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About UnityGamesRoland

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  • Birthday 02/23/1999

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    Game Creation and Modeling

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  1. Hey, I'm struggling with this simple thing! I would like to rename the player's gameObject when it is connected to the game. I'm using UNET. I've tried using ClientRPC but I always got an error: RPC function is called on client. This is what I have so far, but it doesn't work: void Start() { RpcRenamePlayer(); } [ClientRpc] void RpcRenamePlayer() { = "Player" + netId; }
  2. It is not a bad movie, but it is clearly made for people who didn't played AC. It has no references, or any specific connections that you will only understand if you played the game. The CGI work is pretty amazing though, I think it worth watching.
  3. Some parts could be more dirty to make it look more interesting.
  4. It looks good, but I think you should use baked lighting instead.
  5. Hey! I would like to interpolate value A to value B. I know that it's basically a Mathf.Lerp, but the problem with this method is that it slows down towards the end. How can I interpolate the values without this slowing "effect" ?
  6. Pretty much that's why I create everything myself.
  7. That hand looks kinda silly in such an environment.
  8. Glad I could help
  9. Most of the things you said here has no connection to visuals. A TPS game's player also has the field of view, which you can control easily.
  10. Thank you guys. Solved the problem as @Andrus99 showed. I'll probably have more questions later on though.
  11. Why wouldn't you do that in an FPS game as well?
  12. What does the PlaySound(AudioClip) do? I never seen this before. I guess you want to play the shoot sound once, if the user press LMB. I don't recommend you to store the AudioSource in a variable though. //I prefer using GetMouseButton input, so if we press the left mouse button... if (Input.GetMouseButtonDown(0)) { //Instantiate the projectile. Rigidbody instantiatedProjectile = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody; instantiatedProjectile.velocity = transform.TransformDirection(new Vector3(0, 0, speed)); //Play the shoot sound once, after the bullet has been created. GetComponent<AudioSource>().PlayOneShot(fireSound); } P.S: It would be good if next time you would tell us the error message.
  13. To be honest, I prefer normal animations over scripted animations.
  14. If I call an RPC, it is going to happen on every client but individually, not in the server right? Also any examples for the command? When should it be used? I'm a bit confused about networking
  15. Hey guys! I'm currently learning UNET (and networking overall) but I stuck on this. I don't understand when to use which attribute. Lets say for example: I would like to print out the name of the player who currently joined the room, to the console. using UnityEngine; using UnityEngine.Networking; public class LobbyPlayer : NetworkBehaviour { [SyncVar] public string playerName; void Start() { //NetworkIdentity is on the same object, get the name and debug. playerName = "Player" + GetComponent<NetworkIdentity>().netId; CmdDebugName(); } [Command] void CmdDebugName() { //This is called twice on the host player :( //But how could I prevent this from happening? Debug.Log("Player joined: " + playerName); } }