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Showing content with the highest reputation since 10/16/2017 in all areas

  1. 16 points

    Version 1.6

    3,538 downloads

    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
  2. 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
  3. 6 points

    Version 1.0.0

    1,070 downloads

    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)
  4. 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)
  5. 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
  6. 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.
  7. 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.
  8. 5 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
  9. 5 points
    Review Complete Projects/Packs Leandro Vieira [Gallighan] - Two TV, owner. [Waiting unity review] Unity Asset Store: GitHub Download Page: https://github.com/leandrovieiraa/FreeSurvivalRPGKit Description This is a FREE kit made in Unity Engine (Version 5+), to help developers create your own survival game with RPG aspects. This kit have a great low poly fantasy RPG environment, is intuitive package and easy-to-customize Features Unity's new UI system with modern interface pack. Player and Enemy's. Equipment System based on transform position and prefabs. Health, thirst and hunger system. Point Click, WSAD and Joystick/Controller movement via Navigation Xbox 360 joystick is automatically identified when connecting switching inputs. Point and click controller has to be set and by default the project uses the keyboard and mouse. RPG Camera with Zoom, Rotation and Joystick/Controller Support. Animations via Mecanim. Low Poly FREE 3D Models. Minimap System. Inventory, Loot and Gold System. Death and Respawning. Carefully crafted C# Code. Tottaly FREE to customize. Showcase Screenshots https://imgur.com/a/chhmtdU --
  10. 5 points
    Love to get some feedback...thanks guys! Update #8 Released!
  11. 5 points
    Both shaders made by: u/AdultLink Vertical Dissolve: https://github.com/AdultLink/VerticalDissolve Spherical Dissolve: https://github.com/AdultLink/SphereDissolve
  12. 5 points
    This is our first game we published on Steam. Hope you like it! Its a tricky 2D jump and run game where you play as Roman the worm. Your goal is to find all 10 diamonds to unlock the gate in the next level. The game has also a multiplayer but it has only 1 playmode at the moment (more will come in the future ^^). Its name is "catch the diamond" and its like capture the flag with diamonds. Ofc you also got guns to fight your friends. Steam store page: https://store.steampowered.com/app/886950/Roman_The_Worm/
  13. 5 points
    This is literally Ant World all over again.
  14. 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
  15. 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
  16. 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); } }
  17. 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
  18. 5 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
  19. 5 points
    Hey everybody. Within the last 6 months, I've been studying music & sound design ranging down from the very theory of it to the aesthetics. After I felt I had enough information to get started, I began making small snippets every day that I keep in a vault. Over time, I felt some of the snippets I've gathered evoked emotion that I thought could be felt by others. Here's my latest work - it's a beat tape I called mien. May you enjoy the vibes, I love all sorts of feedback. Being new to this, I'm just truly trying to have some fun and to hopefully carry over what I learn from these experiences into my game dev projects. Once I feel I've approached a milestone in understanding music on a technical level, I will be offering a service to anyone looking for custom soundtracks for their projects. In the meantime, I hope this resonates with some of you!
  20. 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
  21. 5 points
    There are quite a few hours left until 2018. As Baba Games we wish you a Magni'ficent new year!
  22. 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------
  23. 5 points
    Hey, Here's a few mock designs I did for an identity card, and credit card. These were inspired after playing Arma3 PsySyn Network - an arma3 life mode. Cheers.
  24. 4 points
    this project like GTA -enter car and exit -texture de GTA V -player GTA V "trever" -city not complete -minimap -clothes -puse game + menu
  25. 4 points
    Thank you for your constructive feedback.
  26. 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
  27. 4 points
    Adds smooth delay and tilt effect to camera when you look around. Q. How to use this script? A. Drop this script on camera and adjust all parameters in Inspector. using UnityEngine; public class CameraTilt : MonoBehaviour { public float smooth = 3.0f; public float tiltAngle = 5.0f; void Update () { float tilt = -Input.GetAxis("Mouse X") * tiltAngle; Quaternion targetRotation = Quaternion.Euler (0f, tilt, tilt); transform.localRotation = Quaternion.Slerp(transform.localRotation, targetRotation, Time.deltaTime * smooth); } }
  28. 4 points
    Have you guys seen this made by Makan_Gilani? This is what good game design like: - Element of fear/thrill (important) - Dynamic IK movement - Procedural (scripted) animations - Camera shaking (motion blur) - Destructable environment - (no sound? but imagine what it would be like with sound) The creator said he'll release a public demo soon so I recommend you follow his twitter: https://twitter.com/Makan_Gilani He also previously posted a similar demo: All #MadeWithUnity
  29. 4 points
    Just a little script which I have done to help someone recently. It allows to create, using the new UI, a smooth horizontal compass. Regarding the North pole and the player position, it computes a value between -0.5 and 0.5 - exactly what we need so as to set the sprite offset. Put it on your player, set your sprite - no more ++ 0 is the North, 0.25 is the West, -0.5/0.5 is the South, and -0.25 is the East DON'T FORGET - IMAGE WRAP MODE TO "REPEAT" using UnityEngine; using UnityEngine.UI; public class Compass : MonoBehaviour { public RawImage myCompass; void Update() { var lol = MyCompass(new Vector3(this.transform.forward.x, 0, this.transform.forward.z), Vector3.forward, Vector3.up); myCompass.uvRect = new Rect(lol, 0, 1, 1); Debug.Log(lol); } float MyCompass(Vector3 a, Vector3 b, Vector3 n) { float angle = Vector3.Angle(a, b); float sign = Mathf.Sign(Vector3.Dot(n, Vector3.Cross(a, b))); float cmp = (angle * sign)/360; return cmp; // our offset between -0.5 and 0.5 } }
  30. 4 points
    One of the first Weapon models I have ever made so please be a bit thoughtful that would be awesome and btw please give me some feedback, have a good day/night Textures: 2k PBR (4k, 8k coming soon) Tris: 15.902 Twitter: https://twitter.com/cottbus99 Artstation: https://www.artstation.com/justin_miersch (FREE-DOWNLOAD)https://www.turbosquid.com/3d-models/3d-weapon-pbr-1275971
  31. 4 points
    Update 6 Peak 2 IT IS STILL UNDER DEVELOPMENT. Its just a little peak, on what Im doing.
  32. 4 points
    5 seconds of effort reveal that this is an ip address of the google cloud.
  33. 4 points
    Yeah basicly everything youll ever need completely for free: https://sonniss.com/gameaudiogdc18/ enjoy
  34. 4 points
    So here the first sneak peak. Done in 1 Day (14 Hours of Work).
  35. 4 points
    Hello, everyone! I present to you: Update 0.4.1.0 New Features: Battlechat Leveling Unlocking FPV2 integration
  36. 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:
  37. 4 points
    Recently I've been experimenting with different crosshair designs for my game. Since I'm not going to use most of them, I'll just share them with the community. Some of you may find them useful. Crosshair Graphics.rar 10, 32x32 crosshair graphics For best quality, set: Texture Type: Legacy GUI Texture Max Size: 32 Wrap Mode: Clamp Filter Mode: Point (No Filter) Compression: None I made a script as well, in case you are not familiar with programming. I am using the old GUI system here because UGUI can't really handle small images. Let me know if you have any solutions to this problem though!
  38. 4 points

    Version v1.0

    3,480 downloads

    Simple loading effect for games.
  39. 4 points
    After hours of hard work, I have my scene complete. And upon finishing the scene, I was actually... In love with it. Hope you guys enjoy
  40. 4 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
  41. 4 points
    Come on guys, you are better than this. At the end of the day we have the same dreams of creating awesome games and applications, and if our opinions and approach would be the same games would be boring More love and not war
  42. 4 points
  43. 4 points
    Hello Peeps Im not making this Asset i just wanna share it I hope you like it :3
  44. 4 points
    Hello, everyone! I present to you: Post Release Update #2 New Features: Fully animated first person weapons Walk Tilt Fall Down Effect Mecanim controlled run animation Loading Screen Progress Bar Camera Animation Support WebGL Support Get it here: https://sellfy.com/p/QBYx/
  45. 3 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
  46. 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 } } }
  47. 3 points
    Hey, i was asked to show how my asset (XenoPrefs ... check it out its free) would work with the new FPS KIT 1.6 by OMA (this kit is really awseome) original kit here:
  48. 3 points
  49. 3 points
    DifficultyLevelManager (singleton) - controls the enumeration for setting the difficulty level. Attach this script to a gameobject called DifficultyLevelManager. SetDifficulty - initializes the inspector-set difficulty level at start (on the DifficultLevelManager) to match the dropdown menu value. Attach this script to a canvas and drag a dropdown menu component onto the inspector/script. Lastly, on the dropdown menu component, drag in the DifficultyLevelManager script into the On Value Changed part of the inspector then select the following function: SelectDifficultyLevel. You're done. This is how you'd use it, but the way you can go about it all depends on your project setup. I'd advise to set this up in a game manager of some kind where you check for conditions based on what the player will be dealing with. Feel free to adjust the script as necessary. Add more difficulty levels, change up the parameters for compatibility with other UI elements if you wish. You can also create separate difficulty mode managers for separate game modes by inheriting from the base class (DifficultyLevelManager) and can either use overrides or interfaces to expand it.
  50. 3 points
    Here you can found a simple way to create a combo (like in fight games), waiting strokes on keyboard. It checks time between each stroke, keys and a global time allowed in order to create sequences. In the first code, you can see that I write directly the combo sequence which I want. The second code is more efficient, using public KeyCode(s) so as to set combo in the inspector. The problem is that there is many many many KeyCode under Unity. So it's not always practical scrolling the list. Fully commented ++ using UnityEngine; public class Combo : MonoBehaviour { public float timeCombo = 2.0f; // how many time you have to do a combo public string message; // simple message showing success KeyCode[] combo; // sequence which code waits to do a combo int index = 0; // time base float timeKey; // time between each stroke float timeSinceStart = 0.0f; float timeSinceLastStroke = 0.0f; void Awake() { combo = new KeyCode[] { // just as an example, we wait this one KeyCode.UpArrow, KeyCode.DownArrow, KeyCode.LeftArrow, KeyCode.RightArrow, KeyCode.X }; } void Start() { // computes time between stroke (full time divided by keys) timeKey = timeCombo / combo.Length; } void Update() { // time flows timeSinceLastStroke += Time.deltaTime; timeSinceStart += Time.deltaTime; // nothing if (Input.anyKeyDown == false) return; // wrong event - time or key if (Input.GetKeyDown(combo[index]) == false || timeSinceStart >= timeCombo || timeSinceLastStroke >= timeKey) index = 0; // restart index (we wait first key) if (Input.GetKeyDown(combo[index])) { // at this stage, each stroke is good if (index == 0) timeSinceStart = 0f; timeSinceLastStroke = 0f; index++; // next key which is required // end of keys array? Good boy! if (index >= combo.Length) { // do something here Debug.Log(message); index = 0; // restart } } } } using UnityEngine; public class Combo : MonoBehaviour { public float timeCombo = 2.0f; // how many time you have to do a combo public string message; // simple message showing success public KeyCode[] combo; // sequence which you want int index = 0; // time base float timeKey; // time between each stroke float timeSinceStart = 0.0f; float timeSinceLastStroke = 0.0f; void Start() { // computes time between stroke (full time divided by keys) timeKey = timeCombo / combo.Length; } void Update() { // time flows timeSinceLastStroke += Time.deltaTime; timeSinceStart += Time.deltaTime; // nothing if (Input.anyKeyDown == false) return; // wrong event - time or key if (Input.GetKeyDown(combo[index]) == false || timeSinceStart >= timeCombo || timeSinceLastStroke >= timeKey) index = 0; // restart index (we wait first key) if (Input.GetKeyDown(combo[index])) { // at this stage, each stroke is good if (index == 0) timeSinceStart = 0f; timeSinceLastStroke = 0f; index++; // next key which is required // end of keys array? Good boy! if (index >= combo.Length) { // do something here Debug.Log(message); index = 0; // restart } } } }
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