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Popular Content

Showing most liked content since 06/17/2018 in all areas

  1. 6 points
    This is an FPS game that i have been working like a month. Everything you see here is completely made from scratch(Except for crosshair and zombie model) by a guy which is 12 y/o. Using blender, Gimp, and Photoshop. It started as a low poly fps at first, then i sculpted the arms and made the weapons. Yes, the models and textures aren't really good, even the animations are bad. What do you think? is it better for a zombie or multiplayer game? Feedback is appreciated. https://youtu.be/T8XqsQx-NqQ Working On: Gloss maps Tone Mapping Scar-L Simple AI
  2. 5 points
    This is our first game we published on Steam. Hope you like it! Its a tricky 2D jump and run game where you play as Roman the worm. Your goal is to find all 10 diamonds to unlock the gate in the next level. The game has also a multiplayer but it has only 1 playmode at the moment (more will come in the future ^^). Its name is "catch the diamond" and its like capture the flag with diamonds. Ofc you also got guns to fight your friends. Steam store page: https://store.steampowered.com/app/886950/Roman_The_Worm/
  3. 4 points
    5 seconds of effort reveal that this is an ip address of the google cloud.
  4. 2 points
  5. 2 points
  6. 2 points
    Game Download Below Parkour Project 2018.rar
  7. 2 points
    Hey guys, I'm making a project to waste time, and in this project I'm using ArmedPrefs(made by Erarnitox), but sometimes I just need PlayerPrefs to save things like Resolution, Quality and etc... So I wrote this script to "make it more easier". What are the advantages? 1st - You can load things in two ways now: Ex: DataManager.GetInt("MyInt") Or you can define a "default value" in the final of the function, so if this key do not really exists it will return this value, create and save a new key with the name and the value you used. Ex: DataManager.GetInt("MyInt", 100); // it will return 100, create and save the key if it not exist. 2nd - You can now save and load boolean variables. Ex: DataManager.SetBool("MyBool", true); Ex: DataManager.GetBool("MyBool"); Ex: DataManager.GetBool("MyBool", true); 3rd - Set functions are now saved automatically, so you do not need to use PlayerPrefs.Save(); or DataManager.Save(); 4th - If you want to use this instead PlayerPrefs, you just have to change "PlayerPrefs" to "DataManager". The miracle code This script is very simple, but I hope it can help someone DataManager.cs
  8. 2 points
    Just for help if other people have the same issue. I solved this way: // Add this on top of the script. using System.Linq; // And change: resolutions = Screen.resolutions to.. resolutions = Screen.resolutions.Where(resolution => resolution.refreshRate == 60).ToArray(); // Now only resolutions with 60Hz will be shown :D
  9. 2 points
    Yeah basicly everything youll ever need completely for free: https://sonniss.com/gameaudiogdc18/ enjoy
  10. 1 point
    I think you should. Its doesnt affect with anything if you keep in settings panel anyway and besides the au community who know who use it
  11. 1 point
    I guess that you could take advantage of tutorials which Unity share on web. Take a look at this page below. I wish you the best ++ https://unity3d.com/fr/learn/tutorials
  12. 1 point
    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
  13. 1 point
    Hi everyone! It's been a while since I've posted...but here's a little something I was able to cook up in 2ish hours with the standard assets. I've never really had a big budget so I just wanted to show people that alot can be done with a little. Tell me what you think and I hope you all enjoy. I may give a download at some point if requested...but you all have standard assets .
  14. 1 point
    Mid-way through development using c#.
  15. 1 point
  16. 1 point
    WOW man! Great job, the animations are so nice!
  17. 1 point
    Also it could be interesting to take a look at this page about RaycastAll : https://docs.unity3d.com/ScriptReference/Physics.RaycastAll.html However I prefer the way which OcularCash quoted because you can control time, setting delay between contact ++
  18. 1 point
    Man great job dude. Keep it up. I think with a little work it could rock that style. I love how snappy the animations are, they have attitude.
  19. 1 point
    By ray duplication. Pseudo: int i = 0; startPos = raySpawn; while(i < penetrationTimes) { if(ray(startPos, hit)) { startPos = hit.pos; i++; continue; } break; } ofcourse each material is gonna have a penetration value but this is a basic example
  20. 1 point
    Look at the reviews if you haven't already. Other users have provided fixes. They might work.
  21. 1 point
    Even though this is a "generic" fps, this already has more personality and unique content in it than most of those garbage asset flips on steam.
  22. 1 point
    Not bad at all. I see that you actually spent time doing stuff and not just downloading stuff.
  23. 1 point
    I am legitimately impressed if you are 12 years old, especially the animations. If you keep going you could become a really good and maybe even famous animator one day. Good job!
  24. 1 point
    Pretty simple...still haha, have a look
  25. 1 point
    @Zac_ Thank you for sharing. Project that you share with us is not really useful without some adjustement and more features. It's a first step - a basic player controller, not yet a parkour game... However I guess that with more time you could do something intertesting. Show us next progres. I wish you the best developping your project. Don't give up! And please don't be offended by bad words from those that loiter sometimes here, hoping to grab free full projects
  26. 1 point
    Hello friends, I have a Map Counter Strike Global. made by me. http://www.mediafire.com/file/dgv482fdjbhd7w8/Dust_2 Cs go byOussama.unitypackage Link>>> http://www.mediafirذذe.com/file/dgv482fdjbhd7w8/Dust_2 Cs go byOussama.unitypackage
  27. 1 point
    By just using https://docs.unity3d.com/ScriptReference/Bounds.html and visualizing using https://docs.unity3d.com/ScriptReference/Handles.DrawWireCube.html And you can look at my fish script to see an example of binding ai to to an area (although it doesn't use navmesh, the core coding would be the same)
  28. 1 point
    Shit man, the CIA is onto you, better start hiding and leave the country
  29. 1 point
    Void ...(){ RaycastHit hit; Ray ray... If(Physics.raycast(ray, out hit)) { If(hit.gameObject.transform.tag == "Player") hit.gameObject.transforn.position = new vector3(10,10,10); } } Just like that, but I believe you can get the transform directly without the gameObject reference but anyway enjoy.
  30. 1 point
    You joined this community 2.5 years ago and you still don't know how to change position?
  31. 1 point
    Because with "Screen.resolutions" you get resolutions with different refresh rates: https://docs.unity3d.com/ScriptReference/Resolution-refreshRate.html string ResolutionToString(int index) { return (resolutions[index].width + "x" + resolutions[index].height + " @" + resolutions[index].refreshRate); }
  32. 1 point
    It means your prob using a ton of assets and have no idea what they do. If your game is multiplayer or uses database or does just about anything outside of the local machine, ofcourse packets are gonna be sent. Unity isn't trying to steal your game and even if for some outlandish reason they wanted to, it's not gonna be sent in a packet every time you click the play button lmfao (fyi, unity DOES send information to there servers, but to steal your game. they know everything about your project down to the settings you use and what language your scripts are in. But all of that is done at given times or days, not just when you hit the play button. And that information is used to figure out what people use and don't use, it is a little messed up they invade people's privacy like that, but they have no interest in Stealing your assets)
  33. 1 point
    add two mats to this cube by blender.
  34. 1 point
    Yes, unity is stealing our games. I mean like wtf... Maybe an asset you have in the files or just a script doing something I dont know.
  35. 1 point
    Stick together team
  36. 1 point
    I like how Unreal started releasing free assets that they have used, and now other engines like Unity have to do something similar. Anyways the assets are available on the AssetStore, and they look fantastic!
  37. 1 point
    Most likely one of your script uses transform.parent (to move an object or something), and since you just modified the parent it could cause the issue.
  38. 1 point
    I was searching a way to display time flowing. I did this script which creates a line decreasing with time. Put it on a text field. Useful ++ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Timer : MonoBehaviour { Text liner; string timer = "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX"; bool timeFlows = true; float tmp; string[] chars = { "9", "8", "7", "6", "5", "4", "3", "2", "1", "0" }; float t = 0.1f; void Start () { tmp = timer.Length; liner = this.transform.GetComponent<Text>(); liner.color = Color.green; liner.text = timer; StartCoroutine(_timer()); } IEnumerator _timer() { if (timer.Length <= tmp * 0.33f) liner.color = Color.red; else if (timer.Length <= tmp * 0.66f) liner.color = new Color(1.0f, 0.5f, 0.0f); else liner.color = Color.green; if (timer.Length <= 1) { timeFlows = false; liner.text = "No More Time"; yield break; } int c = 0; var idx = timer.LastIndexOf("X"); do { yield return new WaitForSeconds(t); timer = timer.Substring(0, idx); timer += chars[c]; liner.text = timer; c++; } while (c < chars.Length); StartCoroutine(_timer()); } }
  39. 1 point
    Hey guys! Been a while since I last posted here but just wanted to share this with you. A friend and I made a little arcade game for android and are in the processes of marketing and updating it based on user feedback! If you guys could give it a go and let me know what you think and how we can improve it would be great! https://play.google.com/store/apps/details?id=com.Vexed.GravitySwap
  40. 1 point
    Weaken the gravity and acceleration/deacceleration speeds for movement and play a gliding animation. Bam, you have gliding features. Any air movement, whether it's a parachute, glide suit, etc... is about 90 to 95 percent the same as ground movement. The other 5 to 10 percent is just adjusting speeds and using constant motion vs strictly input motion.
  41. 1 point
    Just make sure the light is further back (at the players location) and it'll be fine, reguardless of what it's patented to
  42. 1 point
    Zero the spot light's position to the camera. So the starting point is as near to the camera as possible.
  43. 1 point
    It does not disappear. In fact, your light is inside the wall. You have to adjust its position ++
  44. 1 point
    Hello Mad, you still working in the kit development or you switched your goals???
  45. 1 point
    Hullo idk what am i doing here i just wanna share some memes about game dev. Hope ya laik it
  46. 1 point
    Recently I've been experimenting with different crosshair designs for my game. Since I'm not going to use most of them, I'll just share them with the community. Some of you may find them useful. Crosshair Graphics.rar 10, 32x32 crosshair graphics For best quality, set: Texture Type: Legacy GUI Texture Max Size: 32 Wrap Mode: Clamp Filter Mode: Point (No Filter) Compression: None I made a script as well, in case you are not familiar with programming. I am using the old GUI system here because UGUI can't really handle small images. Let me know if you have any solutions to this problem though!
  47. 1 point

    Version V1


    low poly FortVillage Fps Map for Unity3d By Paccione is a free map for unity3d all prefabs copyrights are reserve to me but are free to use either commercial or personal use and must not be sold if you use please give credits Thank enjoy
  48. 1 point
    Added New pause menu Added Weapons Menu Added Run system Added Simple air atack system Added Auto Reload system Added crosshair disappearing when running system
  49. 1 point
    Just showing some of the tanks i have made already well....armored vehicles i should say. IF YOU NOTICE, each vehicle has a specific color pattern and that will be connected to the "faction". BUT some changed will be mad eto the color. the yellow tank will be switched to purple, and the massive tank in the back (P1000) will be changed to a green color pattern. animation and making these tanks have been the MOST DIFFICULT thing ive ever done to date, even harder then the AI controls. BUT i am happy with the overall results. 10 more tanks left to build then im finished making ALL heavy armored vehicles. sorry for just 1 photo. been working on fixing the Panzer II and the 2 orange vehicles. so after 1 photo i was too tired to care about other screen shots ENJOY
  50. 1 point