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Showing content with the highest reputation since 05/07/2018 in all areas

  1. 16 points

    Version 1.6

    3,579 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. 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
  3. 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)
  4. 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
  5. 5 points
    Love to get some feedback...thanks guys! Update #8 Released!
  6. 5 points
    Both shaders made by: u/AdultLink Vertical Dissolve: https://github.com/AdultLink/VerticalDissolve Spherical Dissolve: https://github.com/AdultLink/SphereDissolve
  7. 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/
  8. 5 points
    This is literally Ant World all over again.
  9. 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
  10. 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
  11. 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); } }
  12. 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
  13. 4 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
  14. 4 points
    Thank you for your constructive feedback.
  15. 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
  16. 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
  17. 4 points
    Update 6 Peak 2 IT IS STILL UNDER DEVELOPMENT. Its just a little peak, on what Im doing.
  18. 4 points
    5 seconds of effort reveal that this is an ip address of the google cloud.
  19. 4 points
    Yeah basicly everything youll ever need completely for free: https://sonniss.com/gameaudiogdc18/ enjoy
  20. 4 points
    So here the first sneak peak. Done in 1 Day (14 Hours of Work).
  21. 3 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
  22. 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
  23. 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
  24. 3 points

    Version 1.0.0

    1,071 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)
  25. 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
  26. 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
  27. 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.
  28. 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 } } }
  29. 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
  30. 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.
  31. 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
  32. 3 points
  33. 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(); } } }
  34. 3 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
  35. 3 points
    Other than a gun and arms, what am I looking at?
  36. 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(); } }
  37. 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
  38. 3 points
  39. 3 points
    Hey guys, I'm making a project to waste time, and in this project I'm using ArmedPrefs(made by Erarnitox), but sometimes I just need PlayerPrefs to save things like Resolution, Quality and etc... So I wrote this script to "make it more easier". What are the advantages? 1st - You can load things in two ways now: Ex: DataManager.GetInt("MyInt") Or you can define a "default value" in the final of the function, so if this key do not really exists it will return this value, create and save a new key with the name and the value you used. Ex: DataManager.GetInt("MyInt", 100); // it will return 100, create and save the key if it not exist. 2nd - You can now save and load boolean variables. Ex: DataManager.SetBool("MyBool", true); Ex: DataManager.GetBool("MyBool"); Ex: DataManager.GetBool("MyBool", true); 3rd - Set functions are now saved automatically, so you do not need to use PlayerPrefs.Save(); or DataManager.Save(); 4th - If you want to use this instead PlayerPrefs, you just have to change "PlayerPrefs" to "DataManager". The miracle code This script is very simple, but I hope it can help someone DataManager.cs
  40. 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:
  41. 3 points
    Another one? https://www.humblebundle.com/store/hacknet-deluxe
  42. 3 points
  43. 3 points
    Can you add a body to the au fps kit? Like if i network a game based on the au fps kit, other player would see me as a whole body, not just a floating arms with gun... I would appreciate it, thank you
  44. 3 points
    Thanks for the links! I'll take a look. Slightly unrelated but I've been looking at this Unreal engine 3rd person controller recently: It is mainly animation based and physics don't contribute much. But the curves do take over for some things like transitions, rotations and foot placement. I've never seen anyone make a controller that smooth in Unity before. Nothing on the Asset Store can match it. Seems like a good challenge to try and reproduce it in Unity
  45. 3 points
    This is just an example project showing how you can use particle bullet marks without instantiating and pooling. Nothing much more to say than just particle weapon effects example. The project I put it in was something I was working on sometime ago and just never got around to finishing it, fixing some of the issues or actually doing something with so thought I'd just use it for this reason here. Download Here edit: warning: this does not account for parenting to moving objects. If it hits a rigidbody, you have to use an instantiated object and parent the mark to the rigidbody per normal
  46. 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.
  47. 2 points
    This last week I've been migrating my website over to a new web host. I've decided to put up some of the artwork I've created over the years. These are items that have never seen the light of day, and offer them to you all for free. I am not using them, so no point in hording them. I intend to keep digging through my backups and adding new content as I go. http://fatboxsoftware.com/resources.html
  48. 2 points
    ideas are welcome. i dont have any idea about what this game should be :OOO Hello ^^ i want to show my game, that as </>title<> implies , is being developed by me for fun and portfolio Made the 3d map part by myself, also write code for the game. police car now not realy working, im allways trying to improve AI to make it feel right, i should next time make map for gameplay it self anyway i found bug inside AI for path calculation of native pathfinding tool in unity 5. the police reach the point it needs to go, but then paths seems to be already calculated, but do not swap to new target (waypoint). for few seconds or so. it was working before but now see pointed gizmo to next waypoint. I will fix this somehow. // EDIT: in game there day and night cycle, but so far i do not hawe new video with changes i did, its minor so far. // there will be a link to play, i have this game link play elsewhere but want to update first you can also check my youtube chanel (the one from video in youtube), i have videos from development beginning video 1 video 2 -festival car allso if someone want 3d assets from videos i sell thoss:
  49. 2 points
    yeah, domains in these days are soooooooooo expensive... seriously? you will start crowdfunding? just ask 10$ your mom
  50. 2 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
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