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Showing most liked content since 04/25/2017 in all areas

  1. 68 likes
    Hey guys, so I decided to make a thread about the useful scripts that are in this very useful forum. This thread will be updated regularly as soon as I (or you) find some useful scripts. If you found this helpful then leave a "like"! FORMAT: (thread name) by (author of thread) [language (C#/JS)] LIST [@DaBossTMR] Flashlight Script v2.1.1 by DaBossTMR [C#] Bullet Trajectory/Physics by DaBossTMR (credits to Jeremy Clark) [C#] Player Push (less glitchier) by DaBossTMR [C# and JS] [NGUI] Changing Screen Resolutions by DaBossTMR [C#] Top-down Shooter Camera by DaBossTMR [C#] Object Impact Sound by DaBossTMR [C# and JS] Populate Terrain Grass by DaBossTMR [C#] Realistic Camera Shake by DaBossTMR [C#] (credits go to UTnT) Find Closest Transform With Tag by DaBossTMR [C#] Disable ALT-F4 In Game by DaBossTMR [C# and JS] Extended FPS Counter by DaBossTMR [C#] [@OneManArmy] Jeremy Clark's FPS Scripts by OneManArmy [JS] RTS Camera by OneManArmy [JS] Rigidbody Controller by OneManArmy [JS] Buoyancy (Floating Objects) by OneManArmy [C#] Audio Effect When Falling by OneManArmy [JS] Cigarette Smoke Trail by OneManArmy [JS] [@OcularCash] Save/Load Method (Player Prefs) by OcularCash [JS] Health Regeneration by OcularCash [JS] Bouncing Betty/Freddy by OcularCash [JS] COD Style Cooked Grenades by OcularCash [JS] Javelin Script by OcularCash [JS] Stealth Bomber by OcularCash [JS] Harrier with Airstrike by OcularCash [JS] Anti-Spawn Trapping by OcularCash [JS] Predator Missile by OcularCash [JS] Weapon Wheel (GUI) by OcularCash [JS] MW2 Style Semtex Grenade by OcularCash [JS] Team Selection (Private Match) by OcularCash [JS] Flare Gun (with Exploding Rounds) by OcularCash [JS] Explosion (Linear Falloff Damage) by OcularCash [JS] Using Enums To Call Functions by OcularCash [JS] Basic Procedural Player + Movement + Walkable Area by OcularCash [JS] [@Duxducis404] Quake Map Loader (pk3 files) by Duxducis404 [C#] [@YoungDeveloper] Simple Teleport by YoungDeveloper [C#] [@T3kaT0kIkuTa] Particle Magnet by T3kaT0kIkuTa [C#] [@DarkChaos] Wall Avoidance by DarkChaos [JS] Disable Shadows For One Camera by DarkChaos [JS] Improved Sniper Scope System by DarkChaos [JS] Frames Per Second Counter by DarkChaos [JS] Knife Script with Animation Support by DarkChaos [JS] Countdown Timer by DarkChaos [JS] [@themars2011] Extended Timer/Counter by themars2011 [JS] Useful Networking Scripts by themars2011 [JS] Toggle Aim by themars2011 [JS] Mouse Look w/ Custom Editor by themars2011 [JS] [@bxboy15] Weapon Sway/Rotation by bxboy15 [JS] [@ProRussianMn] Save/Load Method (XML) by ProRussianMn [JS] [@jordanblythe104] Weapon Sway Script (Red Orchestra Style) by jordanblythe103 [JS] [@aeditz50] Cinematic Camera Shake by aeditz50 [C#] [@nightbird0] Smart FPS Counter by nightbird0 [C#] [@Epic-Shot] Fullscreen Video Using GUI (Pro Only) by Epic-Shot [C#] [@loftail] Zombie AI (Pro Only) by loftail [JS] [@dreadt9] Sentry Gun by dreadt9 [JS] l4mishotiz (Unity Forums) FPS Starter Scripts by l4mishotiz [uNKNOWN] [@jediaction] Peek Script by jediaction [JS] SIMPLE SCRIPTS/TOOLS Simple Tips System by pspdude [JS] Javascript to C# Converter by M2H [C# people]
  2. 21 likes
    Part I - Introduction _____________________ Objective: To make ones own custom image effects by the end of the tutorial. Materials: Unity Pro, Script Editor Need to Know: Must know and understand the basic functionality of scripting and how to use the Unity documents, if stuck. Shoutout: Jmaster for requesting the tutorial! Part II - The Shader First line of any shader must look like this: Shader "Custom/ShaderTutorial" { } Shader tells unity this is a shader. "Custom/xxxxx" Custom says what category the shader is located (see example below). "Custom/ShaderTutorial" This says to place "ShaderTutorial" under "Custom" category when selecting a shader. You don't need a subcategory. Its just for organization; you could essentially do it like this: Shader "ShaderTutorial" { } Next is the properties box. When creating image effects, keep in mind the only thing that needs to be in the properties box is _MainTex. We will get more in depth later. Shader "Custom/ShaderTutorial" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} //No semicolon in Properties! } } Then you have the SubShader, the actual shader location, the Pass, you can have more than one, and the CGPROGRAM. Shader "Custom/ShaderTutorial" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM ENDCG } } } Subshader as stated before is the actual shaders location. It contains all Passes. Pass is the place where you can enter a CGPROGRAM. If you want multiple CGPROGRAMs you need more passes under SubShader to contain them. CGPROGRAM is the CgFx code. The Cg language adopted by Unity, made by Nvidia, supports both HLSL(High Level Shading Language) and GLSL(OpenGL Level Shading Language?) commands. You can find out more about it here: CGPROGRAM is where you will place the actual code for the shader in the Cg language. The language derives from C so if you know C# this is a piece of cake to understand. ENDCG just tell Unity, "Hey you can stop sending this info to the GPU now!" Now lets dive into some shader code.. Shader "Custom/ShaderTutorial" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; float4 frag(v2f_img i) : COLOR { float4 theScreen = tex2D(_MainTex, i.uv); return theScreen; } ENDCG } } } #pragma - you've seen this before I hope, It gives special instructions prior to the codes execution.Vertex Shader - A vertex shader for image effects just needs the screen coordinates because we're not applying this to an object we don't need an object's vertices. #pragma vertex xxxx - says, "whats the name of the vertex shader so I can find it?". The vertex shader here is "vert_img". But Wait! I dont see it anywhere in the shader!? Thats because its inside the file "UnityCG.cginc" which we have included thanks to pragma. It contains all the info we need so we don't have to worry about it. Phew Fragment/Pixel Shader - A pixel shader tells how the screen/object should be shaded. In our case we need to shade the screen which is why we arent concerned with the vertex shader and pushed it aside and used the built in "vert_img" vertex shader. #pragma frag xxxx - says, "whats the name of the fragment shader so I can find it?". Pixel shaders are nothing without a vertex shader sad but true. They need the vertex shaders information so they can begin with shading the screen. float4 frag(v2f_img i) : COLOR float4 - similar to Vector4, it contains xyzw or rgba components. Your fragment shader must be a float# (theres more but leave that for later). You put this in the front of the fragment shaders name. If you are returning a float3 it must be float3 before the name. In this case the fragment shaders name is frag. Nostalgia hitting you yet? It should because "frag" is also what we've told Unity our fragment shaders name is a few lines up in #pragma fragment frag. (v2f_img x) - ignore the x for now. Also located in "UnityCG.cginc". It is the name of a struct that contains the vertex program "vert_img". (v2f_img i) - Ok back to the variable i. "i" is the variable for accessing the struct. You must have one but you can name it what you like. Ex. (v2f_img myvariable). xxx : COLOR - This is called a semantic. It says, "Hey, what type of info is this?". Funny though because you can name it almost anything below but keep it COLOR. Semantic Types uniform sampler2D _MainTex; float4 frag(v2f_img i) : COLOR { float4 theScreen = tex2D(_MainTex, i.uv); return theScreen; } uniform sampler2D _MainTex - samples the screen as a texture. Or to simplify, takes a screenshot of the current screen and places it in your shader as a 2D texture. float4 theScreen is a new variable called the screen that holds 4 components, rgba or anything else but lets focus on rgba. theScreen = tex2D(sampler2D, coordinates). The sampler2D is the main image or _MainTex. The coordinates it will use are the screen coordinates, which we take from the vertex struct v2f_img and access the uv components by saying "i.uv". We then return the screen in its original state but of course lets modify it! Lets take the red component of the main image and amplify it! float4 theScreen = tex2D(_MainTex, i.uv); theScreen.r += 0.5f; return theScreen; This takes the red component only of the screen and adds 0.5 to it. It should turn out more red once we finish. But we should make the value of redness changeable in the inspector. Lets do it.. Shader "Custom/ShaderTutorial" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float _Redness; float4 frag(v2f_img i) : COLOR { float4 theScreen = tex2D(_MainTex, i.uv); theScreen.r += _Redness; return theScreen; } ENDCG } } } I've added a variable _Redness that will let me control the redness once we get to the script you will see. Part III - CSharp and RenderTextures I won't go into too much detail but here is the basic script for rendering Image effects. using UnityEngine; using System.Collections; [ExecuteInEditMode] //See changes in realtime public class ShaderName : MonoBehaviour { #region Variables public Shader CustomShader; public float Redness = 1.0f; private Material curMaterial; #endregion #region Properties Material material { get { if(curMaterial == null) { curMaterial = new Material(CustomShader); curMaterial.hideFlags = HideFlags.HideAndDontSave; } return curMaterial; } } #endregion // Use this for initialization void Start () { if(!SystemInfo.supportsImageEffects) { enabled = false; return; } } void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture) //sourceTexture is the source texture, destTexture is the final image that gets to the screen { if(CustomShader != null) { material.SetFloat("_Redness", Redness); //Links the shader value to the C# value so it can be updated at anytime in the Inspector Graphics.Blit(sourceTexture, destTexture, material); //Draws a full screen texture to be displayed with the material named "material" which also has the shader attached to it (See line 19) } else { Graphics.Blit(sourceTexture, destTexture); //If the computer doesnt support Image effects or cant run the effect just use the main image without a material applied } } // Update is called once per frame void Update () { Redness = Mathf.Clamp(Redness, 0.0f, 1.0f);//Clamp values in here to keep things from going overboard and you can't get bigger than 1.0 unless HDR is used on the render texture format } //When we disable or delete the effect..... void OnDisable () { if(curMaterial) { DestroyImmediate(curMaterial); //Destroys the material when not used so it won't cause leaks } } } Now we have an image effect that lets us control the values of redness in the inspector. Time to red this up Part IV - Conclusion After attaching the script to a camera and changing its name inside and outside the cs file to anything you want, apply the shader to the CustomShader slot. You can name the shader anything, it doesn't have to be the same as it was in the code. And thats all. Make up your own task. Challenge yourself and see what you can do with this newly acquired knowledge. Before and After screens: Before After
  3. 16 likes
    NEW PACKAGE! This one is a bit late but sure was worth the wait I guess. It's a new pair of FPS Arms which you can use without crediting anyone from this site! It was made by me, and can be used ROYALTY FREE! Feel free to use it in whatever project you like! Please read the text file in the package before proceeding after download! Thanks! Download! Image: ___________________________________________________________________________ Original Post here at my website: 7XFGAMES
  4. 16 likes
    Q. How to use this script? A. Just drop this script on root of your weapon GO and adjust all parameters in Inspector. var amount : float = 0.02; var maxAmount : float = 0.03; var smooth : float = 3; private var def : Vector3; function Start (){ def = transform.localPosition; } function Update (){ var factorX : float = -Input.GetAxis("Mouse X") * amount; var factorY : float = -Input.GetAxis("Mouse Y") * amount; factorX = Mathf.Clamp(factorX, -maxAmount, maxAmount); factorY = Mathf.Clamp(factorY, -maxAmount, maxAmount); var Final : Vector3 = new Vector3(def.x+factorX, def.y+factorY, def.z); transform.localPosition = Vector3.Lerp(transform.localPosition, Final, Time.deltaTime * smooth); }
  5. 15 likes
    Hi guys! I updated the Horror Kit and this is the result: IMPORTANT: - GIVE CREDITS TO MasterDevelopers - I MADE THE PROJECT USING UNITY 4.6.1 PRO VERSION Tell me what do you think
  6. 14 likes

    Version v1.5


    This is C# version of FPS KIT. Scripts translated to C# by Evgeniy Kupras (chapaeff) Webplayer demo: 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
  7. 14 likes

    Version v1.5


    Webplayer demo: Requires unity 5.3 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
  8. 13 likes
    I don't even think I need to go over why I had to do this. But say hello to no more noise shadows! Requires Unity Pro! Just place this file inside a folder named "Resources" and restart Unity. If you want to greatly increase the shadow spread change the spread value indicated within the shader. Its still a WIP! File: Shader code:
  9. 5 likes
    This Model is to be used only inside of this community only For noncomercial purpose! Link:"!8k8FxJ7K!pERlcjkbQreoEcmAk9q4s6oyfiAn5qPHy47G9cXYnmY
  10. 4 likes
    -They come with albedo and normal map -Textures have 4096x4096 px resolution (they are not that detailed tho. better size them down in in unity do about half or even quater) -They have a minor issue with bleeding on the seems (that might get fixed and ill upload a new albedo) -they are around ~7,400 tris -free for any kind of use ( but credit me ) here is a shitty render i made really quick: Download:!cUMTwDKI!3lV_qaVo1WqFJ9fFMlbOPsVDzIPTgW_7vQDCapE5KV4 Password for the Zip is: Hope you like it EDIT: Albedo Texture bleeding fixed, the new texture is here: enjoy Note: the texture will be redetailed soon so it uses the full potential of the 4k texture i would still recommend to resize it to 2k in unity tho
  11. 4 likes Abaddon is the hebrew name for the angel of the abyss in the Bible (apocalypse 9:11). Today this is just my entry for the 38th LudumDare session. I did a paced FPS - a survival game in which you must fight against a horde of mischievous creatures in a little arena (50x50). The columns delimitate your small world (the theme). When you see them, it means that you are not far to the void. Be careful! Each creature has its own behavior : a skull follows you in a wave movement and explodes near of you. A ram twirls around you, trying to hit you. A spider is looking for fresh meat and it spits on you its poison. The monster comes from the ground and knocks you really hard... Excepted the last specie, you cannot see how and where are spawned the enemies. I did many scripts to create an oppressive and darkly environement from which the creatures appear. You are always surounded by them. Kill them and try to do the best score which will be saved automatically in a leaderboard - the hall of fame. Using the LMB, you shoot fireballs, also using RMB, you shoot like with a shotgun, but its firerate is low. When you kill a monster or a spider, some blue dust appears. Passing through it, you gain health... I guess that if you can (more or less) define how the spawn script works, you can elaborate an efficient strategy. Please play this game and tell me your point of view. I hope that you enjoy. Thank you. I wish you the best. Bye ++
  12. 4 likes
    I want to share an old project, that I made for my current game. It`s a Shop System, that can be used for every possible item. In my example project, I made a weaponshop, you can use it for your project, just replace the cubes with your items. The project has a "PURSE"- Gameobject, that features a moneyscript. You can change the price of each project in the "BuyThat" Script. It's nothing special, but hey it's free. Enjoy your coding! DOWNLOAD:
  13. 3 likes
    If you use ripped models/animations (even as a placeholders), then at least give a credit to owner Nexon GT (Sudden Attack 2).
  14. 3 likes
    I haven't posted something in a very long time. But here's my latest project.
  15. 3 likes
    Which models and scripts did you make exactly? So far I see pretty much OMA's Kit with some COD models and free asset store models. I could be missing something though.
  16. 3 likes
    Alright, here is a little update: Animations(Fire, aim, walk, run, reload) support [0%], Recoil(Increases the longer you fire) [80%], Impact Decals [75%], FX(Muzzle flash, impact fx) [10%], Bullet ejection [95%], Sounds support [35%], Bullet penetration(Maybe, only if i can get it to work well) [0%], Fire Mode(Single, Burst and Auto) [98%]. Not much is finished, but i just wanted to give an update on how much progress has been made Picture of settings so far:
  17. 3 likes
    I made axis using g00d light and shadder we usse 1n game yes!!!! cAN I BEE GRAFIXC ARTISSTE ON TEAM???
  18. 2 likes
    This is an invisibility shader that is similar to Halo or similar. Not much else to explain bc it's pretty well known. but first: Disclaimer: This shader was not created by me nor do I have any affiliation with the creator. This is just a copy paste topic so that you don't have to do it the hard way and scroll his youtube video to hand type it, that's it. Shader "Custom/Cloak" { Properties { [HideInspector] _dirty("", int) = 1 _Blending("Blending", Range(0, 1)) = 0 _DistortionMap("DistortionMap", 2D) = "bump" {} _DistortionScale("DistortionScale", Range(0, 1)) = 0 _RippleScale("RippleScale", Range(0, 20)) = 0 _RippleSpeed("RippleSpeed", Range(0, 1)) = 0 } SubShader { Tags{"RenderType" = "Opaque" "Queue" = "Transparent+0" "IsEmissive" = "true"} Cull Back GrabPass{"_GrabScreen0"} CGPROGRAM #include "UnityShaderVariables.cginc" #pragma target 3.0 #pragma surface surf Standard keepalpha addshadow fullforwardshadows struct Input { float4 screenPos; }; uniform sampler2D _GrabScreen0; uniform sampler2D _DistortionMap; uniform float _RippleScale; uniform float _RippleSpeed; uniform float _DistortionScale; uniform float _Blending; void surf(Input i, inout SurfaceOutputStandard o) { o.Albedo = float3(0, 0, 0); float4 screenPos7 = i.screenPos; #if UNITY_UV_STARTS_AT_TOP float scale7 = -1.0; #else float scale7 = 1.0; #endif float halfPosW7 = screenPos7.w * 0.5; screenPos7.y = (screenPos7.y - halfPosW7) * _ProjectionParams.x * scale7 + halfPosW7; screenPos7.w += 0.00000000001; screenPos7.xyzw /= screenPos7.w; float4 temp_cast_0 = (_Time.y * _RippleSpeed); float4 temp_cast_3 = 1.0; float4 temp_output_3_0 = lerp(tex2Dproj(_GrabScreen0, UNITY_PROJ_COORD((float4((UnpackNormal(tex2D(_DistortionMap, (_RippleScale * float2((temp_cast_0 + screenPos7).x, (temp_cast_0 + screenPos7).y)).xy)) * _DistortionScale), 0.0) + screenPos7))), temp_cast_3, _Blending); o.Emission = temp_output_3_0.rgb; o.Metallic = temp_output_3_0.r; o.Smoothness = temp_output_3_0.r; o.Alpha = 1; } ENDCG } Fallback "Diffuse" }
  19. 2 likes
    I'm using this script all the time if I wan't to make a button using UGUI. This script turns any UI element into a fully working button. Just drag and drop the script to a UI element (which has RectTransform). Since most people don't know scripting, I added a simple method calling function, the only downside with this is that you can't send any additional data for that method. If you wan't to use your own code, just replace the code at line 98.
  20. 2 likes
    I'll throw in some things that I see very frequently. I know a lot of ppl get too familiar with using things like this: someVector = new Vector3(...); which is all fine and dandy when your only using it on occasions. But if you are using it every frame, it can be slightly taxing. What ppl aren't familiar with and you don't see to often is the Set method. The set method allows you to set a vector without creating unnecessary instantiations of a class (garbage collection) and is used just as easy: someVector.Set(...); another garbage collector is the heavy use of things like "transform" or "gameobject". Things like that need to be cached whenever possible. What new unity users don't realize is that those arent typical variables, they return copies of the original that can tax your CPU similar to the example above with vectors. Instead, cache it once and use it to avoid garbage collection like this: private var t : Transform; function Start(){t = transform;} function Update() { t.position.x += 0.0001; } similarily, position is also a copied vector as is rotation and scale. You can tell because the Set method doesn't work... bc you can't set a copied class because it's thrown away. There is nothing we can do about that at the moment as unity has yet to add a method for it (as of unity 4 atleast, haven't heard otherwise for unity 5 so I assume it hasn't changed).
  21. 2 likes
    Showcase This a small review of the textures but i still need to up the contrast on the darker tone
  22. 2 likes
    I have been working on a Low poly FPS for a few months. Everything is going fine however I have reach a issue were all other fields have been given attention except for animation and that's what i am here for. the game engine used Unity Assets such as Figures (Characters) will be rigged for you (Fully) with the exception of Guns, if on request you prefer the guns rigged, that can be arranged. some animations required will be requested: *Soldier (Armed with rifle or pistol) FPS view and 3rd person view -Walking -Running -Crouched -Prone -Shooting -Reloading (various different Guns 30+) to make this easier for the animator we will recycle as many animations as possible for example a M9 and a 1911 can share the same animation. -------YOU WILL BE PAID----- you will be paid HALF before you begin animation, and the other HALF will be PAID on completion. video clip is required when animation is complete *YOU WILL NOT BE PAID A PERCENTAGE WHEN THE GAME IS RELEASED (message for more details on this) LEVEL OF EXPERIENCE im not asking for AAA animation experience. this is a Low Poly Game so Animations do not need to be 60fps CoD reload. the Animation much match the theme. I like a lot of communication. even if you send me 20+ messages a day i don't mind. You do not need to have experience in Rigging, Only Animation (Rigging is a +) BEGINNERS ARE WELCOME Any Details i left out or if interested message directly or Comment Below, Images of some examples will be included (as soon as i find out how this upload system works)
  23. 2 likes
  24. 2 likes
    I made a door script for anyone to use, and I have also included a prefab to easily put in your game. doorDemoAssets.unitypackage
  25. 2 likes
    Here are some photos and a video!
  26. 2 likes
    I wasn't originally going to post anything about my game nor showcase anything outside of the premium section but I'm going to make an exception with this post. I need some feedback on what you think about the birds in it's current stage. Feel free to tell me what you really think about, please don't hold back. For anyone wondering, yes, the base to the birds flocking is the exact same base as the fish schooling topic I previously posted in the scripts section p.s. This is not a discussion on the game itself, graphics, gameplay, etc... this is just an opinion topic for the birds behavior so please stay on topic. Animations are also still a work in progress, I've spent most of the time just in the programming part and less in animations ATM.
  27. 2 likes
    I do agree that poses give you more flexibility. IK just straight off ruins the animation in most cases and feels extremely stiff (at least the built-in solution). I did achieved "up and down" aim offset poses earlier based on the camera's look angle. Not the best way to do it but basically how I did it was by adding a new layer to the animator and setting it to "addictive", setting it's bodymask to upper body only. Then adding a new float parameter to the animator, something like "AimAngle". Then I fetched the "Y angle" from the camera script, (which is mostly hidden so you'll have to expose it). And I assigned it to the animator's "AimAngle" and voila! Again not the best solution but as long as it works? (;-;)
  28. 2 likes
    Another great game with an amazing aesthetic - something new (I hope) ++
  29. 2 likes

    Version 1.0.0


    3D Platformer Tutorial updated to latest version of unity engine. Language: unityscript Engine version: v5.6 Password: armedunity Tutorial in PDF format:
  30. 2 likes
    Anything will work with the FPS Kit. You just have to make everything work yourself. Everything isn't going to magically work with the FPS Kit, you actually have to do work yourself.
  31. 2 likes
    what, or when? Next update = when video will reach 1000 likes. If it will not reach, then after 1-2 years.
  32. 2 likes
    Hi guys! Surfing on the web, i found this Multiplayer FPS Kit. Video: Download:
  33. 1 like
    Hey guys! As you may know, I am working on a custom character controller system for unity. I wanted to separate the updates from the giveaway, that's why I made this new topic. Here is the Asset Store page:!/content/86326 Quantic Character Controller patch notes. Every modification since the initial release are listed here. ======== VERSION 1.3f ======== - Added landing motion for the camera. - Added landing sound mechanics. - Changed the layout of the editor scripts in some places. - Changed the way of updating vectors in some places of the scripts. ======== VERSION 1.2f ======== - Added ghosting system for the spectator mode, with this you can go through walls. - Added new passive state "IsGhosting", obviously for the ghosting system. - Added option to switch between continuous or single jumping method. - Updated the "Getting Started" file, and made it easier to understand. ======== VERSION 1.1f ======== - Added custom grounded state checking system. - Added slope detection mechanics to reduce bouncing on slopes. - Added completely new Demo scene. - Fixed bug with constant gravity force being influenced by move smooth scale. - Fixed bug with gravity visualization being shown all the time. - Fixed camera head bobbing speed when crouching and running. - Changed variable name "Walk Speed" to "Move Speed". - Replaced "Move Direction" with "Move Velocity" in variable monitoring.
  34. 1 like
    @geckoophysic stands for physical (properties of an existent material) which coincides with with a material of a 3d mesh. While physics the standalone property that does not require an existing material, for instance, a ui texture that has no 3d material. @websfera.plno sure if a physic material works without collision but as geckoo stated, you can always try it
  35. 1 like
    What you pretty much want to do depends on the implementation as Ocular said, but I'll tell you the moral of how to handle it code wise. Disable the camera component itself or the camera's object as a whole (circumstantial) on the player prefab. I disable the camera's game object all-together, as I disable the MouseController (for Y axis) script along with it leaving me no need to do that separately - although I do have to disable the MouseController (for X axis) script on the player's main parent separately in the same function as I do with the camera, graphics, and other components. Upon instantiating the networked player, within the instantiation function -- enable the camera by using GetComponent or something of that sort. I use this thus far, for reference for you. p is a temporary reference variable prescribed under the instantiation logic of the playerPrefab, which I then use its instance of for accessing the FirstPersonController component where the game object fpsCamera is referenced at to then be enabled upon spawning. p.GetComponent<FirstPersonController>().fpsCamera.SetActive(true); Hope this helps you in some medium. Recommended:
  36. 1 like
    Ah gotcha. Forgot you can't do that in c#, only js. You have to do this: transform.eulerAngles = new Vector3(transform.eulerAngles.x, ManFace.eulerAngles.y, transform.eulerAngles.z);
  37. 1 like
  38. 1 like
    if (Input.GetKeyDown ("g")) { Instantiate (myPrefab, transform.position + (transform.forward * 2), transform.rotation); }
  39. 1 like
    A game for free - Dungeons 2 Available until tomorrow ++
  40. 1 like
    Dude that is COD MW3 lol. On topic, Networking solution? Time frame? How much would you pay?
  41. 1 like
    You can give this a read and watch the video : , Compton Scattering is one phenomenon which proves light exists in both particle and wave nature, you can give that a read.
  42. 1 like
    Greeting! We (TIV Games) are currently in early stages of development of an original Steampunk FPS game demo. The setting is early 19th century London and realistic graphical theme. Our team is 90% complete, we just need a few more concept artists for the environment. The demo will be free to play so there isn't any financial compensation, unless we decide to crowdfund it, then all members will get a percentage from it. The estimated release date for the short demo is 10th August this year (2017), making it a total of 3 month long development. The story is written and levels designed. Here you can see a 2D game I (programmer/founder) have published previously: And here you can see a portfolio of our 3D Artist/co-founder: Let me know here or by email if you are interested, (email:, -Vadim T.
  43. 1 like
    Not necessarily. The kit's designed in a way that allows for easy implementation of a register & login system, a simple enter username (that's by default), Steamworks authorization, etc...
  44. 1 like
    That might actually be a good idea if it goes well. So I think I'll go with Photon first (since I have already begun with that) and do a uNet version later.
  45. 1 like
    every social network and forum was full with this, and I was hopping that coming here I wouldn't see it here. but no. here you are
  46. 1 like
    It means that you want an integer - value which as been defined at start as a float. Convert it to integer. Show us hashedKey. I think that it has been declared as a float - PlayerPrefs.SetFloat() Change it to PlayerPrefs.SetInt() or PlayerPrefs.SetString() - for a hashedKey, it could be better ++
  47. 1 like
    Respectfully you need to be more explicit - and you need to understand that here, this is not a supermarket for free. Here we share - we not answer to all requests and especially when they are been posted by flooders ++
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  49. 1 like
    You should use transform.TransformDirection(instantiatedProjectile.transform.forward * speed) because currently you are only going to shoot in one direction, it doesn't matter where you actually turn with your character.
  50. 1 like
    I need the unity project for the Mobile ( Android ) and I can pay $300 for development. Please PM me if you are interested.