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Showing most liked content since 10/18/2017 in all areas

  1. 4 points
    Hi, so I've been modeling for a few years now and I thought why not share some of my models. Now, some of these are models that I'm pretty proud of, so with that said, I would appreciate it if you give me some credit although you are NOT required to give me any credit. Instead I would ask you to check out my sketchfab where you can find even more totally free models. Sketchfab: https://sketchfab.com/gomnosano Here are the models: Free Models.rar Screenshots of each model:
  2. 3 points
    Hi guys! A few months ago me and a few of my buddies started to make this mobile game. It is one of those endless run type of game. However in this game you just don't swipe left, right , up and down to progress. There is also a class-based character system. Every character we meet on our storyline which have separate abilities that are better than each other in specific occasions. In this game, we play as a viking named "Magni" and help him to retrieve the king's sword from the giants.(Yes, it is a story-driven game ) Unfortunately, we couldn't complete the game, yet. However we are very close to finish this game. I hope you guys/girls will support us. If you follow us on the social media and leave some of your opinions about the game down below that would be great! Game's facebook page: https://www.facebook.com/ORDER-of-the-JARL-728551257332825/ Team's facebook page: https://www.facebook.com/thebabagames/ Team's instagram page: https://www.instagram.com/thebabagames/?hl=tr Team's twitter page: https://twitter.com/theBabaGames
  3. 2 points
    Here are some early development screen shots from my new model... Decided to model the 9mm AK variant because it looked cute, also thought I might experiment with more PBR, this is just a prototype model, I will be increasing poly and baking normals from that, I will also optimise this model for it to be used in a game.... will see how it goes.
  4. 2 points
    1) simply divide by 10f 2) why you want to know length of integer? you can check if your int > 9999 = length 5+
  5. 2 points
    Привет всем! Я решил написать это сообщение на русском языке, чтоб я мог привлечь ваше внимание. Я надеюсь, что некоторые из вас попробуют на английском перевести этот краткий текст. Недавно (быть может, два года назад) Лукас Поуп создал интересную компьютерную игру, называемую «Документы, пожалуйста» - papers, please (very positive + metacritic 85). Мне очень понравилась. Действие игры происходит на контрольно-пропускной пункт в вымышленной республике, напоминающей какую-то страну из бывшего Советского Союза. Говоря проще, это на самом деле какая-то антиутопия. Вам придётся впускать иностранных гостей... или нет, рассматривая аккуратно их документы. Конечно же, вам не хватает времени. Если с документами всё в порядке, то мигранта можно пропустить в страну. А если вы ошибаетесь, позволив террористам пропустить в страну, штрафуют вас... Эта компьютерная игра стала короткометражным фильмом. Вот трейлер - и (пожалуйста товарищ) на русском языке ++
  6. 2 points
    Listen to this one. It's a game. Of course! You might say, BUT not just any game... This is a game about war. War? Yes war. War what? World war! No, wait. Craft war... That won't work either... P... No! Don't you think about going there, you might get banned, there's already a game about that so... How about we combine two completely different genres and... Wait! A chair game. A chair game? That doesn't sound very interesting... BUT you are on the chair! Wh... Ch... Ch... Charcoal game! What do you mean charcoal game... A first person shooter but... You throw charcoal at each other! Wait! This could be a weapon idea. The charcoal shooter, it'll have a mini furnace on the gun and you'll reload it by dumping a bag of charcoal in the furnace! Wh... Where are you getting all of these dumb ideas from... I might be crazy but it's beneficial at times... Kinda. Oh no... I just realized I can't delete posts...
  7. 2 points
    Maybe this will help, This is what I use for mine, Be sure to name the script "HUDMovement" in C#. //Embers Studio using System.Collections; using System.Collections.Generic; using UnityEngine; public class HUDMovement : MonoBehaviour { public float HUDTiltAngle = 0.005f; public float HUDSmoothComplexity = 1f; void Update() { float tiltX = Input.GetAxis("Mouse X") * HUDTiltAngle; float tiltY = Input.GetAxis("Mouse Y") * HUDTiltAngle; Quaternion target = Quaternion.Euler(tiltY, tiltX, 0); transform.localRotation = Quaternion.Slerp(transform.localRotation, target, Time.deltaTime * HUDSmoothComplexity); } }
  8. 1 point
    * move "for loop" out of Update() * add yield return new WaitForSeconds(waitTime) in for loop. * use bool to check if you can fire.
  9. 1 point
    As said OMA, you created one instantiation which you named Fire, you changed three times its position and you applied a force. Of course, there is no error, but no logic too... If you prefer, but it's no really optimized, you can repeat three times the same code. Loop is always better : // first bullet GameObject fire1 = Instantiate(prefab) as GameObject; fire1.transform.position = barrel1.transform.position; Rigidbody rb1 = fire1.GetComponent<Rigidbody>(); rb1.velocity = transform.forward * 100f; // second bullet GameObject fire2 = Instantiate(prefab) as GameObject; fire2.transform.position = barrel2.transform.position; Rigidbody rb2 = fire2.GetComponent<Rigidbody>(); rb2.velocity = transform.forward * 100f; // third bullet GameObject fire3 = Instantiate(prefab) as GameObject; fire3.transform.position = barrel3.transform.position; Rigidbody rb3 = fire3.GetComponent<Rigidbody>(); rb3.velocity = transform.forward * 100f;
  10. 1 point
    11/10, Great job! And it being rigged is a +1
  11. 1 point

    Version v1.5


    Webplayer demo: http://games.armedunity.com/au-fps-kit/ 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
  12. 1 point
    Here is a low poly toon like cop car I did earlier today. Pretty self explained. 875 Tris: CopCar.zip
  13. 1 point
  14. 1 point
    https://www.artstation.com/artwork/y56eO Here is a model that I have made a while back but created materials and textures for it over the past 2 days. I am planning to put this 3D model onto the unity asset store for a low price ($3 -$15). I am still learning to do proper PBR and feed back would be great, thanks.
  15. 1 point
    I believe in c# you have to serialize the mapArray variable as well. Then it should show up in the hierarchy and you can then manipulate the variables. @UnityGamesRolandyou can change manipulate and array at runtime in just as many ways as a list. Example: void AddMap() { Map[] temp = maps; maps = new Map[temp.Length + 1]; for(int i = 0; i < temp.Length; i++) { maps = temp; } maps[temp.Length] = new Map(); } you also have the Array.Resize() method
  16. 1 point
    Think about it as variables inside a script. First you name it and then access it. Here are a few ways of accessing the variables inside a class: //Log the 1th elements's map name. Debug.Log(mapArray[0].mapName); //Same as above, but this time storing it in a local variable ("map") and then use it to log the map name. Maps map = mapArray[0]; Debug.Log(map.mapName); //Log every map name. for(int i = 0; i < mapArray.Length; i++) { //i = the current step in the loop. Debug.Log(mapArray[i].mapName); } Don't forget that an array cannot be modified at runtime, if you wan't to add or delete elements you have to use a List.
  17. 1 point
    60FPS everywhere (guessing its capped?) until i went on the ferris wheel dropped to about 40 AMD A8-6600K - GTX 1050ti SC - 16GB DDR3 Ram
  18. 1 point
    Constant 60fps, i7-4790k 4.4GHz, GTX970, 16GB DDR3 Ram
  19. 1 point
    I haven't messed with drop downs in ugui but it's been over 24 hrs without a response so I'll atleast attempt. is it with only that drop down or is it drop downs in general? Is it possible another element may be blocking (eating) the input?
  20. 1 point
    Constant 60fps, Intel Core i5-7500 3.4GHz, GeForce GTX1050 Ti, 8GB 2400MHz DDR4 RAM
  21. 1 point
    minimum 34 fps - exactly on the same position/rotation like on your picture. CPU : AMD A10-7700K Radeon R7 (quadricore 3.40mhz) RAM : 16Go DDR3 Graphic card : AMD Radeon RX460 4Go
  22. 1 point
    60 fps everywhere, no drops anywhere. Ryzen7, GTX970 and 16 GB DDR4 Ram. Game is fun.
  23. 1 point
  24. 1 point
  25. 1 point
    Add padding on the edges. It's most likely a floating point precision issue so just make sure there is padding around the side
  26. 1 point
    Watch this video https://youtu.be/v1_MqLoMvKU
  27. 1 point
    check my first update for my game, thanks D: i am looking for a little team who can help me create the game, i need map designer 1 or 2 or 3, free time work only, pm me if interested
  28. 1 point
    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
  29. 1 point
  30. 1 point
    Hello I'm an animator that woukd like to do the animations, right now I'm doing animations for a game called paxitium if you would like to see some animations I've made in the past I can send you a few links to animations I've done
  31. 1 point
    First I read title - uNet. Secondly I try to understand your question, Third I don't understand what it means - and fourth finally I give up ++
  32. 1 point
    hello im looking for a coder with multiplayer coding skills, that would allow him to create what is needed for a game im making the position is permenent so whenever he is needed for the multiplayer game coding specialy in photon networking pm me if if you think u are the coder i need for the game
  33. 1 point
    Hello My new Top down shooter game "Last Day Of War" is on google playWait for your review / bugs / Idea's https://play.google.com/store/apps/details?id=com.VitLabsMobile.LastDayOfWarVit Labs Mobile
  34. 1 point
    ehi man which is the house of your video..?? I'm trying to create a similar game to yours and i'm using and heavly modified version of hdk too... but yor game test is only a showcase of standard hdk features ..
  35. 1 point
  36. 1 point
  37. 1 point
    Hello there! Paxitium is a work-in-progress survival game set in the early 1900s. Facing obstacles ranging from natural needs such as hunger and thirst to dangerous wildlife and unfriendly human NPCs, the player must choose a role and survive in the wilderness. Eventually through venturing multiple neighboring islands, the player is able to discover numerous clues related to the background of the world they are in. Basic gameplay will include construction of structures for protection from enemies, looting items from abandoned towns, and more. Cooperation between players is highly encouraged, and the servers will offer extensive customization to settings such as PvP/PvE, day cycle length, difficulty of AI, and much more, to create a fresh experience for players. Everything that you see within these update videos are highly work-in-progress unless stated otherwise. Constructive criticism will also be highly appreciated. Update #4: Update #3: More info: IndieDB: http://www.indiedb.com/games/paxitium Discord: https://discord.gg/wFRbT4G Facebook: https://www.facebook.com/LutonStudiosDev Twitter: https://www.twitter.com/LutonStudiosDev
  38. 1 point
    This is why I like Unity - there is a large community sharing many good stuff ++
  39. 1 point
    This has been around since the beginning really. All engines have this built in, even if they don't know they did or not. The reason is because the engine stores all that data like the final fbo (frame buffer object that becomes the final rendering image), output audio, etc.. for each frame. It's just not documented on where you can find that information. Good read tho man, good find
  40. 1 point
    Hey, This is a small script i made that is used to display a device's (PC, Tablet, Phone) details. I made this for a benchmark I'm working on. This is adjustable and very simple, thought someone might find it useful in their own work. using UnityEngine.UI; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Device_Details : MonoBehaviour { public Text Device_Model_Text; public Text Graphics_Device_Text; public Text Graphics_Memmory_Size_Text; public Text Processor_Type_Text; public Text System_Memmory_Size_Text; public string Device_Model; public string Graphics_Device; public float Graphics_Memmory_Size; public string Processor_Type; public float Processor_Count; public float System_Memmory_Size; void Update () { Device_Model = SystemInfo.deviceModel; Graphics_Device = SystemInfo.graphicsDeviceName; Graphics_Memmory_Size = SystemInfo.graphicsMemorySize; Processor_Type = SystemInfo.processorType; Processor_Count = SystemInfo.processorCount; System_Memmory_Size = SystemInfo.systemMemorySize; Device_Model_Text.text = Device_Model; Processor_Type_Text.text = Processor_Type + " X " + Processor_Count; Graphics_Device_Text.text = Graphics_Device; Graphics_Memmory_Size_Text.text = "Graphics Memmory Size" + " " + Graphics_Memmory_Size + "MB"; System_Memmory_Size_Text.text = "System Memmory Size" + " " + System_Memmory_Size + "MB"; } }
  41. 1 point
    This is a modified version of Penny De Byl's (Holistic 3D) implementation with a few minor performance enhancements. Attach Water.js to your water and modify the fishBounds variable to about a half unit away from the edges of your tank. Create a prefab of your fish with Fish.js attached and assign it in Water.js and press play. If you like this system, please check out her website at http://holistic3d.com/tutorials/: Water.js public var fishBounds : Bounds; public var fishPrefabs : GameObject[]; public var numFish : int = 10; @HideInInspector public var fish : Fish[]; @HideInInspector public var goalPos : Vector3; private var i : int; function Start() { fish = new Fish[numFish]; for(i = 0; i < numFish; i++) { fish[i] = Instantiate(fishPrefabs[Random.Range(0, fishPrefabs.Length)], Vector3(Random.Range(fishBounds.min.x, fishBounds.max.x), Random.Range(fishBounds.min.y, fishBounds.max.y), Random.Range(fishBounds.min.z, fishBounds.max.z)), Quaternion.identity).GetComponent.<Fish>(); fish[i].water = this; } while(true) { goalPos.Set(Random.Range(fishBounds.min.x, fishBounds.max.x), Random.Range(fishBounds.min.y, fishBounds.max.y), Random.Range(fishBounds.min.z, fishBounds.max.z)); yield WaitForSeconds(Random.value * Random.Range(1, 5)); } } function OnDrawGizmosSelected() { Gizmos.color = Color.yellow; Gizmos.DrawWireCube(fishBounds.center, fishBounds.size); } Fish.js @HideInInspector public var water : Water; //public var animator : Animation; private var turning : boolean; private var averageHeading : Vector3; private var averagePosition : Vector3; private var direction : Vector3; private var vCenter : Vector3; private var vAvoid : Vector3; private var speed : float = 0.1; private var gSpeed : float = 0.1; private var rotationSpeed : float = 4.0; private var neighbourDistance : float = 2; private var dist : float; private var groupSize : int; private var i : int; function Update() { if(!water) return; if(water.fishBounds.Contains(transform.position)) turning = false; else turning = true; if(turning) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(water.fishBounds.center - transform.position), rotationSpeed * Time.deltaTime); speed = Random.Range(0.5, 1); } else { if(Random.Range(0, 5) < 1) ApplyRules(); } //animator["Fish"].speed = 60 * (speed/30.0); transform.Translate(0, 0, Time.deltaTime * speed); } function ApplyRules() { vCenter.Set(0, 0, 0); vAvoid.Set(0, 0, 0); groupSize = 0; gSpeed = 0.1; for(i = 0; i < water.fish.Length; i++) { if(water.fish[i].gameObject != gameObject) { dist = Vector3.Distance(water.fish[i].transform.position, transform.position); if(dist <= neighbourDistance) { vCenter += water.fish[i].transform.position; groupSize++; if(dist < 1.0) { vAvoid += (transform.position - water.fish[i].transform.position); } gSpeed += water.fish[i].speed; } } } if(groupSize > 0) { vCenter = vCenter/groupSize + (water.goalPos - transform.position); speed = gSpeed/groupSize; direction = (vCenter + vAvoid) - transform.position; if(direction != Vector3.zero) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); } } }
  42. 1 point
    The audio your listening to is the water reverb from the camera being submerged. There will be a few more changes like pitch, volume, etc but I'm not too worried about that ATM bc I'm still modeling and getting the animations and ai sorted out. But yes, camera plays the same audioclip in and out of the water and functions are already setup for manipulation. All my music and audio clips are recorded and mixed in the studio specifically for this game, so none of the audio is placeholders but may change slightly in the future. There is currently two tracks, one for the base level and one for the graveyard
  43. 1 point
    Hi man, I dont able to open your blog. It is saying "The blog is open to invited readers only" !! Need help.. By the way you have done great work
  44. 1 point
    I saw something in the "Need Help!" Section and I think it's time to clear some stuff with alot of people out there. Making a multiplayer game is very simple, to an extent. There's alot of people out there that want to make there game multiplayer and get confused when doing tutorials and everyone has these scripts that have alot of nonsense, multiple scripts just to connect and lots of bugs and errors. So just to prove a point I'm posting this drop and go multiplayer script. There is literally 2 variables, not 20, and the only variable you need to mess with is the playerGO. Create a camera and place it on your scene. Then put a networkView on your player prefab and drop the prefab into the playerGO variable. Then in your playerMovement and mouseLook script, in the update function before anything, you need to put if(networkView.isMine), then the rest of your code and that will make you control only your player and camera. And looky there, multiplayer. There is no bugs, no errors and is extremely easy to understand because it's only 67 lines. And wait, there is more, when you push quickplay, if a game hasn't been started yet, it will start one. If there is a game started and there is less than 12 players in the server, it will connect to that server, if not, then it will create a new server. O look at that, the easiest multiplayer script on the net and it automatically searches for an available game and doesn't have a bunch of nonsense that you probably would never use with randomized spawn locations. So now that my point is proven, this script is still basic but has a ton of room to add new features and capabilities. So without further ado, here it is: var playerGO : GameObject; var spawnPoint : Vector3; function Awake() { MasterServer.ClearHostList(); MasterServer.RequestHostList("ARM_UNI"); } function OnGUI() { if(Network.peerType == NetworkPeerType.Disconnected) { if(GUILayout.Button("QUICK PLAY")) { var serverList = new ArrayList(); for(var serverData : HostData in MasterServer.PollHostList()) { if(serverData.connectedPlayers < serverData.playerLimit) { serverList.Add(serverData); } } if(serverList.Count > 0) { Network.Connect(serverList[0]); } else { StartServer(); } } } else { if(GUILayout.Button("DISCONNECT")) { Network.Disconnect(); } } } function StartServer() { var useNat = !Network.HavePublicAddress(); Network.InitializeServer(11, Random.Range(1000, 2000), useNat); MasterServer.RegisterHost("ARM_UNI", "Armed_Unity", ""); spawnPoint = Vector3(Random.Range(-10.0, 10.0), 0, Random.Range(-20.0, 20.0)); Network.Instantiate(playerGO, spawnPoint, transform.rotation, 0); } function OnConnectedToServer() { spawnPoint = Vector3(Random.Range(-10.0, 10.0), 0, Random.Range(-20.0, 20.0)); Network.Instantiate(playerGO, spawnPoint, transform.rotation, 0); } function OnPlayerDisconnected(player : NetworkPlayer) { Network.RemoveRPCs(player); Network.DestroyPlayerObjects(player); } function OnDisconnectedFromServer() { Application.LoadLevel(Application.loadedLevel); } Hope you all enjoy the code. This code is mainly for testing multiplayer with your friends but can be made into alot more. As a heads up, multiplayer in general should not be anything more than 2 scripts. If you have a pregame lobby you will have the connect script and the multiplayerManager "handles score, spawning, players, so on". Anything more is just redundant. Thanks for the support. O and one last thing THIS SHOULD BE ABLE TO BE DROPPED INTO THE FPS KIT WITH MINIMAL TO NO ADJUSTMENT
  45. 1 point
    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
  46. 1 point
    enlases rotos para Descargar
  47. 1 point
    Hi Im Isaak. Chess AI was amongst one of the first generations of AI. Do you have any sources for your chess ai reasearch? Im really interested in your project!
  48. 1 point
    Hi, Thank you! It is free for commercial use! You don't even have to credit me but I would appreciate it. I would also love to see what you can make with this project.
  49. 1 point
    Hello, this is part of my script that I made for my game which basically places blocks. #pragma strict var Prop : Transform; //Prefab that you want to be placed var Effect : Transform; //Prefab of effect that you want to be played when block is placed var Cubes : int; //number of cubes that player can place var shootsnd : AudioClip; //sound for placing var removedsnd : AudioClip; //sound for removing var distance : float; //raycast distance var cando : boolean; //Boolean for making placing blocks enabled function Update () { var hit : RaycastHit; var ray : Ray = Camera.main.ScreenPointToRay(Vector3(Screen.width*0.5, Screen.height*0.5, 0)); var fwd = transform.TransformDirection (Vector3.forward); var target: Transform; if (Physics.Raycast (ray, hit) && (hit.collider.gameObject.layer == 10)){ distance = hit.distance; } //if distance is smaller than 15, you won't be able to place or remove blocks if(distance<15){ cando=true; } else{ cando=false; } if(Input.GetButtonDown("Fire1") && (Cubes>0)) { if (Physics.Raycast (ray, hit) && (hit.collider.gameObject.layer == 10) && (cando==true)){ Instantiate(Prop, Vector3(hit.point.x,hit.point.y,hit.point.z), Quaternion.identity); Cubes-=1; GetComponent.<AudioSource>().PlayOneShot(shootsnd); }} if(Input.GetButtonDown("Fire2")) { if (Physics.Raycast (ray, hit) && (hit.collider.gameObject.tag == "Cube") && (cando==true)){ hit.collider.gameObject.GetComponent(CubeDead).Dies(); //Sends object that it hit message to remove itself where "CubeDead" is JS and "Dies" is function Cubes+=1; GetComponent.<AudioSource>().PlayOneShot(removedsnd); } } } Its recommended to making prefab rigidbody, removing gravity and setting high drag You can see it in action by clicking on link in my signature
  50. 1 point
    if the bug will be doubly controlled helicopter camera in one run and another and another machine both at different points such as if I (the server) that will manage the connected machine is in place and if they will sit down as a bug in one case only dwarves I found