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  2. Today
  3. Omg, it's such a quest They give you game for "free", but only way to get is for free is to send it as gift? and you can't send it to yourself, right? I need tutorial...
  4. You can download The Sims 4 through the Origin store for free. Offer ends on 28th May https://www.origin.com/gbr/en-us/store/the-sims/the-sims-4/offer-selection Not an FPS i'm afraid, but I'm told it does have a first person mode
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  6. Yesterday
  7. Hi this is a perfect kit,But I would like to ask how to change the character module, I download the character module and animation in the asset store or mixamo, but there are many complicated code in the original preset Player with FPSController. I don't know how to inherit it into the new character. ?
  8. geckoo

    LAN Option?

  9. Last week
  10. Chaenator

    LAN Option?

    Hi all, As the title suggests, is there a way to integrate lan option? Thanks in advance, C
  11. If you can't figure out why player can't move, then you should not use this kit - you are not ready to make multiplayer game. If you need help with something then create topic in forum and explain what are you trying to achieve. Why you removed InGameMenu script? Are you trying to remove multiplayer from multiplayer kit?
  12. Bomshi2

    The Severance

    New video that shows some things for the next update: https://www.youtube.com/watch?v=02fv24hR82A
  13. hey i wrote a pretty simple tool so you can create seamless Textures from Photos in Bulk: Results are okay and the Script is in a very eraly stage but here you go: Would love it if you could help me to make it better I might upload this to GitHub soon but im not sure yet what to do with it. btw. Here are some results: input: Output: If you just want to use/test it you can download a compiled version from here: https://mega.nz/#!JcsknC5a!RU_le-qnE7Pded4pMnlHTu_87Ra1x5T1G9lnArFVT3Q Thanks for reading Would love to get feedback ^^
  14. OcularCash


    look into replacement shaders
  15. Thanks for the help I'll try to contact them and hopefully it won't take long for them to answer
  16. Good to hear you fixed it. Just wanted to say I believe the issue with the first script may have been caused by using the update function. I had a simple issue 3rd person follow cameras and it was bc I was using update which update is not called at the same time physics is called result in a jerking motion when moving
  17. TakeDamage needs to be an rpc bc all copies of the character on each client needs to know it’s taking damage, at minimum, the the client that owns that’s object does. the most common thing you see ppl doing is calling the damage rpc on all clients, checking if it isMine (the client owner), if it is, then deduct health and sync it to all clients. It’s a hair less efficient, but it works. You can also (I believe) only call the rpc on the owner and then sync the health on all clients, that way only the owner receives the initial call. Don’t know for sure but pretty sure you can it that way. But both approaches work just fine
  18. Interesting question. At first, I would like to say that you have to inform players that your game collects some info during process. But in the same time, there is nothing inside these user data - it's like a leaderboard but anonymous. By consequence, I don't know... If you take a look at the request from GooglePlay, we read those lines : Google Play requires developers to provide a valid privacy policy when the app requests or handles sensitive user or device information. Your app requests sensitive permissions (e.g. camera, microphone, accounts, contacts, or phone) or user data, but does not include a valid privacy policy (bla bla bla)... According what I read I think that you have not to include a privacy policy because you are not collecting sensitive user information - only a winner/looser state. However, I am not an expert in laws. The best you can do - ask them directly ++
  19. Hi, I'm about to release my game to the Google Play Store. Just to make sure, do I need to create a privacy policy if I only use the events from the Google Play Game Services to track how many wins total there has been in each difficulty? The events are not specific to a player, it is just global data as far as I understand how events works. Like the total amount of wins and loses there has been for each difficulty
  20. solved by myslef (using the second scirpt posted by me) setting kinematic to true on grab object, and use gravity to false and blocking object constraints by script when object held by player. and unfreezeing contraints and turn gravity in again when object is dropped by the player... now my grab script works fine as i want and as expected andi can integrate it in my main project template.. and have pickup, throw object rotation by button when held by the player and collision detection so when player held object and object collide with another static gameobject or with another ridigdbody gameobejct it falls.. this is to simulate contact between obejct and to prevent object flipping ,,, btw thanks again. ..for all help....
  21. Hello,i'm kind a new in programing and i hope can someone help me to make a damage script on my game,cause i can t figure out how. Here is my health script,and hope someone can help. using UnityEngine; using UnityEngine.Networking; namespace S3 { public class PlayerHealth : NetworkBehaviour { public const int maxHealth = 100; [SyncVar(hook = "OnChangeHealth")] public int currentHealth = maxHealth; public RectTransform healthbar; public void TakeDamage(int ammount) { if(!isServer) { return; } currentHealth -= ammount; if(currentHealth <=0) { currentHealth = maxHealth; RpcRespawn(); } } void OnChangeHealth(int health) { healthbar.sizeDelta = new Vector2(health * 2, healthbar.sizeDelta.y); } [ClientRpc] void RpcRespawn() { if(isLocalPlayer) { transform.position = Vector3.zero; } } } }
    My God, what a perfect kit, thank you!
  22. The FPSController dont work without the InGameMenu script,it cant move without it,how do i fix this?
  23. Hi and thanks for your help and script.. bte my script problem is that held obcjet seems to flip ahead and and back in really strange and rapid mode when player move and held.. you can see the issue after 20" on video i linked to first post.. btw i modidied even the standard GraObjects scirpt that comes with fpskit 1.6 to suit my needs adding rotation on held and max mass for objects to be held by the player butthis script has an issue related t othe kinematic state of the object when held so that obejct could penetrate static objects and meshes.. eventually even if you or someone else could tell me how make object to kinematic to collide wtih static object i can use this one eventually here the script using System.Collections; using System.Collections.Generic; using UnityEngine; using EasySurvivalScripts; public class GrabObjects : MonoBehaviour { //FPS KIT [www.armedunity.com] public float grabPower = 10.0f; public float throwPower = 25.0f; public float RayDistance = 3.0f; public LayerMask layerMask; private bool grab, drop = false; public Transform pos; public float adjust; Rigidbody obj; // UI Integration Start public GameObject InteractUIPickupExamine;//ADDON JC LEON public GameObject InteractUIExamine;//ADDON JC LEON public GameObject InteractUIPickupExamineCollectable;//ADDON JC LEON public GameObject InteractUIExamineCollectable;//ADDON JC LEON // UI Integration End //ADDon JC LEON public float maxMass = 10; private float mass, curthrowPower; public float rotateSpeed; public KeyCode rotateL; public KeyCode rotateR; // public bool setObjectRotation; public bool isGrabbing; //public float followSpeed; //Addon JC LEON public WeaponManager weaponManager; public ObjectExamineManager objectExamineManager; void Update () { if (Input.GetKeyDown(KeyCode.Mouse1)) { RaycastHit hit; if(Physics.Raycast(transform.position, transform.forward, out hit, RayDistance, layerMask.value)) { Pickable pickable = hit.collider.GetComponent<Pickable>(); if (/*pickable*/ hit.rigidbody && !hit.rigidbody.isKinematic && hit.rigidbody.mass <= maxMass) // Addon JCLEON { //ADDON JCLEON mass = hit.rigidbody.mass; if (mass < 2) mass = 2; curthrowPower = throwPower / mass; //ADDON JCLEON grab = true; obj = hit.rigidbody; obj.isKinematic = true; obj.GetComponent<Collider>().enabled = false; obj.transform.parent = pos; } } } //ADDON JCLEON START if (isGrabbing) { if (Input.GetKey(rotateL)) { obj.transform.Rotate(new Vector3(0, rotateSpeed * Time.deltaTime, 0)); } if (Input.GetKey(rotateR)) { /* obj.transform.Rotate(new Vector3(0, -(rotateSpeed * Time.deltaTime), 0));*/ obj.transform.Rotate(new Vector3(rotateSpeed * Time.deltaTime, 0, 0)); } } //ADDON JCLEON END if (Input.GetKeyUp(KeyCode.Mouse1)) { if(grab) { StartCoroutine(PrepareToDrop(0f)); } } if (Input.GetKeyDown(KeyCode.Mouse0)) { if(grab) { StartCoroutine(PrepareToDrop(curthrowPower));//ADDON JCLEON } } if (grab) { if (obj.GetComponent<Rigidbody>() == null) { return; } obj.transform.position = Vector3.Lerp(obj.transform.position, pos.position + (pos.transform.forward * adjust) - (pos.transform.up * 0.4f), Time.deltaTime * grabPower); //obj.transform.rotation = Quaternion.Lerp(obj.transform.rotation, pos.rotation, Time.deltaTime * 5f);//ADDON JCLEON obj.GetComponent<Collider>().enabled = true; // ADDON JCLEON ENABLE OBJECT COLLISION WHEN OBJECT IS GRABBED BY THE PLAYER InteractUIPickupExamine.SetActive(false);//ADDON JC LEON UI InteractUIExamine.SetActive(false);//ADDON JC LEON UI InteractUIPickupExamineCollectable.SetActive(false);//ADDON JC LEON UI InteractUIExamineCollectable.SetActive(false);//ADDON JC LEON UI isGrabbing = true;//ADDON JCLEON weaponManager.enabled = false; objectExamineManager.enabled = false; } } IEnumerator PrepareToDrop(float power) { RaycastHit hits; while(!drop) { if(Physics.Raycast(transform.position, transform.forward, out hits, 1.5f, layerMask.value)) drop = false; else drop = true; yield return null; } obj.transform.parent = null; obj.isKinematic = false; obj.GetComponent<Collider>().enabled = true; obj.velocity = transform.forward * power; drop = grab = false; // yield return new WaitForSeconds(0.1f); //InteractUIPickupExamine.SetActive(true);//ADDON JC LEON UI //InteractUIExamine.SetActive(true);//ADDON JC LEON UI //InteractUIPickupExamineCollectable.SetActive(true);//ADDON JC LEON UI isGrabbing = false; weaponManager.enabled = true; objectExamineManager.enabled = true; } } thanks again in advance...
  24. I have no clue what goes wrong with your script, but take a look at mine which I share here - maybe it could work better ++ https://armedunity.com/topic/10181-gravitygun/?tab=comments#comment-90194
  25. Hi to all..I done some test with my drag rigidbody script that includes mass pickup and stop distance...all works fine but i have a weird issue on player movement with object picked ip.. as you cna see in the video attached.. https://streamable.com/han80 this is my script ..but i cannot figured to to solve this issue since i have this probem only on fpskit player( picked object seems to flip in front of the player camera when player move) and if i test it with standard unity fps controller all works as expecetd using UnityEngine; using System.Collections; public class DragRigidbody : MonoBehaviour { public float force = 50; public float sensitivity = 25; public float heightValue = 0.35f; public float heightValueMax = 2; public float heightValueMin = 1; public float distance = 10; public float maxMass = 10; public float stopDistance = 3; private Rigidbody body; private float mass, curHeight, curForce; private Transform clone, local; private static bool _get; public static bool isDrag { get{ return _get; } } void Update() { if(Input.GetMouseButtonDown(1)) { body = GetRigidbody(); } else if(Input.GetMouseButtonUp(1) && body) { Clear(); } else if(Input.GetMouseButtonDown(0) && body) { Rigidbody tmpBody = body; Clear(); tmpBody.velocity = Camera.main.transform.TransformDirection(Vector3.forward) * curForce; } if(Input.GetAxis("Mouse ScrollWheel") > 0 && body) { NewHeight(heightValue); } else if(Input.GetAxis("Mouse ScrollWheel") < 0 && body) { NewHeight(-heightValue); } } void NewHeight(float value) { curHeight += value; curHeight = Mathf.Clamp(curHeight, heightValueMin, heightValueMax); if(curHeight == heightValueMin || curHeight == heightValueMax) return; clone.position += new Vector3(0, value, 0); } Rigidbody GetRigidbody() { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(new Vector2(Screen.width/2, Screen.height/2)); if(Physics.Raycast(ray, out hit, distance)) { if(hit.rigidbody && !hit.rigidbody.isKinematic && hit.rigidbody.mass <= maxMass) { mass = hit.rigidbody.mass; if(mass < 2) mass = 2; curForce = force / mass; hit.rigidbody.useGravity = false; hit.rigidbody.freezeRotation = true; clone.position = hit.point; return hit.rigidbody; } } return null; } void SetLocal() { if(_get) return; local.rotation = body.rotation; local.position = body.position; //local.transform.position = Vector3.Lerp(local.transform.position, local.position + (local.transform.forward * 2) - (local.transform.up * 0.4f), Time.deltaTime * force); _get = true; } float RoundTo(float f, int to) { return ((int)(f*to))/(float)to; } void FixedUpdate() { if(!body) return; Vector3 lookAt = Camera.main.transform.position; lookAt.y = clone.position.y; clone.LookAt(lookAt); //SetLocal(); body.velocity = (local.position - body.position) * sensitivity; body.rotation = local.rotation; float dist = Vector3.Distance(body.position, local.position); dist = RoundTo(dist, 100); if(dist > stopDistance) { body.velocity = Vector3.zero; Clear(); } } void CheckVelocity() { Vector3 velocity = body.velocity.normalized * curForce; if(body.velocity.sqrMagnitude > velocity.sqrMagnitude) { body.velocity = velocity; } } void Clear() { curHeight = 0; _get = false; clone.localPosition = Vector3.zero; local.localPosition = Vector3.zero; if(!body) return; CheckVelocity(); body.useGravity = true; body.freezeRotation = false; body = null; } void Start() { if(!clone) { local = new GameObject().transform; clone = new GameObject().transform; local.parent = clone; clone.parent = Camera.main.transform; } heightValueMin = -Mathf.Abs(heightValueMin); heightValueMax = Mathf.Abs(heightValueMax); Clear(); } }
  26. I’m just generating the clouds using 2d simplex noise on a chunk by chunk basis. So when I chunk is generated, if that chunk is in a blob zone, build a cloud that covers the top of that chunk
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