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Showing content with the highest reputation since 07/21/2018 in Posts

  1. 6 points
    I know I know, tons of minecraft like stuff out there but I started working on something for my 5 year old last friday. He's still loves minecraft and I couldn't find anything worth a crap that was minecraft related and vr for ios so decided to make it myself. Like I said, I only just started it a little over a week ago but a big chunk of it is already done outside of some minor glitches (like tree leaves not going where theyre supposed to go if it's on the side of another chunk). Alot of stuff has not been added like water physics (outside of drag when walking in it), no ai yet, haven't tuned in some of the algorithms for block generation, no menu or large inventory or anything yet. It does run very quickly tho so don't be afraid to use max settings, even if you are on a less than average pc But if you would like to try it in it's current state, I'll post a link below. Once it's close to being finished and before I add vr I will post the source here in the forum. (right click) to remove a block. (left click) to place a block. (q) and (e) cycles which block your holding. Mouse is currently not locked for testing reasons so watch where you click and there is no boundary barriers in place yet HERE IS THE LINK TO THE BUILD
  2. 6 points
    I've just stumbled upon this asset while I was on reddit. Not my creation, just sharing it because it looks really cool. More info at: https://github.com/huwb/crest-oceanrender
  3. 5 points
    STR!PES is my entry for the 44th LudumDare. This is a procedural game. In my project there is only code - some procedural generation for shapes and stripes - no sprite, no prefab, no physics, no implicite value (excepted a radius PI). I optimized each part of code so as to reach the lowest execution using a simple (but efficient) pooling system and an improved implementation of coroutine. Also I use a leaderboard on-line so as to save best scores. Take a look at the video below. STR!PES is available for free on Itch.io ++
  4. 5 points
    Both shaders made by: u/AdultLink Vertical Dissolve: https://github.com/AdultLink/VerticalDissolve Spherical Dissolve: https://github.com/AdultLink/SphereDissolve
  5. 5 points
    This is literally Ant World all over again.
  6. 5 points
    Another asset I found on reddit. I can see it being useful for a lot of projects so I thought I share it. https://github.com/AdultLink/RadialProgressBar
  7. 5 points
    Hey, iwanted to share something with you that you might find useful. Im working on a Terrain Generator for my game and had some problems due to a lack of documentation of the TerrainData methods so i decided to share a working WIP version of my Terrain Generator. Note that the scripts are early wip and do contain some bugs and has some poor coding style at some points. But i think they are a good reference if you want to build a Terrain Generator yourself or even build further on this one. First of all here is a small preview: So here is the Script for the Texture Data: Here is the main Terrain Generator Logic: Note: you can see its still wip and includes empty methods but i left everything as it is if you want to expand it. And finally here is the Custom Inspector for the Terrain Generator: I hope you like this one since it took me longer that expected to create Also please share any improvements that would be great (Y) Thanks for the read and let me know if there are any major flaws/bugs as well if there are any questions -> feel free to ask
  8. 5 points
    Decided to do something a little different and make an example "Welcome Window" that creates and displays a form welcoming the player. This example requires you to use .Net 2.0 instead of the subset by going to edit>Project Settings>Api Compatibility Level. It also requires System.Drawing.dll and System.Windows.Forms.dll placed in a folder named "Plugins". You can find and copy them from C:/Program Files/Unity/Editor/Data/Mono/lib/mono/2.0. All textures must also a compression to none and read/write enabled. Here is the example: using System.Windows.Forms; using System.Drawing; using System.Collections; using System.Collections.Generic; using UnityEngine; public class WelcomeWindow : MonoBehaviour { public string gameName; public string version; public string gameInfo; public string supportPage = "http://www.armedunity.com"; public Texture2D gameImage; public Texture2D[] screenShots; public Vector2 windowSize = new Vector2(1100, 530); public int splitterPosition = 360; private Form f; private SplitContainer s; public void Start() { Show(); } public void Show() { if (f == null) GenerateForm(); f.ShowDialog(); f.BringToFront(); f.Focus(); } public void Hide() { if (f == null) return; f.Hide(); } public void Dispose() { if (f == null) return; f.Close(); } private void GenerateForm() { PrepareForm(); PreparePanel1(); PreparePanel2(); } private void PrepareForm() { f = new Form(); f.FormBorderStyle = FormBorderStyle.FixedDialog; f.Size = new Size((int)windowSize.x, (int)windowSize.y); f.Text = "Thanks for downloading " + gameName + " " + version + "!"; s = new SplitContainer(); s.Dock = DockStyle.Fill; s.BorderStyle = BorderStyle.Fixed3D; f.Controls.Add(s); } private void PreparePanel1() { s.SplitterDistance = splitterPosition; s.IsSplitterFixed = true; PictureBox p = new PictureBox(); p.Image = ImageFromTexture(gameImage); p.SizeMode = PictureBoxSizeMode.Zoom; p.Location = new Point(0, 0); p.Size = new Size(splitterPosition, splitterPosition); s.Panel1.Controls.Add(p); Label l = new Label(); l.Text = gameInfo; l.Location = new Point(0, splitterPosition); l.AutoSize = false; l.Size = new Size(splitterPosition, (s.Size.Height - splitterPosition) - 45); l.Font = new System.Drawing.Font(FontFamily.GenericSerif, 16); s.Panel1.Controls.Add(l); Button b = new Button(); b.Height = 40; b.Text = "Support Page"; b.Font = l.Font; b.Click += new System.EventHandler(Support); b.Dock = DockStyle.Bottom; s.Panel1.Controls.Add(b); } private void PreparePanel2() { TableLayoutPanel t = new TableLayoutPanel(); t.AutoSize = true; t.CellBorderStyle = TableLayoutPanelCellBorderStyle.Inset; t.ColumnCount = 2; t.RowCount = 2; s.Panel2.Controls.Add(t); t.Dock = DockStyle.Fill; for(int x = 0; x < 2; x++) { for(int y = 0; y < 2; y++) { int i = x * 2 + y; if (i >= screenShots.Length) return; if (screenShots[i] == null) continue; PictureBox b = new PictureBox(); b.Image = ImageFromTexture(screenShots[i]); b.Dock = DockStyle.Fill; b.SizeMode = PictureBoxSizeMode.StretchImage; t.RowStyles.Add(new RowStyle(SizeType.Percent, 50F)); t.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 50F)); t.Controls.Add(b, x, y); } } } private Image ImageFromTexture(Texture2D t) { if (t == null) return null; byte[] byteArray = t.EncodeToPNG(); using (var ms = new System.IO.MemoryStream(byteArray)) { return Image.FromStream(ms); } } private void Support(object sender, System.EventArgs e) { UnityEngine.Application.OpenURL(supportPage); } }
  9. 5 points
    Accidentally came across one video on YouTube. Turned out that author made this project open source (example FPS shooter game using Forge Remastered). I think this project will be useful to someone who is new to networking and/or Forge. Features! A fully working FPS shooter with a simple map and a main menu Fully commented source code! A networked weapon system with several weapons and easy flexibilty Separated world & view model system Player customization with player name and player skin, saved locally and fully networked! Animated & networked characters! Player health, respawn, spawnpoints HUD & UI Ragdolls A few more things MIT license! Engine: Unity 2018.1.3f1 Networking Solution: Forge 24.2 You can find more info + download project from here: https://github.com/NFMynster/ArenaGame
  10. 4 points
    Hello! I'm glad to present you my latest work! It's a dynamic 2d field of view. You can edit it's quality, angle and length. Everything works smoothly and nicely. Objects that are not visible disappear. Here you have example images: And also example of usage: License: - You can use it for commercial and non commercial projects - You don't need to credit me (but it's still nice to see!) - You can't share it on other websites - You can't call this asset as your own! Dynamic 2D FOV.unitypackage
  11. 4 points
    Bullshit! Respectfully I understand what meant your cousin, but honestly I have a doubt about his skill regarding this question. I could argue a few hours with you, but I prefer only quote some games which are good - and bankable - if you think that you need money developing your own projects : SuperHot, FireWatch, LayersOfFear, CupHead, TheRoom, MonumentValley, BroForce, Poney Island, SolarGun, Inside, HandOfFaith, Endless Space2, SubNautica, and more more more. I played almost all games which I quoted previously - and they are really good - better than some sh** which had been released using Unreal Engine Maybe Unity is not the best, the most beautiful, efficient or something else - OK (I don't agree), but it is not the least. I cannot imagine myself working on another engine. Take a look at the link below and you can see that many interesting games ($$$) have been developed under Unity. Considering all efforts that the Unity team does today so as to increase quality and power of their engine, I guess that the future will be amazing for Unity and its community ++ https://en.wikipedia.org/wiki/List_of_Unity_games
  12. 4 points
    Thank you for your constructive feedback.
  13. 4 points
    Pylow is our first project and we are delighted to announce that we will publish it by the end of this month Pylow is a Fps arena, where every player can choose his clothes and accessories, the classes and the weapons to use during each game We chose a low poly style, that guaranteed us a unique visual result that those who decided to follow us during our development, loved a lot. One of our most particular features is the animation of each character as soon as it dies, in fact who will be killed will swell very quickly and then fluctuate in the map, until someone else will shoot the mega balloon that will explode making it rain confetti. I hope you enjoy it, we have had very positive feedback and we are also counting on you to know if you are interested in the game or for asking us anything. These are our contacts: FACEBOOK YOUTUBE INSTAGRAM WEBSITE
  14. 4 points
    Update 6 Peak 2 IT IS STILL UNDER DEVELOPMENT. Its just a little peak, on what Im doing.
  15. 3 points
    (The next video will be in English!) Hey, guys at the moment I learn to program at school and while I'm doing this I decided to create my own game. I hope you will join the journey!
  16. 3 points
    Hello there, its been a while since i've posted something in here, so i thought i could give it a try and making an actual devlog on my current project. Its a strategy, turn based tile game in which your main goal is to have the most tiles conquered at the end of the game. Its a pretty simple concepts, but its quite fun. There's some thought process involved when making every turn and calculate opponents predictions, so gameplay wise, its pretty cool so far. Feedback is highly appreciated Right now it has: Core mechanics, such as generating tiles in a balanced way, placing them, conquering enemy tiles etc... Pretty color lerps lol Flexible match system that allows to make various game modes and story based stuff Smart AI that uses reward system and calculate all the best solutions for an optimal move. Main menu Modifiers Here are some screenshots P.S I felt pretty anxious when uploading this to public, but after couple days i managed to do it
  17. 3 points
    hello guys started working on prop/tool pack for selling purpose . pack price would be 10 $ and will contain 32 models or more . this is models i have already finished working on, C&c welcome . For 3d viewer: https://www.artstation.com/nika7586
  18. 3 points
    Hey guys! I was working on this project for some while, changed directions for the project a lot. Kinda like the new style i'm going at. Here's a teaser of the project, hope you like it! As i am lazy to make my models i used Synty's awesome models for the project, found them most suitable! Here are some screen shots of the teaser : At the end of the post is the video link. Video : https://www.youtube.com/watch?v=0aQFMv3mxns
  19. 3 points
    This is a pack of low polygon dinosaur 3D meshes and associated 2D texture maps. Each dinosaur averages about 3,000 triangles and uses a 1024px texture map in PSD format. I've included a CC License file in the folder containing the Unity package file. Please feel free to subscribe to my channel to get notified about new free Unity art assets I upload. Follow through to a video demo of the assets. The download link is in the video description.
  20. 3 points
    Working on a simple shader so as to apply a picture on screen, I found a way to create a broken glass shader like in Metro 2033. Also you can use this shader to create a frozen effect. I guess that it could be interesting for FPS project as damage FX or something else... As usual I use a sub folder callad MyShaders where my shaders are. Take a look at the link where I posted a picture ++ https://imgur.com/a/m2TC8ex PS : I use this texture in my project ++ https://yandex.com/collections/card/5aaa1d47be1d770087ac9f00/ using UnityEngine; [ExecuteInEditMode] [RequireComponent(typeof(Camera))] public class BrokenScreenFX : MonoBehaviour { public Texture2D texture; [Range(0, 1.0f)] public float Amplitude = 0.5f; [Range(0, 1.0f)] public float Bias = 0.5f; Camera cam; private Shader BrokenScreenShader = null; private Material BrokenScreenMaterial = null; bool isSupported = true; void Start() { CheckResources(); if (texture == null) texture = Resources.Load("BrokenScreen") as Texture2D; } public bool CheckResources() { BrokenScreenShader = Shader.Find("MyShaders/BrokenScreen"); BrokenScreenMaterial = CheckShader(BrokenScreenShader, BrokenScreenMaterial); return isSupported; } protected Material CheckShader(Shader s, Material m) { if (s == null) { Debug.Log("Missing shader on " + ToString()); this.enabled = false; return null; } if (s.isSupported == false) { Debug.Log("The shader " + s.ToString() + " is not supported on this platform"); this.enabled = false; return null; } cam = GetComponent<Camera>(); cam.renderingPath = RenderingPath.UsePlayerSettings; m = new Material(s); m.hideFlags = HideFlags.DontSave; if (s.isSupported && m && m.shader == s) return m; return m; } void OnDestroy() { #if UNITY_EDITOR DestroyImmediate(BrokenScreenMaterial); #else Destroy(BrokenScreenMaterial); #endif } void OnRenderImage(RenderTexture source, RenderTexture destination) { if (CheckResources() == false) { Graphics.Blit(source, destination); return; } BrokenScreenMaterial.SetFloat("_amplitude", Amplitude/100); BrokenScreenMaterial.SetFloat("_bias", Bias * 100); BrokenScreenMaterial.SetTexture("_MainTex2", texture); Graphics.Blit(source, destination, BrokenScreenMaterial); } } Shader "MyShaders/BrokenScreen" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTex2 ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { Cull Off ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _MainTex2; uniform float _amplitude; uniform float _bias; uniform float4 _ScreenResolution; uniform float2 _MainTex_TexelSize; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy; float2 brokenUV = uv; float3 fracture = (tex2D(_MainTex2, uv).rgb * _amplitude); fracture += (tex2D(_MainTex2, uv).rgb * _bias); brokenUV += float2(fracture.r, fracture.r)/512; float3 sum = tex2D(_MainTex, brokenUV).rgb; sum = sum + (fracture * _amplitude); return float4(sum, 1.0); } ENDCG } } }
  21. 3 points
    I've been working on this souls like game in the past few weeks. Looking for feedback! As you can see in the title, this is a project that I'll be able to showcase if I apply for a job. Features: Responsive code driven movement (walking, running, crouching, falling) with animations for each state. Combat system, with chainable attacks, blocking, dodging, and a custom hitreg system. AI, that can move around player or retreat, can attack, and break defense of player. Gameplay HUD with health, stamina, and rune indicators. Entity (Player/AI) health & stamina + customizable stats for regen rates, damages, attacks, etc... Everything is made from scratch! (Except the animations and the character of course.) Latest showcase video: 2018-11-02_14-00-52.mp4
  22. 3 points
    Hello ArmedUnity! Welcome to my multiplayer progresss. Currently learning - First Time Discord: https://discord.gg/hfDrkEm Video 1: Video 2: Video 3: Thank you.
  23. 3 points
    Just a few words to say that there is a bundle in which you can find some intersting games which have been developed using Unity as engine like Oxenfree. Furthermore, you can buy for 1 buck minimum some assets which are available on Unity Store including UFPS, FlowCanvas and Inventory Pro. Their global price approaches 200$. In regard of their price, it's just a gift a few months before Xmas. For less than 10 dollars, you get Realistic Effects pack 4, Wasteland 2 and Gameflow. For 15$ you get Gaia and some good stuff... Take a look at the link below ++ https://www.humblebundle.com/games/unity-bundle
  24. 3 points
  25. 3 points
    This is a super simple script that creates an autosave for unity. This is not for ingame saves, this is for the unity editor. Anytime something is changed in edit mode in the hierarchy, it will automatically save your scene for you. If you want it to stop, just change active to false, simple as that. This script just goes in your project, does not belong in the scene. using UnityEditor; [UnityEditor.InitializeOnLoad] public static class AutoSave { private static bool active = true; static AutoSave() { EditorApplication.hierarchyChanged += OnHierarchyChanged; } public static void OnHierarchyChanged() { if(!EditorApplication.isPlaying && active) { UnityEditor.SceneManagement.EditorSceneManager.SaveOpenScenes(); } } }
  26. 3 points
    Other than a gun and arms, what am I looking at?
  27. 3 points
    Since I switched to Unity 2018.1 I haven't had a menu to create js files so I made my own. Remember, any version of unity past 2018.1 this will not work since javascript is deprecated. Create a file in your folder, name it JSEditor.js, then go back into unity and open it up. Then just drop in this code and your js menu's will reappear. I did make a small adjustment when it comes to creating the file tho, when you click the menu item it will open a savefilepanel. So here it is: public class JSEditor extends EditorWindow { private var text : String = ""; @MenuItem("Assets/Create/JavaScript", false, 80) static function Init() { var path = EditorUtility.SaveFilePanel("Create New JS", Application.dataPath, "New Behaviour", "js"); if(path == null) return; GenerateScript(path); } static function GenerateScript(path : String) { var sr = File.CreateText(path); sr.WriteLine("function Start(){"); sr.WriteLine("}"); sr.WriteLine(""); sr.WriteLine("function Update(){"); sr.WriteLine("}"); sr.Close(); AssetDatabase.Refresh(); } }
  28. 3 points
    Well, I was a game developer long before unity. But I picked up Unity in version 3 and spent a couple years messing around, learning the ins and outs of the engine (learning it's methods, shaders, etc..) and posting example projects as I learned the engine. I started developing seriously around the time unity 4 came out. developing games in general on the other hand I started by making text based adventure games on a macintosh that didn't have pictures. After that I got a windows 95 and started building apps and small games. After windows me came out, I started heavy modding and fine tuned my modelling and started building mid sized game engines. Over the years I worked in only my own game engines until I saw some videos of unity and thought I would give it a try. A couple months later I found this forum and have been using it (and my own engines) ever since
  29. 2 points
    A Throwback to the roots of classic first person shooting Think back to a time when military shooters were so dominant and important in your gaming schedule, what made them so good? It's simple, They were fun! No boats, tanks or jets to do your work for you - keep those boots on the ground! You are a soldier, you have your guns, your body and most vitally your mettle! Head out, Grunt! With a distinctly historical arsenal made available to you, you can choose to play any way you want. A selection of the weaponry also contains attachments that were either in use on the field or being tested at the time, giving you lots of options! Unlock more guns as you progress through the ranks to become the ultimate foot-soldier! Come sun, rain or snow in darkness or light, war will rage on! What's the forecast? You choose! You can play in clear, rainy or snowy settings in Grunt1914. These selections have a distinct effect on the maps you choose to fight on, as the visibility and controls adapt to the weather cycle at play! As the fog fills the air and the snow piles will you be able to hold your nerve and take that perfect shot? Time will tell! The Axis vs the Allies, blood will flow! It's the classic story as we've heard it told many times before, the story of brutality and fear, yet also victory and brave hearts! You can play as either a soldier from the Axis alignment, or the Allies confederation. Take up arms in Deathmatch, Team Deathmatch and Gun-Game modes as you rush to be proclaimed the victor above all others! Bordered arenas with tons of tricks and turns Do not desert the battle soldier! Grunt1914 features eight distinct and robust maps to explore and seek triumph in! These are all based on real life locations from novel and peculiar theaters of war of that historical time. Each map features certain unique traits and areas to uncover and unravel, as you make your way through deserts, forests, tombs, military bases, underground hospitals, towns and many more rare areas! Skill above all else There are no power-ups or buffs to help you here, no powers or special treatments to be had. Only one thing matters in Grunt1914, your tactics! How you react and the way you play will decide your fate! There are no vehicles or mounts to save you! Your skill is all you have here! Are you a sniper that favorites long range kills, are you a run and gun heavy grunt or are you sneaky silencer type? You can be any class you want, as long as you can survive! The nostalgia of a classic interface Brave the harsh battlefields and arenas with a compass and map in hand, use those senses to locate enemies on the field! All of these are neatly laid out and visible to you at all times, exactly when and where you will need them! Use these tools to your advantage to turn the tide and become the victor when all seems lost! About the developer Aligned Games© was started by me, Johannes Christiaan Nienaber in 2013 as a video-game development studio. At that time I focused on the creation of smaller scale games, but have since moved into developing bigger and better games. I run the studio myself and as such all of its associated video-game are my sole creations. Grunt1914 is my first foray into the PC gaming market. Please contact me through the studio's website if you have any queries or questions, you can do so at - https://alignedgames.com/ Other social links : Steam : https://store.steampowered.com/app/1059040 Discord : https://discord.gg/Tc5b7D9 Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag Concept art : Screenshots :
  30. 2 points
    @MyIsaak @bobboo101 Here it is https://jmp.sh/SK6L3Qp. I also compiled a quick overview of the project. Once you imported the package, check out the readme.txt
  31. 2 points
    In the past few weeks I've been working on this small multiplayer project, where you can basically drive and drift around the scene with others. It has no point at all but hey, I can safely say that I finally managed to figure out networking! This is a customizable, semi-realistic vehicle controller, with lightweight networking on top of it. For networking I'm using Photon. By lightweight I mean that it doesn't sync everything (like transforms and rigidbodies), only the data that I actually care about.
  32. 2 points
    //drawing the Damage indicator Texture: GUI.color = new Color (1.0f, 1.0f, 1.0f, IndicatorTime); //IndicatorTime is the alpha of the color here just set it somewhere and substract Time.deltaTime each iteration of OnGUI() Vector2 vector = new Vector2 (((Screen.width / 2) - (damageIndicatorTexture.width / 2)), 0); //position of the damage Indicator texture first vlale is the x-pos (centered), //2nd the y (at the very top od the screen) GUIUtility.RotateAroundPivot (AdjustIndicator, new Vector2 ((Screen.width / 2), (Screen.height / 2))); //rotate the GUI around center. adjustIndicator is the angle by which is rotated GUI.DrawTexture (new Rect (vector.x, vector.y, damageIndicatorTexture.width, damageIndicatorTexture.height), damageIndicatorTexture); //just draw the texture now :) //for the calculation of the angle: float AdjustIndicator; Vector3 tmp = (DirectionDamage - transform.position); //tmp is the Vector from us to the Damage source tmp.y = 0; //the indicator is like a 2d top down map pointing from us to the damage source so we dont care about the y value and set it 0 tmp.Normalize(); //just sets the length of the Vector to 1, since we only care about direction and not the "strength" of the vector float GetPos = Vector3.Dot(this.transform.forward, tmp); //"For normalized vectors Dot returns 1 if they point in exactly the same direction, -1 if they point in completely opposite directions and zero if the vectors are perpendicular." //more here: https://docs.unity3d.com/ScriptReference/Vector3.Dot.html //cross product returns the vector that stands perpendicular on the plane span by out two vectors forwards and the vector to enemy, //we can now tell wheather the enemy is left or right by the side the plane is facing: if (Vector3.Cross(forward, tmp).y > 0){ //plane faces upwards (right) AdjustIndicator = (1f - GetPos) * 90; //GetPos is 1 when they both point in the same direction, so the angle wont we adjusted since (1-1)*90 = 0. //else it gets moved to the right by how unlike the vectors are }else{ //plane faces down (left) AdjustIndicator = (1f - GetPos) * -90; //same thing but for the left side. } Hope thats enough to get you started and understand it... with this you should be able to do something like what you can see in cod.
  33. 2 points
    Hi friends.... I am unity3d game developer.i have found this forum today. i am developing mobile games since last 2 years.i don't take game development as only job. i always believe that "Game development is not only job,It is a joy to realize dreams ."
  34. 2 points
    So a little update. I just got back from vacation and dabbled in this again a little. I fixed some of the bugs including the tree leaf problem between chunks. Also added clouds and plants and a temp main menu to input seeds and swap texture packs and so on. Just wanted to show a bit bc yes, I'm not just stopping at a simple voxel terrain and calling it finished like what you normally see people doing, I will be doing the whole show just my own version of it the way I want it
  35. 2 points
    As usual, just a few words to say that soon starts the next Ludumdare session. If you dare, accept the challenge - create a game in less than 72 hours. according a chosen theme. If you want to participate, share here a link and this way I can take a look at your project. I will evaluate it with pleasure. I am in ++
  36. 2 points
    Hi Fellows! Sometimes we use always the same functions or commands in order to code an action or a behavior. These lines are often used in scripts, but it is possible to optimize code. I would like to share some tips here just to start a new section. If you have an useful idea (maybe just one line) and if you want to share it with us, give us a brief explanation and why this alternative is better than the previous. Don't forget that sometimes the simplest things are better than hardest. Best regards ++
  37. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  38. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  39. 2 points
    https://freebies.indiegala.com/welcome-to-princeland-sp-version/ Welcome to Princeland, the south east of Oman Sea. This is a place which is used by powerful countries to do drug trials and technology experiments. A place that has 800% tax rate, where you can barely stay alive. You are a part of the rebellion against the prince who exploit his people with taxes. Gather the best weapons, vehicles and followers to crush his army. By upgrading your skills, challenge him at different difficulty mods. After his funeral, we will all able get weapons, vehicles and followers tax-free. If you dare - I cannot. The story seems so boring
  40. 2 points
    Thank you for such an amazing kit. I made an army men mod from your kit for a class in school to show off my level design project. I chose your kit because I found it to be free. It's the perfect solution for a top ramen-surviving college student like me that can barely afford anything on the Unity app store. Very quickly I think it's important to mention that I don't have any intentions to make a commercial game from your FPS kit. I'm sure you wouldn't like that. Moreover, after dissecting your game and trying to make my own enemies, I came across a variety of issues. I made my enemies exactly like yours and yet they walk up to the player but don't shoot. I shoot them and they run away. Therefore I wanted to ask, how did you set up your enemies? Perhaps more specifically how did you make them fire and attack the player? I was wondering if perhaps quick documentation would be a good idea. I would love to learn more about how you set up this kit; if you have the time. Also, I noticed an issue where the AK clip doesn't show up on reload animation and for both guns there is no ammunition pickup. Anyhoo, you're kit is amazing and using the Unity HDRP render pipeline makes everything look even more amazing. I'll add some screenshot bellow.
  41. 2 points
    Mathf.Lerp linearly interpolates between a and b by time - and our object goes slowly at the end. To get the same speed between a and b, we can increase it using percentage accomplished (0 to 1) ++ https://docs.unity3d.com/ScriptReference/Mathf.Lerp.html float timeLerped = 0.0f; float timeToLerp = 15.0f; private void Update() { timeLerped += Time.deltaTime; this.transform.position = Vector3.Lerp(this.transform.position, new Vector3(0, 0, 0), timeLerped / timeToLerp); }
  42. 2 points
    Hey everyone! I have been gone for a while (few years) but im back and i fired up unity again to work on something special i missed everyone on the forums as i had a very rough time during my life instead of doing what i would rather do and thats just being me doing my hobbies and enjoy the things i enjoy in life , but sometimes life can change and things get messed up that bad BUT all cool. Happy to say im going to marry within 1 year hopefully after everything has been arranged and i really hope i can grow closer with the community again! I will be making youtube videos to as i purchased myself a rode NT usb condenser mic and a new laptop (traveling a lot) BTW my apolegies if my english doesnt sound to well , it has been a while i had to use the english language. https://itsjustmajestic.blogspot.com/ My blog is very basic and simple with dark color of background ment for your eyes .- contains all my content and of course armed unity has been linked as well as the unity forums and community site. Feel free to subscribe to my channel www.youtube.com/itsjustmajestic to stay in touch with my media site of everything ;D mucho love , Majestic PSN if youre on PS4 ItsJustMajestic
  43. 2 points
    How did it work for you if you have "Is Trigger" disabled? Anyways, I've extended it to work with layers. This way you only need one enter/exit event. using UnityEngine; using UnityEngine.Events; public class Trigger : MonoBehaviour { public LayerMask layer; public UnityEvent OnEnter; public UnityEvent OnExit; public void OnTriggerEnter(Collider other) { if (layer == (layer | (1 << other.gameObject.layer))) OnEnter.Invoke(); } public void OnTriggerExit(Collider other) { if (layer == (layer | (1 << other.gameObject.layer))) OnExit.Invoke(); } }
  44. 2 points
    Materialize is a stand alone tool for creating materials for use in games from images. You can create an entire material from a single image or import the textures you have and generate the textures you need. I've done a bit of testing, the generated textures (from the diffuse) were nice, and I love that you can actually see how the material will look in unity. The user interface is bad, but hey it's free. Check it out: http://www.boundingboxsoftware.com/materialize/
  45. 2 points
    Installing the latest Unity version 2018.2.7 which has been released a few days ago, all works fine excepted one shader. I don't know what it means but I am very happy ++
  46. 2 points
    I feel like I'm turning into a sharing bot, but anyways here are some high quality PBR textured 3D models created by Skipper R&D. License in a nutshell: "If our assets make their way into your project, please credit us! Either way, they're yours now. Spreading the word is always appreciated. Good luck! - Skipper Research & Development, LLC." https://www.skipperrandd.com/ https://sketchfab.com/skipperrandd/models
  47. 2 points
    Warning, this master-peace was made by Ata Berdyev.
  48. 2 points
    I mean it's fine if he doesn't understand something. He could google it or ask me in a reply right? But when he says that my reply was not helpful and I am wasting his time even though I tried to explain what the issue is... now thats annoying. The best thing is that he is a university student, not some young kid. Anyways I've got this message:
  49. 2 points
    Orwell for free for a limited time. Don't ask me about this game - I don't know anything, but mood seems to me very weird ++ https://www.humblebundle.com/store/orwell
  50. 2 points
    Update 6 Peak 1 IT IS STILL UNDER DEVELOPMENT. Its just a little peak, on what Im doing.
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