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Popular Content

Showing most liked content since 04/27/2018 in all areas

  1. 5 points

    Version 1.6


    Requires unity 5.6.3 or higher. In unity 5 you will have to rebuild the lighting data. *************************** VIDEO TUTORIALS * How to open project: * How to add animated weapon: * How to add weapon by replacing model
  2. 4 points
    Have you guys seen this made by Makan_Gilani? This is what good game design like: - Element of fear/thrill (important) - Dynamic IK movement - Procedural (scripted) animations - Camera shaking (motion blur) - Destructable environment - (no sound? but imagine what it would be like with sound) The creator said he'll release a public demo soon so I recommend you follow his twitter: https://twitter.com/Makan_Gilani He also previously posted a similar demo: All #MadeWithUnity
  3. 3 points
    Hey, i was asked to show how my asset (XenoPrefs ... check it out its free) would work with the new FPS KIT 1.6 by OMA (this kit is really awseome) original kit here:
  4. 3 points
    Another one? https://www.humblebundle.com/store/hacknet-deluxe
  5. 3 points
  6. 3 points
    Thanks for the links! I'll take a look. Slightly unrelated but I've been looking at this Unreal engine 3rd person controller recently: It is mainly animation based and physics don't contribute much. But the curves do take over for some things like transitions, rotations and foot placement. I've never seen anyone make a controller that smooth in Unity before. Nothing on the Asset Store can match it. Seems like a good challenge to try and reproduce it in Unity
  7. 3 points
    This is just an example project showing how you can use particle bullet marks without instantiating and pooling. Nothing much more to say than just particle weapon effects example. The project I put it in was something I was working on sometime ago and just never got around to finishing it, fixing some of the issues or actually doing something with so thought I'd just use it for this reason here. Download Here edit: warning: this does not account for parenting to moving objects. If it hits a rigidbody, you have to use an instantiated object and parent the mark to the rigidbody per normal
  8. 3 points
    So here the first sneak peak. Done in 1 Day (14 Hours of Work).
  9. 3 points
    DifficultyLevelManager (singleton) - controls the enumeration for setting the difficulty level. Attach this script to a gameobject called DifficultyLevelManager. SetDifficulty - initializes the inspector-set difficulty level at start (on the DifficultLevelManager) to match the dropdown menu value. Attach this script to a canvas and drag a dropdown menu component onto the inspector/script. Lastly, on the dropdown menu component, drag in the DifficultyLevelManager script into the On Value Changed part of the inspector then select the following function: SelectDifficultyLevel. You're done. This is how you'd use it, but the way you can go about it all depends on your project setup. I'd advise to set this up in a game manager of some kind where you check for conditions based on what the player will be dealing with. Feel free to adjust the script as necessary. Add more difficulty levels, change up the parameters for compatibility with other UI elements if you wish. You can also create separate difficulty mode managers for separate game modes by inheriting from the base class (DifficultyLevelManager) and can either use overrides or interfaces to expand it.
  10. 3 points
    Hi! While developing on a game of mine, I decided to make a few changes to the camera. I got some inspiration from the camera in Running With Rifles and I really liked it, so I decided to make it like that. Here's a little video of it in action, in my game: Setting it up: Create an empty gameobject, and name it something like Camera Pivot. This is the gameobject that will be moved. Create a camera gameobject, and attach it to the Camera Pivot gameobject Offset the camera gameobject so it points downward, and is a bit in the air Attach the script to the Camera Pivot gameobject. Configure the settings to your likings, and everything should work. If you have any problems, I'll try to help. Script:
  11. 2 points
    Hello ArmedUnity! I’ve made my first FPS Kit for you and me! It helps me to improve my current knowledge, playing around with code, making new systems.. etc. While Im learning I want you guys to use and improve my progress. You are free to make a game with this! But you will need to change every model! This is completely made from scratch! Even the FPS Controller! I hope I will get some feedback for it. Helps me improve this kit and my knowledge! This Kit will get Daily or Weekly updates! Description: FPS Controller Simple { Crouching, Jumping, Sprinting, Walking } Can Crouch detection under Objects Animated Legs PLACEHOLDER Player Simple Weapon Script Weaponswitching Weapon Drop Rigidbody dragging Simple UI Simple Wallrun Simple Ladder Climbing Simple Parkour Middle Level AI AI search for cover when attacking player AI search for cover that AI is safe AI search for nearest cover AI Weapon Script AI Weapon Reload AI Wandering Script AI Text on head (only visible if player looks at AI) and more! Update 2: Added Sprinting animation Added Pickup animation Improved Parkour Improved Ladder Climbing Improved Legs Fixed Bugs Added 3 Demo Scenes Added Main Menu Added Load Level OnTrigger Script Update 3: Added Simple UI Fixed shooting while running Updated Weapon Drag script Added smooth crouching Commented 50% of the code Added tooltips Update 4: Performance Update 1: Fixed Bugs Fixed Some Errors Added PauseMenu Edited MainMenu (Added Control info for now, next will be editable controls) Updated Weapon Script Updated Player Script Updated MainMenu Script Updated Player Canvas Updated Scenes Removed Several Models, Textures Edited Texture Quality and much more... Update 5: Performance Update 2 Fixed Bugs/Glitches Fixed Errros New Parkour Animation New Jump Animation New Middle Level AI New Gun Models New Gun Animations New Sounds New Ambient Sound New Leg Textures Added Animated AI Added Ammo Pickup Added Drag Collision Detection Added Camera Movement Updated FPS Controller Updated MadPlayer to be more effective Updated Demo Scene Removed 2 Scenes Removed Old Weapons Removed Old Sounds and more.. To-Do: Making code cleaner New Weapons (Explosive) Work on wall running and more... Trello: https://trello.com/c/5g4Zzjyl/7-mad-fps-kit Please give me suggestions of what I could add. Unity version: Unity2017.3.1f or higher. File Name:MadFPSKitV0.5pu2.rar File Size: 225.51MB Download Link: http://www.mediafire.com/file/f8ms8tfbqxe08hd/MadFPSKitV0.5pu2.rar .EXE Demo Version Link: -- Showcase/Update Videos: Tutorial Videos: Happy Developing! MadWolf Games
  12. 2 points
    Hello! This is my first post ever! I just wanted to share a simple gun script that uses C#. Probably the best script for beginners! There are two scripts, one for the gun, and one for the enemies to shoot at! Hope u like it! 1st script: using UnityEngine; public class Gun : MonoBehaviour { public float damage = 25f; public float range = 100f; public Camera fpsCam; public ParticleSystem muzzleFlash; // Update is called once per frame void Update () { if (Input.GetButtonDown("Fire1")) { Shoot(); } } void Shoot () { muzzleFlash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); Target target = hit.transform.GetComponent<Target>(); if (target != null) { target.TakeDamage(damage); } } } } 2nd Script (Target Script) using UnityEngine; public class Target : MonoBehaviour { public float health = 50f; //what makes the damage work public void TakeDamage (float amount) { health -= amount; if (health <= 0f) { Die(); } } void Die () { Destroy(gameObject); } } There u go! those are all of the scripts! (Credit to brackeys for them.)
  13. 2 points
    Review Complete Projects/Packs Leandro Vieira [Gallighan] - Two TV, owner. [Waiting unity review] Unity Asset Store: GitHub Download Page: https://github.com/leandrovieiraa/FreeSurvivalRPGKit Description This is a FREE kit made in Unity Engine (Version 5+), to help developers create your own survival game with RPG aspects. This kit have a great low poly fantasy RPG environment, is intuitive package and easy-to-customize Features Unity's new UI system with modern interface pack. Player and Enemy's. Equipment System based on transform position and prefabs. Health, thirst and hunger system. Point Click, WSAD and Joystick/Controller movement via Navigation Xbox 360 joystick is automatically identified when connecting switching inputs. Point and click controller has to be set and by default the project uses the keyboard and mouse. RPG Camera with Zoom, Rotation and Joystick/Controller Support. Animations via Mecanim. Low Poly FREE 3D Models. Minimap System. Inventory, Loot and Gold System. Death and Respawning. Carefully crafted C# Code. Tottaly FREE to customize. Showcase Screenshots https://imgur.com/a/chhmtdU --
  14. 2 points
    This is the underlying library of the Banshee Engine. It's a modern open source C++ framework with full renderer (Vulkan, DirectX and OpenGL backends available), audio, physics support etc... The engine itself is in development, it will probably take a few months for him to finish it. I will be working on the demo of the engine with the dev! https://www.bsframework.io/ https://www.banshee3d.com/
  15. 2 points
    yeah, domains in these days are soooooooooo expensive... seriously? you will start crowdfunding? just ask 10$ your mom
  16. 2 points
    Part 1 or Episode 1 of converting au fps kit into Call of duty Ghosts Please Subscribe my youtube channel and also a big thanks to OneManArmy3d Episode 2: Working on UI Episode 3:
  17. 2 points
    Thanks. Quick performance test:
  18. 2 points
    Hi ArmedUnity, Im current working on an kit called MadFPMelee. I always wanted to make a melee and bow combat based game, but I always started to work on shooters, I really dont know why. This Kit is based on melee combat. Bows, Throwable Knifes, and Throwable Weapon coming soon after. I will try to add intellegent melee combat AI too. This Kit will get Weekly or Monthly updated! Description: Coming soon To-Do: Coming soon Updates: Coming soon
  19. 2 points
    I was just browsing the Unity source code (as you do) and found something quite cool. open the About Unity window by going to: Help/About Unity (The one which tells you your Unity version and has some scrolling credits) Make sure the window is selected and type in the word "internal". It puts Unity into internal mode. You can get out of internal mode by typing the word in again. I'm not quite sure what it means but there is a new menu item added called 'Project' where you can save your project as a template (I'm using 2017.3). If anyone knows what it's for please let me know!!! Edit: You can also use it to take screenshots of the whatever Unity Editor Window you have selected using the menu item Window/Screenshot/Snap View
  20. 2 points
  21. 2 points
    What a good game with a neat aesthetic! I didn't know anything about this project, and playing it, I understand that I missed something great. Travel down a long, winding and completely unique procedurally-generated river, through environments inspired by the Everglades, Mississippi Delta, Louisiana Bayou, and other quintessentially American places. Your journey has an end. Will you survive long enough to reach it? Take a look at the video : Now this game is for free at the address below - a gift from Humble Bundle as usual : https://www.humblebundle.com/store/the-flame-in-the-flood And that song!
  22. 2 points
    Free Login Window. It should have animations when you click at field. Special is for promo codes like "y8BeQ" Or something This is uploaded as prefab. Link: http://www.mediafire.com/file/edvl2yi17u6ec6r/LoginUI.rar
  23. 2 points
    I am having a blast working on my level designing skills, preparing for future projects. Thanks to the powerful unity assets available my learning experience has never been better. The workflow with all these assets combined is nothing short of amazing. One of my many attempts. Many more to come. Feel free to ask me anything, Enjoy.
  24. 2 points
    The best place to look is the Unity Asset Store. Failing that there are some sites that sell models where there are things going for free like turbosquid. Before creating a post asking for free assets I'd at least expect you to do a search of this site. I did a quick search of 'fps arms' and found these:
  25. 2 points
    Update 5: PE 2 RELEASED | Video Upload finished in 22min
  26. 2 points
    Hey Guys made a little Tutorial on how to use the Steering wheel in Unity^^ Made it hopefully simple as fuck! Video is here Code simple as fuck: using System.Collections; using System.Collections.Generic; using UnityEngine; public class LogitechExample : MonoBehaviour { LogitechGSDK.LogiControllerPropertiesData properties; public float xAxes,GasInput,BreakInput,ClutchInput; public bool HShift = true; bool isInGear; public int CurrentGear; private void Start() { print(LogitechGSDK.LogiSteeringInitialize(false)); } void Update() { if (LogitechGSDK.LogiUpdate() && LogitechGSDK.LogiIsConnected(0)) { LogitechGSDK.DIJOYSTATE2ENGINES rec; rec = LogitechGSDK.LogiGetStateUnity(0); HShifter(rec); xAxes = rec.lX / 32768f; //-1 0 1 if(rec.lY > 0) { GasInput = 0; }else if(rec.lY < 0) { GasInput = rec.lY / -32768f; } if(rec.lRz > 0) { BreakInput = 0; } else if(rec.lRz < 0) { BreakInput = rec.lRz / -32768f; } if (rec.rglSlider[0] > 0) { ClutchInput = 0; } else if (rec.rglSlider[0] < 0) { ClutchInput = rec.rglSlider[0] / -32768f; } } else { print("No Steering Wheel connected!"); } } void HShifter(LogitechGSDK.DIJOYSTATE2ENGINES shifter) { for(int i = 0; i < 128;i++) { if(shifter.rgbButtons[i] == 128) { if(ClutchInput > 0.5f) { if(i == 12) { CurrentGear = 1; isInGear = true; } else if (i == 13) { CurrentGear = 2; isInGear = true; } else if (i == 14) { CurrentGear = 3; isInGear = true; } else if (i == 15) { CurrentGear = 4; isInGear = true; } else if (i == 16) { CurrentGear = 5; isInGear = true; } else if (i == 17) { CurrentGear = 6; isInGear = true; } else if (i == 18) { CurrentGear = -1; isInGear = true; }else { isInGear = false; CurrentGear = 0; } } } } } }
  27. 2 points
    AI Showcase (NEW)
  28. 2 points

    Version v1.5


    This is C# version of FPS KIT. Scripts translated to C# by Evgeniy Kupras (chapaeff) Webplayer demo: http://games.armedunity.com/au-fps-kit/ Requires unity 5.3.3 or higher. Password: armedunity *************************** VIDEO TUTORIALS * How to open project in unity 5: * How to add animated weapon: * How to add weapon by replacing model
  29. 1 point
    Just a few words to say that Unreal Gold (1998) is free on Steam - and on GoG thursday. I guess that it could be a good news for those who like old retro FPS ++ https://store.steampowered.com/app/13250/Unreal_Gold/ https://www.gog.com/game/unreal_gold PS : I noticed many bugs, trying to play Unreal on Windows 10 64bits. We have to install an unofficial patch to fix all problems. It allows to use OpenGL or latest DirectX version. Now it works fine ++ https://www.oldunreal.com/oldunrealpatches.html
  30. 1 point
    So why is there a picture of the game "Nether" in the website? Nice earrape btw thanks
  31. 1 point
    Thanks! Well its just a placeholder, and I dont want to name it unnamed again. lol
  32. 1 point
    Quickly- I have no time today - it could be interesting for you to read some articles which have been written by Alan Zuconni about procedural animation. https://www.alanzucconi.com/2017/04/17/procedural-animations/
  33. 1 point

    Version 1.5


    Webplayer demo: http://games.armedunity.com/au-fps-kit/ Requires unity 2017.3 or higher. This is AU FPS KIT v1.5 C#, updated to unity 2017.3 and tested in unity 2018. *************************** VIDEO TUTORIALS * How to open project in unity 5: * How to add animated weapon: * How to add weapon by replacing model
  34. 1 point
    This kit is now on hold. Due to my new kit and game. but I will add it when Im finished.
  35. 1 point
    Good Luck! I've started on a few meele combat systems, mainly third person. I always get stuck because I can't find any decent animations and I am quite bad at making my own. The system I am working on at the moment has a bit more potential though. I'm using a few basic animations I've made and heavily modifying them with IK. I'm using PuppetMaster to make them feel more natural and handle the hit reactions. Keep us posted
  36. 1 point
    Hello, everyone! I present to you: Update New Features: Battlechat Leveling Unlocking FPV2 integration
  37. 1 point
    I'd like to have something like BeamNG.drive It's more of a simulator than a game. Just drive around and smash things up. Probably wouldn't play it enough to make it worth paying for
  38. 1 point
  39. 1 point
    Ok I give up. We can't explain this any better to you. You are overcomplicating this stuff. As we said before, you don't have to move the gun at all. Instead you rotate the muzzle transform bla bla bla. That's it. If you want to have animation on the gun when you shoot, then just play the animation on the gun when you shoot, it doesn't matter, it has nothing to do with the shoting mechanics.
  40. 1 point
    Simplest solution for you right now would be using Update(), float as timer and add component This approach basically 1. adds component to a gameobject 2. runs update and reduces timer 3. kill itself, disables gameobject when timer finishes Its usage would be //OnButtonClick gameObject.AddComponent<MyClass>(); //Or if you want to specify other timer gameObject.AddComponent<MyClass>().SetTimer(4f); //Heres the pseudo private float timerCur = 2f; private const float Min = 0f; private void Awake(){ //check for already existing timers on this gameobject if(GetTimerCount() > 1){ Debug.LogWarning("Timer component cannot contain duplicates"); Finish(); } } private void Update(){ UpdateTimer(); } private int GetTimerCount(){ return gameObject.GetComponents<MyClass>().Length; } private void UpdateTimer(){ timerCur -= Time.deltaTime; if(timerCur <= Min){ Finish(); } } public void Finish(){ Destroy(this); gameObject.SetActive(false); } public void SetTimer(float time){ timerCur = time; }
  41. 1 point
    Have you checked that the shaking isn't actually part of the animation which is playing correctly? Was the animation meant for that model? If it was made for a different avatar and you are applying it to your humanoid model via mecanim, the differences in things like bone rotations could be causing it. Make sure import settings are correct. Are there any other scripts attached which might be causing it? Maybe IK or something? If it is moving quite wildly it might be a physics problem ... colliders not positioned correctly, colliing with it's own children, problem with layers, rigidbody not setup right, etc ... these can all result in strange 'shaking' effects. We have no idea what you are trying to do and how the objects are setup in your scene. We can't tell you how to fix a problem we know almost nothing about.
  42. 1 point
    Hi JFrost. I am very happy to meet you today. Your profile is really impressive. I hope that you could reach your goal, changing your professional orientation. I am french, trying to speak English more or less efficiently (russian speaker too). Sometimes I need help - I do many efforts in order to increase my understanding. This way, please, you could correct me when I do an error, even though I know that our forum is devoted to code - not English language. I wish you the best here. Be free to post any request when you have a question or a problem. Also show us your 3d work. Have a nice day ++
  43. 1 point
    @AshwinTheGammer belive me i know some guys who has bader ones who cant run even windos xp
  44. 1 point
    Free AK47 model, has 3 seperated parts.(MAG, BOLT, BODY) Commercial Use Poly count : 4500~Texture dimensions : 4096x4096 4K Link : https://static.free3d.com/models/1/5rr6zcanln5s-AK47_Free.rar
  45. 1 point
    There is something similar on the Asset Store here if you need it: https://assetstore.unity.com/packages/tools/network/dreamlo-com-free-instant-leaderboards-and-promocode-system-3862
  46. 1 point
    I do it because I see no reason to access the fields from other scripts. I make stuff private where I believe there would be no reason for other scripts to access. If I want to make stuff accessible from other script, I make a property which has a getter that returns the private field. I make a setter in the property if I think there's a reason for a field to be set from another script. A few changes I could have made though, was making a property for the target, cameraToUse, useDistanceViewing, minDistance, and maxDistance fields with a getter and a setter. Because maybe you want to change that at runtime from other scripts. Then when setting the values from another script by using the properties, I could have validation stuff in the setters. Such as for maxDistance, It wouldn't make any sense for it to be negative, so I can validate it in the property's setter. So when I assign the maxDistance a new value by using the property from another script, then it would check the new value to see if it was negative and if it is, just default it to 0. The GetDistance and GetDistancePercentage methods I could have made public too. Because maybe you would want to get the calculated stuff on other scripts. The rest I don't see a reason to make accessable from other scripts I add a serializefield to private fields so they show up in the inspector. Hope that cleared it up on why I don't make all my fields public The script was originaly made for my game, and since I didn't have any reason to access or change those values, I just went with all private
  47. 1 point
  48. 1 point
    Nice, but simple indeed, although the AR and TY aren't really readable for me here. Btw, I disected your work as the following. - 1 text layer - 1 layer with the pattern which uses the text as mask. - 1 vignette layer (or the text layer has a radial gradient applied to it) Second one same story, but with an additional vector layer and pattern layer which uses the vector as mask. You can discard my words regarding composition, I personally love to disect people's work visually as you can learn a lot from it if you do it correctly (and have the proper background knowledge on how to achieve certain effects etc.)
  49. 1 point
    Right, well I have just finished making a custom zombie script with full detection of enviorment ext. However it requires unity pro as it uses navmesh. So yh here it is: Zombie script: var target : Transform; var isChasing : boolean = true; var isAttacking : boolean = false; var NavComponent : NavMeshAgent; var thisObject : Transform; var stopDistance : int; var isInTeleporter : boolean = false; var minSpeedWalk : int; var maxSpeedWalk : int;; var minSpeedRun : int; var maxSpeedRun : int; var minSpeedAttack : int; var maxSpeedAttack : int; var isRunner : boolean; var curSpeed : int; var moveAnimName : String; var walkAnimName : String; var runAnimName : String; var attackAnimName : String; var idleAnimName : String; var timeToAttack : int; function Awake(){ thisObject = transform; } function Start(){ target = GameObject.FindWithTag("Player").transform; NavComponent = thisObject.transform.GetComponent(NavMeshAgent); if (isRunner == true){ curSpeed = Random.Range(minSpeedRun, maxSpeedRun); moveAnimName = runAnimName; } if (isRunner == false){ curSpeed = Random.Range(minSpeedWalk, maxSpeedWalk); moveAnimName = walkAnimName; } NavComponent.speed = curSpeed; } function Update(){ var curDistance = Vector3.Distance(target.position, thisObject.position); NavComponent.stoppingDistance = stopDistance; if (curDistance <= stopDistance){ isChasing = false; isAttacking = true; } if (curDistance > stopDistance){ isChasing = true; isAttacking = false; } if (isChasing == true){ NavComponent.SetDestination(target.position); NavComponent.Resume(); thisObject.animation.CrossFade(moveAnimName); } if (isChasing == false){ NavComponent.Stop(); if (isAttacking == false){ thisObject.animation.CrossFade(idleAnimName); } } if (isAttacking == true){ BroadcastMessage ("IsAttacking"); thisObject.animation.CrossFade(attackAnimName); waitFunction(); BroadcastMessage ("StopAttacking"); } } function waitFunction(){ yield WaitForSeconds (timeToAttack); } Damage Script: var attacking : boolean; function OnCollisionEnter (col : Collision) { if (attacking == true){ col.gameObject.BroadCastMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver); } } function IsAttacking(){ attacking = true; } function StopAttacking(){ attacking = false; } Zombie script goes on main zombie. Damage script goes on a bone of the zombie, and you must attach a collider to that bone. For example if it is a kick animation, then attach this to the leg bone, and add a collider to the leg bone as well. Remember collider, not trigger. Enjoy:) Like if you can too. Link to example project: http://www.mediafire.com/?dlkm1zqa43nu3za
  50. 1 point
    Hi =) This is a simple script parachute, use J to activate the parachute is quite simple and easy to understand. pt-BR Ola esse e um simples script de paraquedas, fácil de entender, use a tecla J para ativar o paraquedas, qualquer duvida e só postar aqui. // By: BrunoGysin private var CharCont : CharacterController; private var CharMotor : CharacterMotor; @HideInInspector var InParaChute : boolean = false; function Start () { CharCont = GetComponent(CharacterController); CharMotor = GetComponent(CharacterMotor); } function Update(){ if (Input.GetKeyDown("j")) { if(InParaChute == false) { InParaChute = true; } else { InParaChute = false; } } } function FixedUpdate () { if(!CharCont.isGrounded) { if(InParaChute == true) { CharMotor.movement.gravity = 10; CharMotor.movement.maxFallSpeed = 10; } } else { CharMotor.movement.gravity = 20; CharMotor.movement.maxFallSpeed = 20; InParaChute = false; } if(InParaChute == false) { CharMotor.movement.gravity = 20; CharMotor.movement.maxFallSpeed = 20; } } Thanks, vlw.