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

  1. 4 points
    5 seconds of effort reveal that this is an ip address of the google cloud.
  2. 4 points
    So here the first sneak peak. Done in 1 Day (14 Hours of Work).
  3. 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
  4. 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
  5. 2 points
    Hi Fellows! Sometimes we use always the same functions or commands in order to code an action or a behavior. These lines are often used in scripts, but it is possible to optimize code. I would like to share some tips here just to start a new section. If you have an useful idea (maybe just one line) and if you want to share it with us, give us a brief explanation and why this alternative is better than the previous. Don't forget that sometimes the simplest things are better than hardest. Best regards ++
  6. 2 points
    Hey all! I've finally been able to work on my multiplayer FPS Gunmetal again and it's coming along pretty well. I've been able to redo the menu and add a custom game launcher that is able to patch, add more weapons, and the ability to go prone. The map is also a new addition. Let me know what you think along with what I should add or remove. Thanks for the support and the feedback! Hopefully, I will be able to release a stable Alpha soon for testing.
  7. 2 points
    Thank you for such an amazing kit. I made an army men mod from your kit for a class in school to show off my level design project. I chose your kit because I found it to be free. It's the perfect solution for a top ramen-surviving college student like me that can barely afford anything on the Unity app store. Very quickly I think it's important to mention that I don't have any intentions to make a commercial game from your FPS kit. I'm sure you wouldn't like that. Moreover, after dissecting your game and trying to make my own enemies, I came across a variety of issues. I made my enemies exactly like yours and yet they walk up to the player but don't shoot. I shoot them and they run away. Therefore I wanted to ask, how did you set up your enemies? Perhaps more specifically how did you make them fire and attack the player? I was wondering if perhaps quick documentation would be a good idea. I would love to learn more about how you set up this kit; if you have the time. Also, I noticed an issue where the AK clip doesn't show up on reload animation and for both guns there is no ammunition pickup. Anyhoo, you're kit is amazing and using the Unity HDRP render pipeline makes everything look even more amazing. I'll add some screenshot bellow.
  8. 2 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); } }
  9. 2 points
    In WeaponScriptNEW find function Deselect() and replace: if(canvas) canvas.crossAlpha.alpha = 0f; if (aimMode == Aim.Sniper) scopeTexture.color = new Color (1,1,1,0f); with: if(canvas) { canvas.crossAlpha.alpha = 0f; if (aimMode == Aim.Sniper) scopeTexture.color = new Color (1,1,1,0f); }
  10. 2 points
  11. 1 point
    Amazing behavior - I like how fishes spread, their dispersion . Nice work ++
  12. 1 point

    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!
  13. 1 point
    show us code you used with GetComponentsInChildren. Personally i wouldn't use GetComponentsInChildren, if it will be used often.
  14. 1 point
    @reaperkan @Erarnitox lol ya I’m a dude. I just bang a lot and have 4 demon spawns. I’m not as active as I used to be but still develop when I’m not working or with the family or doing porn or something. Delirious devon has been at a stand still for awhile now. Not dead, just a big ass project. Doing a Minecraft like project for my kids a couple times a month that will one day get posted. Also did some shaders and built a Java app for creating/viewing real-time shaders for the construct 3 engine. Just a very busy person nowadays. Latest project I finished for Mandy Dawn and other cam girls: https://mandydawn.itch.io/sex-games by the way, feel free to show Mandy some love by purchasing some of her videos. You can find her links on her profile or in game. I told her I would do some promoting for her this week anyways
  15. 1 point
    So eh we are old school :3 but brackey sure is helpful at times (the channel), never been into those communities. But hey look on the bright side you are left with the few loyal people! and I guess, if we try we can revive the forum again. But HEY GUYS, you guys literally taught me Unity :] and How have you guys been? Any awesome projects???? @geckoo games used to be so coooool and colourful
  16. 1 point
    Subscribe for more updates!!
  17. 1 point
    My understanding of code doesn't mean that it's always for a game. But in the same time, I remember a game in which you have to escape using doors with numbers - only prime numbers guarantee safe rooms - others are traps This game is called Bryan Audley's Numbers - it's not a really good game, but its mechanics are interesting. Also the main gameplay of this game reminds a great movie - Cube which I highly recommend ++
  18. 1 point
    Don't be sorry boy. As I said you really helped me - and I have to do the work ++
  19. 1 point
    @giltine528 and @Blockfighter298thanks for the advice. I would like to do an FPS but have spent to much time on my car game. However, I will continue to do speed builds and short mini-games along the way to improve my skills. Many thanks! Ps: anyone knows how to change my username? I want to change it to ModernistTT
  20. 1 point
    Well. I tested a few years ago FPS creator, but respectfully I had disliked it - too slow, not optimized, not really efficient... I hope that this one is well done - more than their previous tool ++
  21. 1 point
  22. 1 point
    I downloaded project and tested in latest version of unity engine. There are only 3 errors. "error CS0104: `MinAttribute' is an ambiguous reference between `UnityEngine.MinAttribute' and `UnityEngine.PostProcessing.MinAttribute'" To fix errors simply double click on error and replace: "MinAttribute" with "UnityEngine.PostProcessing.MinAttribute" Or in Project window search for "MinDrawer" script and replace code with: using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [CustomPropertyDrawer(typeof(UnityEngine.PostProcessing.MinAttribute))] sealed class MinDrawer : PropertyDrawer { public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { UnityEngine.PostProcessing.MinAttribute attribute = (UnityEngine.PostProcessing.MinAttribute)base.attribute; if (property.propertyType == SerializedPropertyType.Integer) { int v = EditorGUI.IntField(position, label, property.intValue); property.intValue = (int)Mathf.Max(v, attribute.min); } else if (property.propertyType == SerializedPropertyType.Float) { float v = EditorGUI.FloatField(position, label, property.floatValue); property.floatValue = Mathf.Max(v, attribute.min); } else { EditorGUI.LabelField(position, label.text, "Use Min with float or int."); } } } }
  23. 1 point
    this project like GTA -enter car and exit -texture de GTA V -player GTA V "trever" -city not complete -minimap -clothes -puse game + menu
  24. 1 point
    Change Anisotropic Textures and Texture Quality (both inside Quality Settings window) for better results.
  25. 1 point
    I like it, but make sure that the table fits into the screen on all screen sizes.
  26. 1 point
    @OcularCash even tho this is kind of a workaround and could get messy when you have multiple objects you want to do that for, i still love this idea cuz its so simple <3 so now... first of all if a pbr material looks wrong but every other pbr material in the scene looks fine the material is most likely wrong and your first thing to to would be to check if all the textures are correct (is the albedo to bright maybe?) So if you dont care about physical accuracy you can download the standard shader and add a float to the material 0-1 where 1 would be recives the full light and 0 would be none. There should be a line col = ... in the function the vertex color gets calculated now just multiply by the float you defined .... shaderlab is a bit tricky i guess you have to declare that you want to actually use the float somewhere and this method is like a tint im sure you can actually calculate the light better but im not a shader pro. Pro: to this would be that you can set the light for every material differently without the need of an extra layer or light. Con: you actually have to understand some shaderlab to get this working (i could do it for you as soon i got time tho.) edit: download shaders from here and Tutorial on shaderlab here and especially on how to add a tint to the shader here (note: im sure there is a better way to do this tho.) hope this helped somewhat
  27. 1 point
    I don't know why my game is mentioned as it will be the future of fps shooters and gaming. _sincerly, alien ant world
  28. 1 point
    Well might be too late but anyways, Yes you have to go in your 3d program and rig again but saying that might be too vague. Just add weight to the armor. i mean u only need to get your main bone and skin/add weight so u dont need to add extra bones n stuff. Hope it helps.
  29. 1 point
    Hey everyone! Its been a little bit since I've posted and that's because I've been working on a cartoonish/low-poly shipyards asset. It finally got approved and released on the asset store so I would be honored if you wanted to check it out! Store Page - https://assetstore.unity.com/packages/3d/environments/urban/cartoon-shipyards-124154 Showcase Video - -Features-Buildings- 2 Storage houses- 1 Loading house- 1 Bridge- 1 WarehouseVehicles- 1 Aircraft carrier- 1 Jet- 2 Trucks- 1 Forklift- 1 Trailer- 1 Barge- 1 TrainProps- 1 Barrel- 1 Cardboard box- 1 Chain link fence- 1 Crane- 6 different shipping containers- 1 Dirt pile- 1 Rock debris- 1 Electrical Box- 2 fence types- 1 Radio tower- 1 Road block- 1 Sand crate- 2 signsEvironment- 1 Tree- 1 Bush - Slap Chicken Games 2018
  30. 1 point
    Hahah ;D It MAGICALLY worked.. I dont think he will be successfull at the university
  31. 1 point
    void OnTriggerEnter (Collider col) { if (col.CompareTag("Player")) { if(healthScript == null) healthScript = col.GetComponent<HealthScript>(); if(healthScript != null){ switch (TypeOfDamage) { case DamageType.DamageOnEnter: healthScript.PlayerFallDamage(DamageOnEnterValue); decreaseOverTime = false; break; case DamageType.ConstantDamage: decreaseOverTime = true; break; case DamageType.InstaKill: healthScript.hitPoints = 0f; decreaseOverTime = false; break; } } } }
  32. 1 point
    can you possibly make a video of the traces going in straight line. but in in game view but in editor. want to see how they spread around
  33. 1 point
  34. 1 point
    i actually assume that your mono installation is broken... I would try to reinstall Unity with the VS2017 as editor and get rid of mono develop... I dont know tho. this ist just a random guess i made.
  35. 1 point
    WOW man! Great job, the animations are so nice!
  36. 1 point
    Man great job dude. Keep it up. I think with a little work it could rock that style. I love how snappy the animations are, they have attitude.
  37. 1 point
    Not bad at all. I see that you actually spent time doing stuff and not just downloading stuff.
  38. 1 point
  39. 1 point
    add two mats to this cube by blender.
  40. 1 point
    Hello Mad, you still working in the kit development or you switched your goals???
  41. 1 point
    Hello ArmedUnity! Well Im back to developing shooters. (lol) This project is for testing my skills and only conzentrating on it. I always start making 5 different project and explode. So.. here my progress after a few days. Discord link is in the video description. Singleplayer story based game. (TLS by RedSky Games (my games channel)) Update #1: Update #2: Changelog: Added Fall Damage Added Leaning Added Prone Added LeanAim Added PostProcessing Added Weapon Name UI Added Weapon Pickup Added Weapon Drop Improved Vaulting and Climbing Improved Bullet Script Improved Weapon Switching Improved FPSController Improved Grenade Script Fixed ProjectSettings (Broke the hole Project) Fixed Bugs and Error and more...
  42. 1 point
    Advanced Building System nDev Studios Version 1.0 Alpha Version 1.1 YOUTUBE ACCOUNT REMOVED SORRY No Videos Videos For any questions please first make sure that are not answered on the documentation and then ask me here or at devstudios@gmail.com. Thank you guys. Use it both commercial or non-commercial but Give Credits!
  43. 1 point
    By changing animator.updateMode back and forth https://docs.unity3d.com/ScriptReference/AnimatorUpdateMode.html
  44. 1 point
    Basingstoke. The game looks really fun and very beautiful, it looks really smooth too I'm hesitant because of the price
  45. 1 point
    Simplest solution for you right now would be using Update(), float as timer and add component This approach basically 1. adds component to a gameobject 2. runs update and reduces timer 3. kill itself, disables gameobject when timer finishes Its usage would be //OnButtonClick gameObject.AddComponent<MyClass>(); //Or if you want to specify other timer gameObject.AddComponent<MyClass>().SetTimer(4f); //Heres the pseudo private float timerCur = 2f; private const float Min = 0f; private void Awake(){ //check for already existing timers on this gameobject if(GetTimerCount() > 1){ Debug.LogWarning("Timer component cannot contain duplicates"); Finish(); } } private void Update(){ UpdateTimer(); } private int GetTimerCount(){ return gameObject.GetComponents<MyClass>().Length; } private void UpdateTimer(){ timerCur -= Time.deltaTime; if(timerCur <= Min){ Finish(); } } public void Finish(){ Destroy(this); gameObject.SetActive(false); } public void SetTimer(float time){ timerCur = time; }
  46. 1 point
    Have you checked that the shaking isn't actually part of the animation which is playing correctly? Was the animation meant for that model? If it was made for a different avatar and you are applying it to your humanoid model via mecanim, the differences in things like bone rotations could be causing it. Make sure import settings are correct. Are there any other scripts attached which might be causing it? Maybe IK or something? If it is moving quite wildly it might be a physics problem ... colliders not positioned correctly, colliing with it's own children, problem with layers, rigidbody not setup right, etc ... these can all result in strange 'shaking' effects. We have no idea what you are trying to do and how the objects are setup in your scene. We can't tell you how to fix a problem we know almost nothing about.
  47. 1 point
    This models not rigged
  48. 1 point
  49. 1 point
    Just showing some of the tanks i have made already well....armored vehicles i should say. IF YOU NOTICE, each vehicle has a specific color pattern and that will be connected to the "faction". BUT some changed will be mad eto the color. the yellow tank will be switched to purple, and the massive tank in the back (P1000) will be changed to a green color pattern. animation and making these tanks have been the MOST DIFFICULT thing ive ever done to date, even harder then the AI controls. BUT i am happy with the overall results. 10 more tanks left to build then im finished making ALL heavy armored vehicles. sorry for just 1 photo. been working on fixing the Panzer II and the 2 orange vehicles. so after 1 photo i was too tired to care about other screen shots ENJOY
  50. 1 point
    That's true, but how is this connected to anything that I, or your post said?
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