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Showing content with the highest reputation since 03/18/2016 in all areas

  1. 17 points
    Hey guys! I would like to show you our new asset, which has been published just a day ago. As you can see in the title, Quantic is an advanced character controller solution for any first-person game. Featuring multiple movement types, such as traditional first-person movement, realistic zero gravity movement, and free-roam spectator style movement as well. It is a really smooth, gravity and state based character controller system with dynamic footstep sound, and head bobbing mechanics as well. We also give you a total of 12 high quality footstep sounds! It is 100% game ready, you can just drag and drop the character into the game and you are good to go! No programming required at all! Don't worry, we also thought about experienced developers, so we made a state system which you can use to get every information related to the character. With this system in place, you can extend the controller with ease and without limits. Here is the Asset Store page: https://www.assetstore.unity3d.com/en/#!/content/86326 I know that you came for the giveaway so lets talk about that. As a contribution for the community I will be giving away 5 copies of the asset, which is worth $100. If you want to participate in the giveaway you have to do the following steps: You have to have at least 20 posts on the forums. Like this post, I don't know... just why not! Leave a comment under this post. Hope for the best! The winners will be selected on April 16, 2017 by a script in Unity just to make it more fun! Good luck everyone, and have a nice day!
  2. 16 points

    Version 1.6


    Requires unity 5.6.3 or higher. In unity 5 you will have to rebuild the lighting data. In unity 2018.3 you will get MinAttribute error. To fix this error, open MinDrawer script and add following line at the top: using MinAttribute = UnityEngine.PostProcessing.MinAttribute; Also you will have to rebuild the lighting data. *************************** VIDEO TUTORIALS * How to open project: * How to add animated weapon: * How to add weapon by replacing model
  3. 12 points
    *This kit is no longer supported* 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.. Update 6: Completly New Version Changelog coming soon.. 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: MadFPSKitV0.9.rar File Size: 553.06MB Download Link: http://www.mediafire.com/file/y916as7a3grm9y1/MadFPSKit0.9.rar/file .EXE Demo Version Link: -- Showcase/Update Videos: Tutorial Videos: Happy Developing! MadWolf Games
  4. 12 points
    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
  5. 11 points
    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]
  6. 9 points
    Hey everyone! In the past few days I was working on a third person character controller system, and I decided to share the source code with the community. Let's take a look at the features: Smooth character and camera movement Dynamic character state returning system (e.g. "standing", "walking:forward", "walking:left") Custom grounded state with prevention of slope bouncing (from Quantic) Character's body rotation handling Prevention of camera clipping Example animation player script Custom inspector for every script One thing to mention: This is a movement system script, and only includes an example animation player script made for this particular 3D character. Download link for the .unitypackage file: http://jmp.sh/o0ndyOu Preview of the movement and the camera clipping: Preview of the script's inspectors: P.S A setup guideline file can be found in the main folder with credits for the character's creator.
  7. 8 points
    Hi guys, Its been a while since we last posted an update for installation 01, take a look at the progress we've been making over the last couple of months below: https://www.youtube.com/watch?v=_vE2vAiBMo8
  8. 7 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 :
  9. 7 points
  10. 7 points
  11. 7 points
    For Non-Commercial Use Animation List : - Draw - Holster - Idle - Inspect - Reload - Empty Reload - Shoot 1,2,3 Download Links : - Animation - Mediafire , Google Drive - Hands - Kriss Vector
  12. 7 points
  13. 7 points
  14. 7 points
    Hello everyone i want to tell you that if you need 3d models like weapons, attachments, .etc i think i can help you. I have an account on TurboSquid where i upload my 3d Models some of them are paid but i have free ones too. Also if you need any model for your game or project i will be glad to help you with my current models and i can make you specific models if you need. (only for serius games and projects that have future) The basic models (lowpoly) are free, the only paid models i do are complex ones, but most of them are free. Here is the link for Turbosquid : http://www.turbosquid.com/Search/Artists/AndrijaAlp And down you can see some free models that i'm offering.
  15. 7 points
    Why don't you ask DICE? or Treyarch? They have much better quality models and animations.
  16. 7 points
    After I finish the current game engine I'm working on right now (about 2 or 3 weeks left), AU Core Game Engine will begin development. But like the title says, it is a "core" 3D game engine. It will be developed for my new game so most likely if its not being used in the game, it will most likely not be included in the engine. Features it will include is: fully functional aabb physics engine (not obb is the game does not require it) including "raycast" "aabb cast" "sphere cast" "triggers OnTrigger" "collision OnCollision" and your normal physics stuff. It will be fully component based with getting and setting components. Basic editor UI. Full skeletal animation system. And all your normal everyday components. the engine will be a free, fully open source engine for the community with no restrictions outside of pretending you made it and/or trying to sell it. It will be built in java but release when the game is released, I will port to c# and c++ if there is enough requests. Alphas will be posted every so often but the full engine won't be available til the release of the game. just thought I'd give everyone a heads up in case your looking for your own engine. This will be last time you'll here about it til further in development https://github.com/JosyahDooley/DevEngine DD3 Model Exporter in Unity 5 to be used for DevEngine v0.01a import System.IO; class DD3Exporter extends EditorWindow { private var meshFilter : MeshFilter; @MenuItem("Window/DD3 Exporter") static function Init() { var window = ScriptableObject.CreateInstance.<DD3Exporter>(); window.Show(); } function OnGUI() { meshFilter = EditorGUILayout.ObjectField("Mesh Filter:", meshFilter, MeshFilter, true); if(meshFilter) { if(meshFilter.sharedMesh == null) GUILayout.Label("Mesh Filter Does Not Contain Mesh!"); else { GUILayout.Label(meshFilter.sharedMesh.vertices[meshFilter.sharedMesh.triangles[1]].ToString()); } } if(GUILayout.Button("Export")) { if(meshFilter != null) { if(meshFilter.sharedMesh != null) { var path = EditorUtility.SaveFilePanel("Save Mesh as DD3", "", meshFilter.gameObject.name + ".dd3", "dd3"); if(path != null) WriteFile(path); } else EditorUtility.DisplayDialog("Missing Mesh!", "You must have a mesh attached to the MeshFilter to export!", "OK"); } else EditorUtility.DisplayDialog("Missing Mesh Filter!", "You must have a MeshFilter assigned to export!", "OK"); } } function WriteFile(path : String) { Debug.LogWarning("Saving at: " + path); var sw = File.CreateText(path); var temp : Mesh = meshFilter.sharedMesh; sw.WriteLine("DevEngine Exporter |v0.01a| formatted for OpenGL"); sw.WriteLine(temp.vertices.Length.ToString()); sw.WriteLine("[Start Mesh]"); var i : int = 0; for(i = 0; i < temp.vertices.Length; i++) { sw.WriteLine ( "v/" + temp.vertices[i].x.ToString() + "/" + temp.vertices[i].y.ToString() + "/" + temp.vertices[i].z.ToString() + "/" + temp.normals[i].x.ToString() + "/" + temp.normals[i].y.ToString() + "/" + temp.normals[i].z.ToString() + "/" + temp.uv[i].x.ToString() + "/" + temp.uv[i].y.ToString() ); } var line : String = "i/"; for(i = 0; i < temp.triangles.Length; i++) { line += temp.triangles[i].ToString(); if(i < temp.triangles.Length - 1) line += "/"; } sw.WriteLine(line); sw.WriteLine("[End Mesh]"); sw.Close(); Debug.Log("Save Complete!"); } }
  17. 7 points
  18. 7 points
    [ Disclaimer ]: Uses Legacy Unity RakNet In order to understand how networking works, and how communicating between computers, it is useful to learn the sequence of connecting to a server. It is convenient to use one server version of each scene in a Unity project and one client version of each scene. This is useful for when you want to separate the server and client applications from each other. Connecting client and server Network Views RPC Details State Synchronization Details Authoritative Server Leave a like if you found this useful!
  19. 7 points
    Hello ArmedUnity community! Our team, KinematicSoup, is currently developing a package that allows Unity developers to work together in the same scene, simultaneously. We want to help the community build worlds more efficiently and determined that this is something many teams could benefit from. We launched a beta for the tool recently and would like to extend an invite to any developers that would like to give it a try. At the end of the day we are looking to create something that is very useful to you, so we are extending this invite to garner as much feedback as possible. The tool is very quick and easy to set up, so you can start using it immediately. You can sign up for the beta here: Scene Fusion Here is a brief video of the tool at work: https://youtu.be/v7HURygLXOk Let me know if you have any questions or comments. You can also follow us on social media and website for updates: Twitter: @Kinematicsoup Facebook: KinematicSoup Website: http://www.kinematicsoup.com/scene-fusion Thanks!
  20. 6 points
    Theorem is an abstract relaxing 3d puzzle game in which you have to roll a cube so as to reach a goal, but one of its faces is forbidden. Each colored tile has its own behavior - you can enable/disable mecanics, teleport yourself on another place, climb up blocks, make use of impossible geometry, etc. This is my latest project which I want to share on Steam/Itch.io/Desura as a casual game for 1 or 2 bucks. Now I need a little help. I would like to share my project with someone just to try the main gameplay. So you could write a brief feedback (just a few lines, playing 15/20 minutes or more). I did 50 levels. Please, if you like solid puzzle games, send me a private message. If you don't like puzzle games, I guess that you will don't like it. Forget it. Thank you ++ https://imgur.com/a/YjRYU
  21. 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
  22. 6 points

    Version 1.0.0


    Passowold: cfs42522fb -------------------------- Controlles: Frente: (W) Tras: (S) Esquerda: (A) Direita: (D) Abaixar: (C) Correr: (Shift) atira: ( AINDA EM CONTRUÇÃO) MIRA: (AINDA EM CONTRUÇÃO) Compra Arma: (B) Modifica Ama: (F)
  23. 6 points
    UPDATE 2 RELEASED, THANK YOU GUYS. CHANGELOG -4 New weapons(Taurus .889, UMP-45,RPG-7, SCAR-L) -UI -Simple AI -Blood Screen -Viewpunch(shake when there's recoil) -Post Process. About This is an FPS game(With no particular name) 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. It started as a low poly fps at first. Yes, the models and textures aren't really good, even the animations are bad. What do you think? Feedback is appreciated. VIDEO(Newest Update) Working On: Score Wave System Grenades Maps 2 new weapons for now(Double barrel Shotgun & Crossbow)
  24. 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
  25. 6 points
    A little script which I did to help player to find some goals in game. You can set different features (alpha threshold, offset, clambing, etc). I use it in my project Azymuth. How it works? In your Canvas, add an image, put the script on it, set your target... It could be useful in your projects so as to localizate a bomb or an enemy, an exit door, a dropped pack, etc ++ using UnityEngine; using System.Collections; using UnityEngine.UI; public class HUD : MonoBehaviour { RectTransform myRectTransform; // UI Camera mainCamera; Color alpha; // temp color public Transform currentTarget; // target public bool clampToScreen = true; // display offscreen target or not public float threshold = 10; // sprite alpha control public Vector3 offset; [SerializeField] Vector2 clampBorderSize; void Awake() { myRectTransform = GetComponent<RectTransform>(); mainCamera = Camera.main; // find the camera } void Update() { // if the target has been destroyed, it disables the script and erases image if (currentTarget == null) { myRectTransform.GetComponent<Image>().color = new Color(0, 0, 0, 0); this.enabled = false; } Vector3 noClampPosition = mainCamera.WorldToScreenPoint(currentTarget.position + offset); // modify alpha according Z alpha = myRectTransform.GetComponent<Image>().color; alpha.a = noClampPosition.z / threshold; myRectTransform.GetComponent<Image>().color = alpha; Vector3 clampedPosition = new Vector3(Mathf.Clamp(noClampPosition.x, 0 + clampBorderSize.x, Screen.width - clampBorderSize.x), Mathf.Clamp(noClampPosition.y, 0 + clampBorderSize.y, Screen.height - clampBorderSize.y), noClampPosition.z); // display sprite on screen - or not myRectTransform.position = clampToScreen ? clampedPosition : noClampPosition; } }
  26. 6 points
    FREE Horror Game Kit - Slender Review Complete Projects/Packs Leandro Vieira [Gallighan] - Two TV, owner. [Waiting unity review] Unity Asset Store: http://u3d.as/13Tm MEGA link: https://mega.nz/#!r9lzXSpB!rdG-zh4CGBw7extJC3NqEFgb40wPY2UD7ZfBP7h2m_s Free Hands used in project: [Thanks @MasterJackal] Description The project was created for developers who enjoy survival style games of the famous character Slender. With this kit, developers could use advanced systems, modular buildings, and any unique features to create their own horror game story. The project was made for easy understanding and modification. Features Movie Menu Advanced ingame menu with load and save system Flashlight system Battery charge system Collect pages system Health system Customizable UI Modular buildings included Free awesome assets included Unique atmosphere Fog system C# crafted code and easy to modification ... Updates [Fix] Camera collision with walls Screenshots Abandoned House Advanced in-game menu Page system like slender game Slender on the hill Camera glitch/noise effect Showcase gameplay Enjoy.
  27. 6 points
    Just finished this model, I want to sell it. How much do you think it's worth? Currently it's not optimized and it has around 2.3k verts. And if you have any sites to recommend where I would be able to sell the model, please do. I'm thinking about the Unity store, AssetCamp and Sketchfab. Also, don't mind the carrot-like bullets lol, they are supposed to be tracer rounds.
  28. 6 points

    Version 1.51f


    I GOT AN ALL NEW KIT OUT HERE: https://sellfy.com/p/QBYx/ Check it out! If you like it or have any questions, just ask or leave a comment! Don't forget rate If you want more, please subscribe! V2 Will include chat and finished mecanim controller. Guys, important Bug Fix!! Replace MainMenu.cs with this: http://pastebin.com/9r6hwPMe and replace FixThings.cs with this: http://pastebin.com/e1UR2mmP The bug: When Client A spawns on server before Client B joins, Player of Client A will be deleted on Client B. That means Client A's player will be "invisible" to Client B, but can still shoot him. Replacing the scripts will solve that. (OcularCash) Edit: Download contains a file that has the link to the mega upload file. The file is verified!
  29. 6 points
    Do you know that Unity has released recently a tool so as to record frames? A good stuff for those who want to create a video from their project. As they explained, the Frame Recorder is a project that facilitates recording of Unity artifacts from Unity. The framework does not define what can be recorded, but defines a standard way of how to implement and setup a recorder and takes care of aspects common to all recorders (time managenent, Timeline integration, record windows, etc). Take a look at the GitHub repository ++ https://github.com/Unity-Technologies/GenericFrameRecorder
  30. 6 points
    public var fogMat : Material; public var scrollDir : Vector2; function Update() { fogMat.SetTextureOffset("_MainTex", scrollDir * Time.time); } This is probably the simplest, fastest and most effective method of ground fog. It's nothing new but for those of you who are new to adding cheap tricks for your game, this is very easy method of doing so. Use the ground fog model I've provided below with the texture provided (Which is a fully tileable clouds image) and create a new material using Particles/Additive (Soft) shader and drag in the image. Then resize the mesh to encapsulate the area you need and set the tiling to the size you want it. Then just place this script on it, assign the variables and hit play. The only reason why I provided a mesh is because I mapped the uv's on the side to tile with the top. You can actually just use whatever mesh you want. The script just moves the offset of the texture, that's it. I also set it to 0.2,0.2 for scrollDir. There's tons of cheap tricks that makes your project look good so don't just go head on towards effects that eat your framerate, there's always cheaper alternatives. GroundFog.obj
  31. 6 points
    Hello everyone. I'm interested to work for a project that includes modeling and texturing. I can model weapons and props for games. Below is some of my previous work. If interested, contact me https://www.artstation.com/artist/laxman130
  32. 6 points
    -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: https://mega.nz/#!cUMTwDKI!3lV_qaVo1WqFJ9fFMlbOPsVDzIPTgW_7vQDCapE5KV4 Password for the Zip is: armedunity.com Hope you like it EDIT: Albedo Texture bleeding fixed, the new texture is here: http://i.imgur.com/qVx4XWn.jpg 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
  33. 6 points
    Hello! It's been a while since I posted here and I hope everyone here is doing well. I just released a Update 3 teaser to my survival game, Paxitium, here: I hope to get the update 3 video released soon since I have been busy with university in the past few months. Thanks for watching and your support! P.S. As you may have guessed, I have stopped working on Darkraze. I do not plan on selling or releasing the source at the moment.
  34. 6 points
    Hello, just finished my newest 3d Model. Feedback is welcome! 3D View
  35. 6 points
    Hello armedunity, Skylands is a survival sandbox game. You're lost on a small group of islands. With nothing more than a few items and tools you are forced to gather resources and build up your base to complete challenging quests and discover new islands. We are currently trying to get greenlit, if you like the game feel free to vote. Feedback is also very welcome http://steamcommunity.com/sharedfiles/filedetails/?id=856670014 Also we are looking for players to test the game, if you want to play Skylands add me on steam. http://steamcommunity.com/profiles/76561198188527495 Skylands includes: Build Mode: Build you own base. Crafting System: Merge items together and invent new tools. Quest: Complete quests and show that you are the best. Multiplayer: Play together with your friends Videos:
  36. 6 points
  37. 6 points
    I would like to show you my inventory system. It is made with UGUI in C# and for the icons I used Gimp. Basically I have an array of items, and i can load items from that array by IDs. Item functions will go under the item's description, but right now im working on item dropping. Let me know what do you think about it! Smooth inventory opening. For this showcase, i have a button that adds a random item to the inventory. Some items can be stacked and items have weight as well. Of course you can select items and get some information about the item.
  38. 6 points
    RSASS Textures Textures for an RSASS. Model by Vadim 'Krycek' Andreev http://www.krycek.portfoliobox.me/
  39. 6 points
    I got bored and wanted something to do, so i decided to make a skin system of which you would find on Counter Strike. This is JS and didn't spend much time making it. In this I'm using Paint.net. Feel free to use this, change it however much you like! Not sure this counts as a tutorial, but it was intended to share this script. CutOut shader used was found here : http://answers.unity3d.com/questions/273680/transparent-cutout-shader.html The gun i'm showing on the video : https://www.assetstore.unity3d.com/en/#!/content/25668 #1 #pragma strict var weaponType : String; //This will be found by the name of the objects it's on. var weaponSkin : String; // This will be found by the Ss script var weaponSkinID : int; // This is what we changed to change the skin what's on the gun. var weaponQuality : String; //The quality of the weapon var weaponName : String; //The custom name of the weapon. @Header("Weapon Damage") var minDamage : float = 0.2; var maxDamage : float = 2; var thisDamage : float; // The damage of the weapon. @Header("Different Options") var IsStatTrack : boolean; var nameTag : boolean; @Header("Extra") var rend : Renderer; //Where the weapon skin is! var Ss : SkinGameData; //The Object that has this script on it var StatTrack : GameObject; var NameC : TextMesh; function Start () { weaponType = gameObject.name; } function Update () { WeaponDamage(); rend.material.SetFloat("_Cutoff", thisDamage); rend.material.mainTexture = Ss.Skin[weaponSkinID]; if (nameTag) { StatTrack.active=true; NameC.text = weaponName; } else { StatTrack.active=false; } if(IsStatTrack) { weaponSkin = "★ StatTrak " + weaponType + " | " + Ss.Skin[weaponSkinID].name; } else { weaponSkin = weaponType + " | " + Ss.Skin[weaponSkinID].name; } } function WeaponDamage() { if(thisDamage<0.11) { weaponQuality="Factory New"; } else if(thisDamage<0.25) { weaponQuality="Minimal Wear"; } else if(thisDamage<0.37) { weaponQuality="Field Tested"; } else if(thisDamage<0.48) { weaponQuality="Battle Scarred"; } // if(thisDamage>=maxDamage) { thisDamage=maxDamage; } if(thisDamage<=minDamage) { thisDamage=minDamage; } } #2 #pragma strict var Skin : Texture[]; function Start () { } function Update () { } #Shader Shader "Transparent/Cutout/Transparent" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _CutTex ("Cutout (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 200 CGPROGRAM #pragma surface surf Lambert alpha sampler2D _MainTex; sampler2D _CutTex; fixed4 _Color; float _Cutoff; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; float ca = tex2D(_CutTex, IN.uv_MainTex).a; o.Albedo = c.rgb; if (ca > _Cutoff) o.Alpha = c.a; else o.Alpha = 0; } ENDCG } Fallback "Transparent/VertexLit" } I didn't create the shader, but it works well for this. The original post is linked at the top. 1. Make a JS and call it "Weapon Skin Stats". 2. Paste #1 3. Make another JS and call it "SkinGameData" 4. Paste #2 5. Copy the shader and paste it. Video Set up : https://www.youtube.com/watch?v=6k82cylQ0PE&feature=youtu.be Sorry, the gun i used wasn't the best for this and i didn't have a long time to make it work! But you should be able to get it working! And sorry for any mistakes within the video! To add a custom name to it, just add 3D text somewhere to the weapon and assign it to Name C. Also sorry is any spelling mistakes, i'm extremely tired
  40. 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); } }
  41. 5 points
    Not sure if this is new news or not, but ProBuilder, Polybrush and ProGrids are now owned by Unity and FREE!! https://assetstore.unity.com/packages/tools/modeling/probuilder-111418 https://assetstore.unity.com/packages/3d/polybrush-beta-111427 https://assetstore.unity.com/packages/3d/progrids-111425
  42. 5 points
  43. 5 points
    There are quite a few hours left until 2018. As Baba Games we wish you a Magni'ficent new year!
  44. 5 points
    Hello. As you can see from the two previous posts here in the showcase forums, I have been working on a little project of my own called 'The Land of Oakwood'. WELL NOW YOU GET TO PLAY IT! It's a fairly large map with lots of exploration included! Download it here! https://drive.google.com/open?id=1_l04uESyBSEKSDHdd7w5dWhfKaaJv8Jw --------Features---------- Includes an awesome character controller Moving animated guards in the main vilage Full village with surrounding walls, a mine, windmill, and more! Woods and landmasses surrounding the village for you to explore! Beauty! Every aspect of design in this little project was hand placed by myself! Assets from multiple amazing people on the asset store! (PM me for a full list) Day/night cycle -------CONTROLS-------- Alt/Right mouse button = Sprint Shift = Draw weapon Left mouse = attack (Weapon must be drawn first.) F = Toggle between 1st and 3rd person (1st person is a bit hard to control, I recommend that for view purposes only) Space = Jump -------PLEASE NOTE---------- This is NOT a game. This is just showing off what can be achieved with assets from the asset store! There are many bugs. There are no set boundaries on the map or any constraints. Few buildings in the level don't have mesh colliders, meaning the player can walk through DEPENDING ON FEEDBACK, I might go in and fix all of the known bugs and re-upload it here for you guys! ------IMAGES------
  45. 5 points

    Version Pre Alpha


    To help out Connor Gibson (Moderator) with testing his new file hosting service, I've uploaded the pre alpha source project for Bomber Box. This version was when I was preparing for greenlight and was about a month away from the alpha version so there is still alot of bugs and missing features, but the entire core components are finished and is multiplayer (photon) programmed. After downloading, you want to start in the "Splash" scene, starting in a different scene will not work because it needs to pick up the game manager which is at the splash. If you haven't tried Bomber Box, you can play an online demo HERE. This version doesn't include offline singleplayer webplayer like in the demo -Connors site is currently down so the download link has been updated to my dropbox-
  46. 5 points
    As some of the old posts get 'active' again (that means some idiot argues that the file is deleted while its 4-5 years old), some of the memories come back from the time when I joined the community. It was in October 17, 2013 when I just started out with unity4. My only skilsl that I had then is placing objects in a terrain, and downloading scripts from here and there. Then I saw lots of people working on their own projects but with a lot more knowledge and dedication. Nowadays, only a few people left from that community. Just in general unity has became the asset flippers game engine, and people who never enjoyed making games yet they call themselves 'developers'. I'm not saying that the current community is shit, but I miss the one that I knew.
  47. 5 points
    Hello there guys, so I decided that I would fully dedicate myself and my budget towards creating a scene that looks top notch and realistic, Im really trying to push(hardware:D) unity's potential as much as possible. So here are some update notes. THANK YOU!: This is a thank you to all asset developers and developers that have helped me work on this project, this defiantly would not have been possible on my own! GOAL: My goal is to push unity as much as possible, please reminded this is not a game, just experimentation and a learning process I am NOT trying to sell this project, or game. VERSION V0.098 Update log: 1. Finally!, volumetric fog. 2. Volumetric lighting by HX. 3. New custom shader by UEBR for deferred rendering. 4. Screen space shadows and reflections. 5. Scene has been brought to life with the addition of light behavior and audio. 6. Advanced audio blending to control reverb and volume when in and outside buildings to stimulate real life audio sense. Screenshots: New weapons on the way with the help of the folks from Iron belly studios(hired), Awesome folks! MODELS BY CHAMFER ZONE
  48. 5 points
    Hey, I made this script a few days ago and decided to share it with you guys. You can make a color gradient and apply it on a visual UI element. (Text, Image, RawImage) I think it is pretty cool, the linear progression is good for flashing or blinking style UI, ping-pong is more seamless it goes back and forth. Just drag and drop the script next to a visual component. The script will detect it automatically, so it doesn't matter which one it is.
  49. 5 points
    So, I just wanted to disable this command in game because it would cause more problems during the gameplay of Darkraze. I am going to share both versions of this script since it is INSANELY short. Anyway, here it is: INSTRUCTIONS (IMPORTANT): Create a new script (if using C#, don't forget to rename the script to the class name) Create a new empty GameObject IN THE FIRST SCENE (scene number 0) (you can check the scene number in the Build Settings). Attach this script to that GameObject. C# Script: JS Script: If you found this useful, +1 this post
  50. 5 points
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