This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

All Activity

This stream auto-updates   

  1. Past hour
  2. Today
  3. Yesterday
  4. Also still looking for help if anyone knows how to tackle this!
  5. Here I messaged you with a much more specific description that hopefully, helps you to understand better on what were actually struggling if you think you can help with it, but I think you misunderstood where the issue, I assumed you were familiar with thoses mechanics since you said you understood but it was a bad explaination on my part, sorry about that.. :/
  6. Private message me on this forum whenever.
  7. Thanks man, will give it a try, where can I contact you the most easily?
  8. Hey, so I ended up remembering there was an FPSWalkerEnhanced script released a while back that will do the things you envision, although it will require tweaking to suit the vision you seek for the controller's precise functionality, it is a viable solution to a relatively complex controller. I grabbed the script, edited it a bit, and have packaged a small scene with two prefabs pertaining to the QUAKE and CS setup. They aren't exact, but they can get you started. https://mega.nz/#!M5o1DQxT!EO8raKqSo_V5n8JSrMnSRuiYhGbS9TPHIKK_iummpzg Now it comes down to what you would like to be exactly done, which comes with objective thought pattern. Anyway, I hope this guides you in the right direction. When you have a good idea of what you would like to be done (thought out in points), I'll be happy to assist you in the logic setup.
  9. yes my camera it's not good am try right the script again
  10. Alright, I wont worry
  11. Don't worry, I'm setting up the controller in a way that will allow you to tweak everything to match what you would like. It will have limitations, don't get me wrong- however it will allow you to have a base to work off of similar to what CS and QUAKE have.
  12. Oh didn't see the first part of your message, yeah sorry I still don't fully understand how everything works so my explainations are always bound to be somewhat subjective, the idea is really recreating that dynamic movement that dosen't seem to exist in all of the new games that made all thoses games so much more dynamic even though they were made 10+ years ago Also english is not my first language enhance why I wanted to discuss this in real time to make sure you understood what I meant ^^
  13. Don't know much about ik but might be OnAinmatorIK should be OnAnimatorIK
  14. ok i found diffrent version from him .
  15. Much appreciated man, if you have any questions or need anything I definitely know a bit about what works best and what dosen't work and will gladly provide anything that might help, your help really means a lot after all the work we put into this!
  16. That wasn't quite an objective approach to the explanation, however I know exactly what you're looking for; or at least the part where you explained in regards to the player's rigidbody friction when moving/strafing as well as the gravity factor, not the vision you implied where you said: I'll see what I can do with what you've explained.
  17. @Heimerdinger Oh yes I'm willing to do this, no problem, just didn't want to overload the thread with this. Basically I want to recreate the type of movement that was present in very old games such as natural selection, cs 1.6, most goldensrc games, quake and such. Every attempt I made were either not fluid enough, the accelerations felt off in mechanics such as bunnyhopping, certain directions of strafing would completely stop you, strafing too fast would cause you to lose all your speed, etc. They all had different issues but never all of them. The thing is, with the way movement works I'm not able to just take the good from each system and get it to work, it has to work as a whole since the actual part that affects the movement is often very short but ultimately has a huge impact. If that wasn't enough I can explain more if needed or discuss it over steam or discord if it's more simple, are you a bit familiar with thoses mechanics?
  18. If you may explain the movement system within objective terms, I may or may not be able to help. However, you're going to have to be very specific in terms of what functionality you would like.
  19. IK not working and no error my code >>>> ######################################### using System.Collections; using System.Collections.Generic; using UnityEngine; public class IkHand : MonoBehaviour { Animator anim; StatsManeger states; public float lookWeight = 1; public float bodyWeight = 0.8f; public float headweight = 1; public float clampweight = 1; float targetweight; public Transform weponHoleder; public Transform rightShoulder; public Transform overridLookTarget; public Transform rightHundITarget; public float rightHandIKweight; public Transform leftHandIKTarget; public float LeftHandIKweight; Transform aimHHelper; // Use this for initialization void Start () { aimHHelper = new GameObject().transform; anim = GetComponent<Animator>(); states = GetComponent<StatsManeger>(); } // Update is called once per frame void FixedUpdate () { if(rightShoulder==null ) { rightShoulder = anim.GetBoneTransform(HumanBodyBones.RightShoulder); } else { weponHoleder.position = rightShoulder.position; } if(states.aiming&&!states.reloading) { Vector3 drirctionTowardsTarget = aimHHelper.position - transform.position; float angle = Vector3.Angle(transform.forward, drirctionTowardsTarget); if(angle<90) { targetweight = 1; } else { targetweight = 0; } } else { targetweight = 0; } float mltiplier = (states.aiming)?5:30; lookWeight = Mathf.Lerp(lookWeight, targetweight, Time.deltaTime * mltiplier); rightHandIKweight = lookWeight; LeftHandIKweight = 1 - anim.GetFloat("Curve22"); HandleShoulderRotation(); } void HandleShoulderRotation() { aimHHelper.position = Vector3.Lerp(aimHHelper.position, states.lookHitPosition, Time.deltaTime * 5); weponHoleder.LookAt(aimHHelper.position); rightHundITarget.parent.transform.LookAt(aimHHelper.position); } void OnAinmatorIK() { anim.SetLookAtWeight (lookWeight, bodyWeight, headweight , headweight, clampweight); Vector3 filterDirection = states.lookPosition ; anim.SetLookAtPosition( (overridLookTarget != null)? overridLookTarget.position:filterDirection ); if(leftHandIKTarget ) { anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, LeftHandIKweight); anim.SetIKPosition(AvatarIKGoal.LeftHand, leftHandIKTarget.position); anim.SetIKRotationWeight(AvatarIKGoal.LeftHand, LeftHandIKweight); anim.SetIKRotation(AvatarIKGoal.LeftHand, leftHandIKTarget.rotation); } if (rightHundITarget) { anim.SetIKPositionWeight(AvatarIKGoal.RightHand, rightHandIKweight); anim.SetIKPosition(AvatarIKGoal.RightHand, rightHundITarget.position); anim.SetIKRotationWeight(AvatarIKGoal.RightHand, rightHandIKweight); anim.SetIKRotation(AvatarIKGoal.RightHand, rightHundITarget.rotation); } } }
  20. Yes I have made previous attempts and saw all of those pages before, had 3 different working movement systems, checked a ton of examples about 10+ found on the internet also looked at the Source SDK source code. I've never was able to find anything or make anything that worked the right way, been pretty close many times but always run into a new issue this is why I came here pretty much begging for help even though I'm not too optimistic about that either. Don't get me wrong I really enjoy doing this but that movement code is something I've been unable to make so far after about a month of trying and what were speaking about is most likely a few lines of code, it just requires a very good understanding of how the maths and unity works. Thanks for your well written post @Heimerdinger, much appreciated. I would really like to work on different things but I can't until this is done since my project would have that type of movement as the core mechanic.
  21. 2D: https://unity3d.com/learn/tutorials/projects/2d-ufo-tutorial/controlling-player 3D: https://docs.unity3d.com/ScriptReference/CharacterController.Move.html I recommend for you to download the standard assets package and play around with it, as it contains everything you need to get started. Analyze and indulge into the code within the package. It has 2D controllers, 3D controllers, roll-the-ball and ground/airborne vehicle controllers at your disposal. https://www.assetstore.unity3d.com/en/#!/content/32351 And remember, have fun. PS: If you'd like to attempt what you need by yourself if that comes to a last resort, here is what you need to understand to get the results you long for. https://docs.unity3d.com/ScriptReference/Input.html https://docs.unity3d.com/ScriptReference/Rigidbody.html https://docs.unity3d.com/ScriptReference/Rigidbody2D.html https://docs.unity3d.com/ScriptReference/CharacterController.html https://docs.unity3d.com/ScriptReference/Vector2.html https://docs.unity3d.com/ScriptReference/Vector3.html https://docs.unity3d.com/ScriptReference/Quaternion.html https://docs.unity3d.com/ScriptReference/Transform.html https://docs.unity3d.com/ScriptReference/RaycastHit.html
    can i use this for commercial use
  22. In unity the most used is a Vector which can be a Vector2(x,y) or Vector3(x,y,z). On a specific keypress, move the player gameobject smoothly on an axis, be it x,-x,z or -z. There are multiple solutions for smooth movement, which include physics.AddForce(not recomended in ur case) or transform.translate.
  23. Hey everyone, For almost a month now I've been trying to get a specific movement code working. It's not long or anything (atleast I believe it isn't) it's just that you need to understand the maths behind it and the specifics, this is really my main issue as I've done C++, Python and a bit of SourcePawn coding before and I'd feel way more confortable working on different aspects and would definetly enjoy it more, if anyone wants to help it would be really appreciated I will tell you the specifics about the movement code and provide what is needed aswell if anything is. I could've just made a thread asking for help thread but I don't think it would be fair since it is indeed an help section and not a place where people should request actual code. I think it's more fair to put it this way since I know very little about how movements work and more precisely the maths behind it, it's probably the biggest challenge I encoutered in anything I coded. Thanks for you time! Have a nice day.
  24. f###ed up my game Thanks
  25. Hi Guys my name is Christian, i'm italian Game Designer, i have 2 titles developed on Steam. My secondo game "Gil's Lucid Dreams" (Horror Game) is approved and and in April will be released the demo on Steam. I search a scripter to make some scripts (not particularly difficult). If you are interested contact me. Thanks! Christian Example of the game here
  26. Is it really that hard to check that you wrote everything correctly before posting a topic/video?
  27. Last night I came across this Unity Forum post for some new Post-Processing Effects. I figured not too many people might have known about this, so here's a link back to the original post: https://forum.unity3d.com/threads/new-post-processing-stack-pre-release.435581/
  1. Load more activity