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Space Skybox implementation
Creating a fps sandbox target range shooter set within space. Unity doesn't have any sample space skyboxes and was wondering where I could look for some or even create one?
NOTE: Very new to Unity, not much experience.
Many thankyouz :}
Answer by Atnas1010 · Nov 02, 2010 at 01:34 AM
You could use a particle system to create your very own stars(if that is sophisticated enough for you)
Create a default particle system.
Set the min and max energy to something really large to make the stars stay on forever.
Set the min and max size to something larger. Feel free to make min smaller than max, to make the stars different sizes.
Make the ellipsoid larger, (something like 800,800,800)
Remove the particle animator component
Tick the "One Shot" proterty
Set the min and max emmision to something like 4000, or whatever you like the look of.
Your very own starfield :)
Is that what you are looking for?
Ye pretty much xD
Default particle system located somewhere within 'Particles' asset??
Brilliant! Thanks for the explanation. Are you using Shuriken particle system?
I ask, because I tried doing this, to nice results, except for an odd behavior. When I face my camera in one direction, there is a circle in the middle of my screen where the stars just aren't rendered. As I turn 90 degrees in any direction, the radius of the circle goes to 0. As I turn back in the problematic direction, the circle grows again. Any thoughts?
Thanks so much for the suggestion, Atnas.
Very good idea!
Translated to modern terms (Unity 4.2):
Create a new particle system.
Set duration to as long as possible. 10 quadrillion seconds should do it. :)
Looping OFF
Start Delay 0
Start Lifetime as long as possible. Seems the max is 1e+08 (100 million seconds).
Start Speed 0 (so they're not moving around)
Start size -- some fixed size, or use the dropdown to make it Random Between Two Constants. $$anonymous$$ine worked nicely at Random between .05 and .2.
$$anonymous$$ax Particles should reflect how many stars you want to see. I used 5,000.
Under "Emission":
Rate = 0 (don't want to keep adding stars!)
Bursts: Add one burst at 0.00 for the number of stars you want. I used 5,000.
Under "Shape":
Change to "Sphere".
Set radius to something large (basically for$$anonymous$$g an outer shell around your scene).
Check "Emit from Shell" to ON. This creates the stars all around the outside shell ins$$anonymous$$d of in the middle.
"Random Direction" can be on or off. Either way it's random, but this gives you two patterns to choose from.
If you want a VOLU$$anonymous$$E of space filled with stars/debris, so you can fly through them like in Star Trek, you can turn OFF "Emit from Shell" and there you go.
Seth
Answer by Bob5602 · Jan 05, 2011 at 07:52 PM
I am making a space game and am currently using SpaceScape for my skyboxes. It takes a bit to work with since the images it comes out with tend to not match up, but a few simple rotations or flips of the image tend to fix it. Plus, you have a LOT of options. And you can add other objects to it, billboarded. That way if you have a planet or space wreck you want in your game but don't want to have to render it, you can use an image as a billboard within SpaceScape and incorporate it into the background. Link : http://alexcpeterson.com/spacescape
$$anonymous$$ is a buddy of $$anonymous$$e. I'll pass along that spacescape is getting some love!
If I had enough Unity answers karma to upvote this answer I would. Definitely an exceptional tool that I wish I'd known about before. I've tried making star-scapes in photoshop and this just blows me away. Sincere thanks for the link :)
Answer by darklightstudio · Jan 05, 2011 at 07:43 PM
If you just need a 'plain' star-field without any gaseous or planetary objects, it's really simple to create in any 2D app like Photoshop. Just make 1-6 black squares and start putting dots on it. This kind of skybox doesn't have to be concerned with seams so you could, for example, only create 3 different textures and use those without it appearing too repetitive.
Another option, is to do the same sort of thing in script. You only need to create the textures once and you can save those. If you'd like true randomness, create the textures whenever the scene loads.
Answer by DaveA · Feb 07, 2011 at 08:26 PM
A friend of mine made me a spectacular space skybox, but I think he'd want to license it (pro artist, you know), probably not too much money though. Send me message if interested. That said, google space cubemap image
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