VPX Upgrade/Project VPE Splatterhouse import + does anyone have demo tables.

spookyMoulder

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I found out how to import Visual Pinball 10 into Unity but can't get the game to actually play. I think that the script needs to be made in the Unity engine and can't just be copied over from the Visual Pinball scripts. (as they are 2 different platforms) But I was able to import and it does have some texture issues here is a picture of Splatterhouse import into Unity.

Does anyone have a unity vpe project (saved as a unity file) like a basic demo table made in unity with the vpx physics ? I have searched freezy's github and can't find any demos of a basic working table with scripts. :-x I am lazy and don't want to start from scratch even if I have the scripts it just takes too long just need a Unity Demo table to add to.


splatterhouse project.jpg
 
You won't get VPE support here.

Best to ask that at the VPE GitHub.

VPE is a very long ways off from what you want to do (no player app yet, no compiled editor app, no sound, many things still not working yet)
 
You won't get VPE support here.

Best to ask that at the VPE GitHub.

VPE is a very long ways off from what you want to do (no player app yet, no compiled editor app, no sound, many things still not working yet)

Thanks for answer TerryRed I will try to contact freezy on Github or I might try to make my own demo table just to see what I can get working. I am a noob at Unity but going to learn, If I use Visual Pinball to design the game then import and use Unity for the gameplay and script but I guess the physics is still very early and not working yet this is why I asked if anyone had any demo tables. I did read about this on other forum posts and VPE looks like a recent project going on, I also seen some videos of working tables. It looks like I will be messing with Unity and watching tutorials again :-)


 
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A demo table along with a migration guide will be important in the future, but we're just not there yet. If you're a developer, you're welcome to play around with Unity and get to know it and maybe some day even contribute to the project, but if you're looking for a quick way to just get a table running, then you'll have to wait a little longer.
 
A demo table along with a migration guide will be important in the future, but we're just not there yet. If you're a developer, you're welcome to play around with Unity and get to know it and maybe some day even contribute to the project, but if you're looking for a quick way to just get a table running, then you'll have to wait a little longer.

I am in no rush I just wanted to see if there were any demos showing the gameplay, I just use the software to develop when I have free time if there is a program I have probably used it. Unity has a big selection of effects and cross platform support but it will have challenges as well like rescripting all the imports and lighting and physics. One thing is that Visual Pinball plays these games faster and with Unity the loading times are not so good. (at least in the editor)

Keep up the great work VPE is a good idea so maybe some Unity developers can remake some of these games and get inspired with other ideas.
 
You won't need to script any physics or lighting in VPE, and table loading is pretty much instant. However, there are other culprits, and we'll do our best to address them.
Yes it loads fast but What about the table scripts ? I know Unity uses other scripts activators or something "the goal" was to import visual pinball into Unity but Unity doesn't use VP scripts so what I am saying is that all the scripts will have to be re-written for Unity. . I actually started a project in a whole new system (not Unity) that has cross platform support to almost any platform, real lights and special effects DirectX and Open Gl also multiple camera views and a bunch more stuff. I will post pictures when I get it going a bit more If I get the physics to work then I will share the template. Just check back here I should have some pictures in a few weeks.
 
VPX table scripts are mostly to compensate the lack of built-in features. The approach we're taking with VPE is to provide reusable components that you can configure to your liking, as opposed to re-implement (or copy+paste) them each time. In terms of game logic (hooking up elements to the emulator), this is already done. In terms of physics, it's a work in progress. In terms of graphic hacks, they won't be necessary anymore.

For original games, that's a different story of course, and there will be a considerable effort to port those. But there will be helpers and integrations with other frameworks, so the goal here is to make it significantly less cumbersome than writing a VBS script from scratch.
 
This thing has it all particle effects lighting and tons more stuff I think it even has animation or vid support and C++ and ios ,colliders and active camera controls also real time editing easy to use.. its exciting. Once I get the thing playable I will upload a demo version and template and you guys can take over using this for your own projects if you want. -- Just a sneak peek. :-)


sneek peek.jpg
 
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