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Whyherro

Premium Member
  • Content count

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211 Excellent

About Whyherro

  • Rank
    Armedunity's Gangsta

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  • Gender
    Not Telling
  • Location:
    Canada
  • Interests
    C#

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  • Skype
    Removed because dumbasses

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  1. Looks good man. End closest to the body is a little choppy, but nonetheless it looks great!
  2. My name is Landin But I was going by pspdude here. My name has changed to Whyherro so that all of my social media is one name now. Also, follow my social media! Twitter: @Whyherro1 YT: Whyherro
  3. Update Devlog
  4. Devlog #1

  5. This guys work is amazing. He shows how to recreate different shader type stuff from other games. These two being my favourite so far.
  6. Just needs to have 2 lines commented out and you're good to go Not telling you lot what lines, and please other users I would respect that you don't tell the new ones how to make this work out of the box. It's a learning experience, right?
  7. Hey guys, I found this script in one of the unity answers forums and thought it would be useful to share. As I mainly work on the 2D side of Unity I wanted to find something so that it was super easy to remove an alpha and so that I didn't have to edit the image itself in photoshop. NOTE: THIS IS NOT MADE BY ME.(SOURCE: http://answers.unity3d.com/questions/252506/removing-background-from-a-sprite.html) using UnityEngine; using UnityEditor; using System.IO; using System; using System.Collections.Generic; public class ImageTool: EditorWindow { Texture2D img; Texture2D newImg; Color colorToRemove = Color.red; public static ImageTool win; [MenuItem("Window/Tools/Alpha-fy Images")] static void Init () { win = ScriptableObject.CreateInstance( typeof(ImageTool) ) as ImageTool; win.ShowUtility(); } void OnGUI() { GUILayout.BeginHorizontal(); /** Toolbar **/ GUILayout.BeginVertical(); img = (Texture2D)EditorGUILayout.ObjectField(img, typeof(Texture2D), false, GUILayout.MinWidth(128), GUILayout.MinHeight(128), GUILayout.MaxWidth(128), GUILayout.MaxHeight(128)); colorToRemove = EditorGUILayout.ColorField(colorToRemove, GUILayout.MaxWidth(128)); if(GUILayout.Button("Preview", GUILayout.MinWidth(128), GUILayout.MinHeight(32), GUILayout.MaxWidth(128), GUILayout.MaxHeight(128))) newImg = RemoveColor(colorToRemove, img); if(GUILayout.Button("Alpha-fy All", GUILayout.MinWidth(128), GUILayout.MinHeight(32), GUILayout.MaxWidth(128), GUILayout.MaxHeight(128))) RemoveColor(colorToRemove, (UnityEngine.Object[])Selection.GetFiltered(typeof(Texture2D), SelectionMode.Assets) ); GUILayout.EndVertical(); GUILayout.BeginVertical(); GUILayout.Label("Selected Files", EditorStyles.boldLabel); foreach(Texture2D selected in Selection.GetFiltered(typeof(Texture2D), SelectionMode.Assets) ) { GUILayout.Label(selected.name); } GUILayout.EndVertical(); /** Image Display **/ GUILayout.BeginVertical(); GUILayout.Label("Preview", EditorStyles.boldLabel); if(newImg) { GUILayout.Label(newImg); } GUILayout.EndVertical(); GUILayout.EndHorizontal(); } void RemoveColor(Color c, UnityEngine.Object[] imgs) { if(!Directory.Exists("Assets/AlphaImages/")) { Directory.CreateDirectory("Assets/AlphaImages/"); } float inc = 0f; foreach(Texture2D i in imgs) { inc++; if(EditorUtility.DisplayCancelableProgressBar( "Playin' With Pixels", "Seaching for Color Matches", ( (float)inc/(float)imgs.Length) ) ) { break; } ssEditorTools.MaxImportSettings(i); Color[] pixels = i.GetPixels(0, 0, i.width, i.height, 0); for(int p = 0; p < pixels.Length; p++) { if(pixels[p] == c) pixels[p] = new Color(0,0,0,0); } Texture2D n = new Texture2D(i.width, i.height); n.SetPixels(0, 0, i.width, i.height, pixels, 0); n.Apply(); byte[] bytes = n.EncodeToPNG(); File.WriteAllBytes("Assets/AlphaImages/" + i.name + "_alpha.png", bytes); } EditorUtility.ClearProgressBar(); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } Texture2D RemoveColor(Color c, Texture2D i) { ssEditorTools.MaxImportSettings(i); Color[] pixels = i.GetPixels(0, 0, i.width, i.height, 0); for(int p = 0; p < pixels.Length; p++) { if(EditorUtility.DisplayCancelableProgressBar( "Playin' With Pixels", "Seaching for Color Matches", ( (float)p/pixels.Length) ) ) { break; } if(pixels[p] == c) pixels[p] = new Color(0,0,0,0); } Texture2D n = new Texture2D(i.width, i.height); n.SetPixels(0, 0, i.width, i.height, pixels, 0); n.Apply(); EditorUtility.ClearProgressBar(); return(n); } }
  8. The PUN Starter Kit is for Premium members only. Please do research before you start requesting for stuff.
  9. Because FPS's are over-made. Especially in the indie scene
  10. We do not support MFPS at this forum. Nor do we support pirated assets.
  11. Could I send a ray on the Z axis on a 2D sprite?
  12. I'm thinking of implementing this into my project for when my played walks behind big tree's and buildings. How did you achieve this? Edit: I know how to make the object transparent, but how would you check if the player is behind a 2d object??
  13. Looks great!
  14. I think the one with the transparent roof looks great! In game to me it would probably look weird to have the roof just simply disappear, but with the transparent roof you could just fade out the transparency.....which could then have the opacity to 0 and then the roof not be there... Sorry Rambling to myself at this point. Either way it will look fine if you have a little fade transition. To me tho, the transparent one looks better.
  15. Also, have the tabs pinned to the left so that the player can click them and then the certain menu opens up. News should stay sort of like that in the middle.