
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GameOver wrote:
What prevents your work to provide support for the assembly under Monodevelop as it did in Unity3d?


Nothing, actually. At least nothing that is inherent to the project itself.

For me personally, the main point is that I'm pretty much limited by time, and already busy developing and supporting Duality as it is right now. And cross-platform is a pretty big task, especially since I don't have any non-Windows hardward and will need to be getting familiar with other platforms beforehand, so I can make sense of how to make Duality compatible with them.

I spend a lot of time maintaining, supporting and extending Duality, but cross-platform is simply nothing I'm able to swing right now. It's not a decision, it's just a situation.

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 Post subject: Re: Getting Started
PostPosted: 2014/05/10, 22:19 
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Having followed the tutorial, I can say I am truly impressed with the quality of the tools and the ease of development. Fantastic work, Adam and thanks for making it available!

For jonyblaze and others who might run into the left/right not working issue, try using larger values for the force. My ship ended up with a computed mass of 520, I guess a force of 0.0001 is a little too small to give it noticeable movement. I found that using the value below gave me good results:

Code:
if (DualityApp.Keyboard[Key.Left])
    body.ApplyLocalForce(-0.001f * body.Mass);


I also added the following to bring the ship back into view when it's gone off screen:

Code:
if (DualityApp.Keyboard[Key.Space])
{
    this.GameObj.Transform.Pos = Vector3.Zero;
}



Hope this might help others.


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 Post subject: Re: Getting Started
PostPosted: 2015/03/25, 09:18 
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Yes, it did help me barjac! The movement sideways was so slow, I thought Duality wasn't detecting the keystrokes. The spaceship looked as if it just moved upwards and downwards.
On my PC, the sideways movement looks better with 0.1f :

Code:
if (DualityApp.Keyboard[Key.Left])
            {               
                body.ApplyLocalForce(-0.1f * body.Mass);
            }
            else if (DualityApp.Keyboard[Key.Right])
            {               
                body.ApplyLocalForce(0.1f * body.Mass);
            }


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 Post subject: Re: Getting Started
PostPosted: 2015/11/17, 10:19 
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Just started working with Duality today - from what I can tell, it looks awesome! This is exactly what I have been looking for, thanks so much!

Now onto the issue: I was working through the tutorial, and came to the part where I had to write the actual code. But when I am getting build errors. For some reason, OpenTK cannot be found, which *probably* explains Key also not being found. Also, the syntax below for RigidBody was unaccepted, but RigidBody worked elsewhere in the code.

RigidBody body = this.GameObj.RigidBody; // First RigidBody in this line compiles, the second Rigidbody is not found under 'Duality.GameObject'

Is the Getting Started tutorial up to date with the most recent Duality?

(the code is directly copy pasted from the tutorial (besides [Serialization]), so I didn't attach any of it

Thanks so much for the help! :D


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 Post subject: Re: Getting Started
PostPosted: 2015/11/17, 10:26 
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theCANDYMAN wrote:
...

Hey, welcome to the forums :mrgreen:

As you have guessed, the tutorial is now outdated respect to the latest release of Duality; the using OpenTK part is no longer required, having been substituted by Duality namespaces (I believe what you need in your case is Duality.Input.
In the same way, accessing a RigidBody via property is no longer supported, and you have to use this.GameObj.GetComponent<RigidBody>() instead.

Good luck with the rest ^^

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