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Search the Community: Showing results for tags 'csharp'.

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Found 7 results

  1. Hello, I quickly put together a hunger and thirst script, and I just wanted to share something with you all, and you can use it as you please HungerThirst.cs And here's an example on how you could use it HealthExample.cs
  2. Hello world. Im here to ask one question and hopefully people will write back and take their time to reed this. So my question to the programmers out there is, whats, where and how is the best way to learn Unity C# programming. When i say C# Programming i also mean Network Programming, it is completly okey and ill be really thankful if there isn't a really good unity3d network programming tutorial but only the other type of programming. Anything helps out! I have searched around a lot a lot of to learn programming networking, but don't find so much useful tutorials. I can program a little bit, i have made a basic FPS game by my self and it is really cool in my opinion, but it is boring to play a game where you can't do much but walk around and shoot Ai. So i really wanted to learn Network Programming. Then came this beautiful thing called Unet, or maybe it is old, i dont know, when i say Unet i mean all the new networking components. My experience with multiplayer : The only thing i have completed by using Unet, is making a player join by the NetworkManager / NetworkManagerHUD and walk around and look around in a FPS type of view. And it worked / works. That wasn't so advanced and hard to program, so i thought that it wouldn't be so hard to program in other things like shooting, switching weapons and so on. Oh God it was. So then i ran into this type of thing called [Command] //or Cmd This was new, and it will be new and never be understood by me. I am talking about a lot of other commands and words in Unet programming, but these are the first ones i ran into. So my question is, is there really any good and useful tutorials / streams / courses or whatever it can be, that will help you out in Unity3D C# Programming and Unity3D C# Network Programming ? Thanks in advance for reading all this, thank you for your time and i hope you have a good answer and i hope you have a wonderful day
  3. Hey there, it's been a while since my last post but i really need some help with an assignment in my University. The project, using Visual C# (Visual Studio), is to develop an elevator system for a 5 storey building, i don't care about the design or how to move the elevator and stuff, all i really have to do is to develop the 'right' logic for the elevator so it can choose where to stop in the 'correct' order. My problem is that i can not decide which data structure is needed and how to make the elevator to pick the right order. Translated Assignment: (English might be from weird to really bad) And in any case, of course and i don't want someone to develop this application for me, all i want is some help on which data structure should i use and how to implement a fair elevator logic. I really appreciate your help.
  4. Hi guys. I want to convert a CSharp code to Javascript. It's possible ? The code (CS) : Hashtable setPlayerKills = new Hashtable() {{"Kills", 0}}; PhotonNetwork.player.SetCustomProperties(setPlayerKills); Hashtable setPlayerDeaths = new Hashtable() {{"Deaths", 0}}; PhotonNetwork.player.SetCustomProperties(setPlayerDeaths);
  5. Heya! I want to make a script to Walljump like in the game FORGE( https://www.youtube.com/watch?v=rsCWZmahIwo ). I've been trying a few tricks but as I lack knowledge I need some help. This is what I got: void OnCollisionEnter(Collision collision) { if (onGround == false && collision.transform.tag == "WallJump" ) { if(Input.GetButton("Jump")){ this.gameObject.transform.Translate(Vector3.up * 1,Space.World); this.gameObject.transform.Translate(Vector3.left * 2,Space.World); Debug.Log("Success"); } } }
  6. I need help with this: I Want to change the layer of the soldier (and it works!) and the weapon (this not work). This is the order of the childs: This is my code: using UnityEngine; using System.Collections; public class Network2 : Photon.MonoBehaviour { private string roomName = ""; private string maxRoomPlayerstring = "1"; private int maxRoomPlayers = 1; public GameObject playerObject; public GameObject Spawn; // Use this for initialization void Start () { PhotonNetwork.ConnectUsingSettings("0.0.5 Dev"); } void OnGUI (){ GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString()); if (PhotonNetwork.insideLobby == true){ GUI.BeginGroup(new Rect(0, 0, Screen.width/2,Screen.height)); GUI.Box(new Rect(0, 0, Screen.width/2-60,Screen.height),"Join a game!"); foreach (RoomInfo room in PhotonNetwork.GetRoomList()) { GUILayout.Box(room.name + " " + room.playerCount + "/" + room.maxPlayers); if(GUILayout.Button("Join Room")){ PhotonNetwork.JoinRoom(room.name); } } roomName = GUI.TextField(new Rect(0,Screen.height-70,Screen.width/2-120,20),roomName,25); maxRoomPlayerstring = GUI.TextField(new Rect (Screen.width/2-100,Screen.height-70,20,20),maxRoomPlayerstring,2); if(maxRoomPlayerstring !=""){ maxRoomPlayers = int.Parse(maxRoomPlayerstring); if(maxRoomPlayers > 20) maxRoomPlayerstring = "20"; if(maxRoomPlayers < 1) maxRoomPlayerstring = "1"; } if(GUI.Button(new Rect(0,Screen.height-50,Screen.width/2-60,50),"Create a new room")){ if(roomName !=""){ PhotonNetwork.CreateRoom(roomName, true, true, maxRoomPlayers); } } GUI.EndGroup(); } } void OnJoinedRoom () { //destroy the main menu cam Destroy(playerObject); //Enalbe local player interaction GameObject Player = (GameObject)PhotonNetwork.Instantiate("Soldier",Spawn.transform.position,Spawn.transform.rotation,0); ((MonoBehaviour)Player.GetComponent ("MouseLook")).enabled = true; ((MonoBehaviour)Player.GetComponent ("FPSInputController")).enabled = true; ((MonoBehaviour)Player.GetComponent ("Movementanim")).enabled = true; ((MonoBehaviour)Player.GetComponent ("CharacterMotor")).enabled = true; Player.transform.FindChild("PSoldier").gameObject.SetActive(true); Player.transform.FindChild("Soldier").gameObject.layer = 8; //Here is the problem Player.transform.FindChild ("Ak 47").gameObject.layer = 8; Player.layer = 8; } }
  7. Hello all.. I'm messing around with a third Person shooter.. But when my weapon reloads its instant.. So i was hoping to put a "WaitForSeconds" in the reload function but since its C# I'm really not sure how to execute it. This is the reload part. private void Reload() { Debug.Log("Reload [" + weaponsSet[weaponIndex].weaponName+"]"); int needBullets = (weaponsSet[weaponIndex].clipSize - weaponsSet[weaponIndex].currentBulletsCount); if (weaponsSet[weaponIndex].haveBullets >= needBullets){ weaponsSet[weaponIndex].haveBullets -= needBullets; weaponsSet[weaponIndex].currentBulletsCount = weaponsSet[weaponIndex].clipSize; } else{ weaponsSet[weaponIndex].currentBulletsCount = weaponsSet[weaponIndex].haveBullets; weaponsSet[weaponIndex].haveBullets = 0; } } I have a variable public float reloadTime; I did some searching and found this. yield return new WaitForSeconds(reloadTime); but this throws a error The body of `WeaponController.Reload()' cannot be an iterator block because `void' is not an iterator interface type Also, If i replace Void Reload() with IEnumerator Reload() I get even more errors.. So im unsure what to do Hopefully someone can help me out.. if you need more info let me know