Unity Glassix 2 [v0.11.0] [Gaweb Studio]

vesolan

Newbie
Jun 5, 2017
28
14
i strongly dissagree lab rats 2 is a fine management game with short comings ofc but I spent over 40h in it so can hardly let you say it s not a game. Management is fun too. check bifrost brothel for one of the top management games it might change your mind.
oh i hade forgoten about that one thanks! im going re play that one ^^

and i kinda agree lab rats 2 core game parts were good i just dident like the models and how strange they looked with the 2D background

and this looks worse then the first game but the game play looks better so i bet with some more work this could be a good game i will keep an eye on this one
 

Helax

New Member
Nov 26, 2021
2
1
I don’t understand you guys here. Why do y’all love these trash virtual novels with no actually interactive sexual gameplay? Can’t y’all just got read an erotic novel. The first game sucked
Agreed, there are alot of good eroge by Japan companies e.g. Bishop and Lune. However, i trully enjoyed the first part of Glassix 1 where the plot was interesting and fun until the girls in the further development start to make no sense to the plot and you just capture them for s*X. Anyways i am looking forward to the future development of the Glassix 2 and hope it can turn out as good as iNSight of you by AdventAnyx which have noice animated scenes.
 
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bsjfan69

Member
Oct 4, 2017
343
329
I had no faith in the game when I saw the art, but after testing the demo, I think with enough time and effort, this could actually be a good game. It would take an insane amount of work though, I don't know if the developer has enough concentrated autism to develop something of this magnitude by himself. We'll see though, maybe in a decade or two this will be a good and content-rich game.
 
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volkov2677

New Member
Jun 4, 2018
2
0
error help

Error loading location: "Object reference not set to an instance of an object
---
Stack trace :
--- at LocationModel.InitSlotBar () [0x000f5] in <acdd24f224874af38594f33d4b035bc4>:0
at LocationModel.OnMaterialsLoad (TriLibCore.AssetLoaderContext assetLoaderContext) [0x002f0] in <acdd24f224874af38594f33d4b035bc4>:0
at TriLibCore.AssetLoader.FinishLoading (TriLibCore.AssetLoaderContext assetLoaderContext) [0x000a5] in <acdd24f224874af38594f33d4b035bc4>:0
at TriLibCore.General.ContextualizedAction`1[T].Invoke () [0x0001b] in <77fa3a562193491c80f5e69f1ae8b6f5>:0
at TriLibCore.Utils.Dispatcher.Update () [0x00020] in <77fa3a562193491c80f5e69f1ae8b6f5>:0 "
 
May 14, 2020
41
26
i'm not sure if it's been said before, and I know its still in development. but holy shit there's a lot of text! there is no way i'm reading those paragraphs that it throws at you, I can't be the only one. dev really needs to simplify things or maybe throw the text in ChatGPT and tell it to summarize it all.
 

Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
Will this have incest?
Yes, though it might require some quirks for the Patreon version.

I can see the potential of the game and hope it would be better. Tbh it kinda reminds me of games like honey select which is created by the illusion company.
For starters, i think you should scale down the map to a few scene and places first to keep it tidy. It is very confusing now and you could help by highlighting the words in red and bold to indicate that is the next place the player need to go and adding a time to indicate when the class would start as the player hover over the venue.
Next i notice that the button icon are hard to see because i would like a time skip forward function (I do have a subtle color blindness u.u).
Finally, i think the camera is wonky and it would be better if you added a button to reset the camera angle.
I am looking forward to the development of this game because i really like your first game. Hope you can consolidate what you have currently and experiment more on what mechanics you can implement in a scene.
For the scale, I think it's already quite small enough, only 3 buildings :D Though they do contain lots of locations. But lots of copy/paste such as apartments, like in real life. I'll add better ways to track girls of interest though, such as the Devil's tracker spell from G1.
You can skip time with the top right icon. The game uses a slotbar feature which will allow to add custom actions and since your suggested it, I could add the possibility to add some skip time actions so players can select their own quick skip time actions and add a few default which could be removed or changed.
For the camera, it could use some work indeed, even more inside locations where I didn't update the movement speed yet. Will fix it in v0.8.
Thanks for the constructive feedback, that's really helpful ;)

The game as of now has a few issues (not the models). I am playing on Medium, W10.
The game lags a little bit, nothing too huge, but if there were more people in a single area, it would be really bad.
Loading an area takes a lot of time for the first time. I would prefer waiting a longer time once when loading the scenario, which would pre-load all areas, models and so on, so I could visit new areas easily.
When setting up the character with skills, the Confirm button is basically hidden. Could you make it more obvious where it is? It took me longer than it should to find it.
The view outside of the windows is bleak and empty. Could you please add some scenery when pointing out of the window?
The rooms themselves lack any charm, like paintings, cupboards,...
The log background being whatever is behind it is making it difficult to read.
Mouse wheel does not zoom the camera as expected and the camera is incredibly sensitive. Please add a slider for the camera sensitivity.
Due to lighting issues, sometimes it is difficult to find a person.
Also, one of the "default" character skin colours is bright red. I just find it funny. Perhaps they are angry, had an issue with a paint mixer, did not put the sunscreen on or they are aliens, who knows

All in all, I like the game, even with all its unpolished areas. I hope you finish Glassix soon, so you can fully focus on Glassix 2. Good luck with your projects, I will
You're right about load times. That's what I've been focusing on in v0.7 which will go public soon. First, I've reduce textures to 2K down from 4K. After learning more about it, 4k is simply not affordable for a project such as Glassix 2, too many textures to load.
For the confirm button, it's been mentioned indeed, I'll try to change that.
For the view outside, it was also suggested to simply keep the low poly city map. Since the buildings and locations having matching scales, it's possible to do but complicated to position. I'll keep that on the todo list but not a priority at the moment.
For rooms content, that's true too. There will be more stuff in that once the game is more advanced.
For the camera, it'll be fixed indeed.
For lighting, that's another big chunk of planned upgrade. Currently, there is no global illumination which makes everything looks quite flat. I'm working on that but it's quite a complex topic so it takes time to fix it.
For the bright red, I was surprised too, another players showed a screenshot with such a character. I'll have to look into it, maybe just a typo in the list of available skin colors for NPCs templates :D
Thanks for the constructive feedback, that's really helpful ;)

Unsure how useful this will be to you, but late last year I fiddled around a lot with getting G8 models and assets into Unity. There's mostly pretty good tutorials for building out skin shaders, but hair shaders weren't really possible for my level of skill. Best ones I found for Daz models was a package called Lux URP shaders (assuming you're using URP). I used Hair Tool (by bartosztyperek) to convert and simplify G8 hairs and then import them to Unity ready assets. Worked reasonably well for eyebrow / beard / pubic hair models, although hard to get them below about (IIRC) 15k polys for full hairs converted from Daz assets. In the end I got pretty much everything working - a fully converted G8 with hairs, morphs, shaders, etc. but ran out of steam creating animations.
Unfortunately, I'm using HDRP and couldn't find a proper hair shader yet. I have a few hints to make it better but will take time.
I'm a bit conflicted regarding the hair tool you mentioned. Glassix 2 uses lots of morphs imported from Daz and decimating hair models often leads to horrible results when morphing later. Do you export morphs in your game?

Feels to be more a game maker or model maker then a game. It is nice and ambitious to build an amazing kitchen so players can cook in it, but the majority of players want to be served a meal instead.
Indeed. Those early versions were mainly released to get stability feedback which will be crucial considering the scale of the game. v0.7 heavily focus on texture optimization following players feedback. I want to have a strong foundation for the game before adding too much content. At the moment, it's only a few H content here and there in the latest versions but once the foundation is more stable, I'll be able to focus more on actually story and H content.

i m gonna be rude, but damn those models in the preview are ugly. even the lab rats 2 autogen ones look better . are you trying something new? sometimes less is more we don't need 80 uncanny valley looking characters 10 human looking ones is fine. the sharon mercer pic is "i will haunt your dreams" bad .
love your work btw played lab rats lab rats 2 and glassix. stay strong we believe in you.
Yes, I've been working on improving the textures and shaders. It's better in v0.7 and if I have time in v0.8, I'll be able to add the global illumination feature which should greatly increase the visual quality. I'll have to update the preview images since they are already outdated actually.

K so 2 issues, one is you can't remove their clothes in editor so you can't see most of what you're editing and two, when you click the skin tone selector the color bar appears and won't go away and blocks other settings.
For point 1, it'll indeed be added in a future version. For the color select, it can hide it with a right click. I'll have to add a tutorial for editors.

You can say the models are fine all you want but the simple fact is that NO ONE thinks they look good. Daz3d alone is the reason why everyone laughs at western porn games. Feel free to keep trying to paint those turds with lipstick though while everyone ignores the fact that this game has almost nothing to do with the first Glassix.
I personally like the models. Daz models are sexy as hell, better than Illusion models in my opinion. It's just a matter of taste. You say "No one likes them" simply because players only comments here when they have negative things to say about the game. The one who find the models nice won't take the time to drop a message here :)
I also talked previously about how shrinking the problem to "I don't like the models" does not work for 3D since the final result is actually a combination of 3D model, textures, shaders and lighting. Out of those 4 points, 2 come from Daz and are the best you can find online (models and textures) while shaders and lighting are on Unity's side. I've been working on the shaders but since it's quite complex and I'm new to this, it takes time to find the good balance. As for lighting, there is only basic lighting in the game at the moment which makes everything looks flat and dark. This is another big chunk of work which will greatly improve the visual quality of the game once I add it.

Does the PC keep dying when you try to do camera rolls or has it been fixed?
This was the focus of v0.7 I've reduced textures to 2K and I've also channel packed lots of textures which should greatly reduce loading time. Let me know how b0.7 runs for you once you can pay it, that would be helpful. Thanks ;)

error help

Error loading location: "Object reference not set to an instance of an object
---
Stack trace :
--- at LocationModel.InitSlotBar () [0x000f5] in <acdd24f224874af38594f33d4b035bc4>:0
at LocationModel.OnMaterialsLoad (TriLibCore.AssetLoaderContext assetLoaderContext) [0x002f0] in <acdd24f224874af38594f33d4b035bc4>:0
at TriLibCore.AssetLoader.FinishLoading (TriLibCore.AssetLoaderContext assetLoaderContext) [0x000a5] in <acdd24f224874af38594f33d4b035bc4>:0
at TriLibCore.General.ContextualizedAction`1[T].Invoke () [0x0001b] in <77fa3a562193491c80f5e69f1ae8b6f5>:0
at TriLibCore.Utils.Dispatcher.Update () [0x00020] in <77fa3a562193491c80f5e69f1ae8b6f5>:0 "
I think there was some missing assets in a recent patch. You might want to wait for v0.7 to go public to try again.
 
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retardo

Member
Sep 17, 2017
376
1,057
Shaders and light don't make Daz3d models look better. If they do, good luck being the only person in history to accomplish such a feat.
 
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BreezeIndigo

Newbie
Aug 30, 2016
15
16
Unfortunately, I'm using HDRP and couldn't find a proper hair shader yet. I have a few hints to make it better but will take time.
I'm a bit conflicted regarding the hair tool you mentioned. Glassix 2 uses lots of morphs imported from Daz and decimating hair models often leads to horrible results when morphing later. Do you export morphs in your game?
My results depended a little on the type of DAZ hair I started with, but Hair Tool has built in tools to reduce the total strand count that are a bit finer controlled. It can then convert those into flat planes and simplify those planes, all within the tool. Occasionally I'd try one of Blender's simplify modes, typically though I found decimate to produce bad results. I had no major issues exporting morphs, apart from it taking forever. From memory, in Diffeomorphic you need to do some fiddling around -- sorry it's been a while since I've experimented with this stuff and I didn't document my process very well. If you like I can attach my blender file with a rigged G8 model, hair and morphs that should be near-enough to ready for Unity export.

-- I assume this is the sort of thing you wanted to do when you asked about morphs?
 
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Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
Have yet to see it happen, have seen plenty of goblins.
Let's agree to disagree then. No game ever satisfied 100% of the gaming population anyway. I find Daz models fappable enough personally. We can of course create monsters with the current morphs but that's where the template feature I went for plays its role, that's to reduce monster generation.

My results depended a little on the type of DAZ hair I started with, but Hair Tool has built in tools to reduce the total strand count that are a bit finer controlled. It can then convert those into flat planes and simplify those planes, all within the tool. Occasionally I'd try one of Blender's simplify modes, typically though I found decimate to produce bad results. I had no major issues exporting morphs, apart from it taking forever. From memory, in Diffeomorphic you need to do some fiddling around -- sorry it's been a while since I've experimented with this stuff and I didn't document my process very well. If you like I can attach my blender file with a rigged G8 model, hair and morphs that should be near-enough to ready for Unity export.

Demo Video -- I assume this is the sort of thing you wanted to do when you asked about morphs?
The video is indeed what I'm referring to. But it does not show exactly what I'm talking about or it's too light to see the actual issue. For example, let's take a "Square head" morph as a reference which really change the shape of the head. You need to morph both the character AND the hair. Do you export morphs for the hair too?
In your video, you do play with some hair morphs (Unity calls them blendshapes) but I'm not sure I see the hair morphing too. When decimating the hair using your tools, we usually lose some important vertices here and there which impacts some morphs later on which is why I didn't use such tool at the moment.
 
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BreezeIndigo

Newbie
Aug 30, 2016
15
16
The video is indeed what I'm referring to. But it does not show exactly what I'm talking about or it's too light to see the actual issue. For example, let's take a "Square head" morph as a reference which really change the shape of the head. You need to morph both the character AND the hair. Do you export morphs for the hair too?
In your video, you do play with some hair morphs (Unity calls them blendshapes) but I'm not sure I see the hair morphing too. When decimating the hair using your tools, we usually lose some important vertices here and there which impacts some morphs later on which is why I didn't use such tool at the moment.
From memory Diffeomorphic has the ability to copy morphs / blendshapes to hair -- same function it uses to fit body morphs to clothing. Tends to work best on hairs that have a 'skull cap' mesh. Never had too much problem getting the hair to play nice. To be clear, Hair Tool isn't mine. It's just a solution I found while fiddling with this idea that seemed to work well.

-- not perfect, obviously. But it works. At one stage I had a script that synchronised morphs across head / hair / eyebrows but I hadn't gotten around to rewriting it. That part isn't hard to do though.
 
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Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
Good lord, I just noticed you have several hair meshes + brows meshes... That's a mess to handle lol. All my hair have only one mesh and my brows are simply a layered texture over the face which I extracted from the Daz default face texture. Much easier to handle :D Is it a change they made for Genesis 8? If so, that's definitely a no go for me since it would had even more complexity to an already complex process.

But your video answered my question, you do export morphs for the mesh too and they seem to work properly. I'll have to give your tools a shot indeed. Thanks ;)
 

BreezeIndigo

Newbie
Aug 30, 2016
15
16
Good lord, I just noticed you have several hair meshes + brows meshes... That's a mess to handle lol.
I never got far enough into building stuff in Unity to figure out what the resource cost of hiding the unused meshes would be. As far as creating the assets, it wasn't too big an issue and it allowed a lot more flexibility in hair designs. The eyebrow meshes was probably a bad idea though.

All my hair have only one mesh and my brows are simply a layered texture over the face which I extracted from the Daz default face texture. Much easier to handle :D Is it a change they made for Genesis 8? If so, that's definitely a no go for me since it would had even more complexity to an already complex process.
The skin pack I was using didn't have good options for eyebrow textures, so I tried this option instead. To be honest, having meshes for eyebrows was probably not a good solution.

But your video answered my question, you do export morphs for the mesh too and they seem to work properly. I'll have to give your tools a shot indeed. Thanks ;)
Diffeomorphic is probably the big one, so long as you have some way of getting compatible hair meshes.
 
Nov 7, 2017
407
798
Really DAZ 3D models are so better, are way more realistic and sexier in my opinion like I agree with Daedolon the developer of this game, especially when they're Genesis 8, 8.1 or Genesis 9 models than Illusion models like these below, the game I was working on with Genesis 8 but I kind of put on hold for the moment. Illusion models are basically 3D Anime characters which I'm not a big fan of while I like a few of anime that involves Resident Evil, DC or Marvel Comics, depends what it is. Most of the Illusion models look all the same to me, kind of boring and they turn me off while some are good. It depends who makes them. There's only one game that's not the best example of good DAZ 3D models is Lab Rats 2 but I think you're not looking at the right games that have great DAZ 3D models and renders. I might would've enjoy the first Glassix a lot more if the models weren't Illusion models but I'm glad Glassix 2 going for DAZ 3D models. I also like some virtual novels that don't use DAZ 3D or Illusion at all like Lust and Power, Innocent Witches or Witch Trainer and the ones that has actually interactive sexual gameplay.

Title Poster.png
 
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Daedolon

Creator of Glassix 1 & 2
Game Developer
Aug 1, 2017
549
595
Hey guys,

Glassix 0.7 PUBLIC is out!

Changelog
  • Channel packed hair, skins and eyebrows textures to reduce GPU and memory consumption
  • Max texture size is now 2K, down from 4K
  • Updated furniture, locations, buildings, outfits, hair and skin shaders to work with channel packed textures
  • Added outfit menu in Appearance and Biography editors
  • Added 5 new female tops, 3 being exclusive patron content
  • Added 4 new female bottom, 2 being exclusive patron content
  • Added 2 new female panties, 1 being exclusive patron content
  • Added 1 new female boots exclusive content
  • Added 1 new male shirt
  • Added 1 new male pant
  • Added 1 new male shoes
  • Added 6 new female hair styles, 3 being exclusive content
  • Added 6 new male hair styles, 3 being exclusive content
  • Added new game menu to unlock exclusive content through unique codes
I've been focusing on optimizing the game for low end spec even more here. Textures are now 2K max and channel packed to reduce number of textures.

To any previous tester such as Paintbrushdante Banschi who tried an earlier version and had problem with memory and GPU, could you give this new version a quick shot just to let me know if the game loads faster now and transitions between rooms are faster too? I already got some feedback it helped but I'd like a wider range to make sure.

I've also started to add a few Patron-only assets, nothing much yet, a couple outfits and hair. Just to give players an incentive to support the game and reward patrons a bit more. I plan to keep the volume low, there are still plenty of free asset planned.

Due to summer vacation, there was no new version in July. v0.9, to be released at the end of August, will focus on Free mode where you'll be able to inject your own custom characters in the city and play without a specific goal and I'll add some more varied daily life animations to make the character look more alive and different. If times permit, I'll also try to work on the global illumination aspect to make models less blend.

Don't hesitate to give me feedback on this since it's quite helpful to fix bug or optimize asap. Thanks and have a nice day!