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Showing content with the highest reputation since 01/21/2019 in all areas

  1. 6 points
    I know I know, tons of minecraft like stuff out there but I started working on something for my 5 year old last friday. He's still loves minecraft and I couldn't find anything worth a crap that was minecraft related and vr for ios so decided to make it myself. Like I said, I only just started it a little over a week ago but a big chunk of it is already done outside of some minor glitches (like tree leaves not going where theyre supposed to go if it's on the side of another chunk). Alot of stuff has not been added like water physics (outside of drag when walking in it), no ai yet, haven't tuned in some of the algorithms for block generation, no menu or large inventory or anything yet. It does run very quickly tho so don't be afraid to use max settings, even if you are on a less than average pc But if you would like to try it in it's current state, I'll post a link below. Once it's close to being finished and before I add vr I will post the source here in the forum. (right click) to remove a block. (left click) to place a block. (q) and (e) cycles which block your holding. Mouse is currently not locked for testing reasons so watch where you click and there is no boundary barriers in place yet HERE IS THE LINK TO THE BUILD
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.
  8. 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 } } }
  9. 2 points
    So a little update. I just got back from vacation and dabbled in this again a little. I fixed some of the bugs including the tree leaf problem between chunks. Also added clouds and plants and a temp main menu to input seeds and swap texture packs and so on. Just wanted to show a bit bc yes, I'm not just stopping at a simple voxel terrain and calling it finished like what you normally see people doing, I will be doing the whole show just my own version of it the way I want it
  10. 2 points
    As usual, just a few words to say that soon starts the next Ludumdare session. If you dare, accept the challenge - create a game in less than 72 hours. according a chosen theme. If you want to participate, share here a link and this way I can take a look at your project. I will evaluate it with pleasure. I am in ++
  11. 2 points
    STR!PES is my entry for the 44th LudumDare. This is a procedural game. In my project there is only code - some procedural generation for shapes and stripes - no sprite, no prefab, no physics, no implicite value (excepted a radius PI). I optimized each part of code so as to reach the lowest execution using a simple (but efficient) pooling system and an improved implementation of coroutine. Also I use a leaderboard on-line so as to save best scores. Take a look at the video below. STR!PES is available for free on Itch.io ++
  12. 2 points
    This is the end of the 44th LD. I did a SuperHexagon clone - all is displayed using procedural generation, pooling system and an improved implementation of coroutines ++ https://ldjam.com/events/ludum-dare/44/strpes
  13. 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 ++
  14. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  15. 2 points
    Don't want to sound like a unity fanboy, but Unreal Engine is so bad when it comes to load times, i can find a wife and get two kids until my game loads if its on hdd. It also frustrating that its not very friendly when it comes to minimizing the application. Unity is not going anywhere, its a great platform for starters and indie companies and imo indie companies often produce better quality games than some triple A games.
  16. 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.
  17. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  18. 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
  19. 2 points
    https://freebies.indiegala.com/welcome-to-princeland-sp-version/ Welcome to Princeland, the south east of Oman Sea. This is a place which is used by powerful countries to do drug trials and technology experiments. A place that has 800% tax rate, where you can barely stay alive. You are a part of the rebellion against the prince who exploit his people with taxes. Gather the best weapons, vehicles and followers to crush his army. By upgrading your skills, challenge him at different difficulty mods. After his funeral, we will all able get weapons, vehicles and followers tax-free. If you dare - I cannot. The story seems so boring
  20. 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.
  21. 2 points
    Really interesting. Nice aesthetic. There is here a good potential. However I would like to ask you about something which could offend you (sorry) - this is not my will. Why are you wasting so many time and energy, developing a game, which you cannot sell because you have no copyright? Maybe you don't want to sell something and you are developing this project as a fan. Clearly you have skill so as to do something good. Respectfully why don't you want to create your own game? I wish you the best ++
  22. 2 points
  23. 2 points
    And where is problem? Open Scenes folder and double click on Testmap scene.
  24. 2 points
    Mathf.Lerp linearly interpolates between a and b by time - and our object goes slowly at the end. To get the same speed between a and b, we can increase it using percentage accomplished (0 to 1) ++ https://docs.unity3d.com/ScriptReference/Mathf.Lerp.html float timeLerped = 0.0f; float timeToLerp = 15.0f; private void Update() { timeLerped += Time.deltaTime; this.transform.position = Vector3.Lerp(this.transform.position, new Vector3(0, 0, 0), timeLerped / timeToLerp); }
  25. 1 point
    TakeDamage needs to be an rpc bc all copies of the character on each client needs to know it’s taking damage, at minimum, the the client that owns that’s object does. the most common thing you see ppl doing is calling the damage rpc on all clients, checking if it isMine (the client owner), if it is, then deduct health and sync it to all clients. It’s a hair less efficient, but it works. You can also (I believe) only call the rpc on the owner and then sync the health on all clients, that way only the owner receives the initial call. Don’t know for sure but pretty sure you can it that way. But both approaches work just fine
  26. 1 point
    Interesting question. At first, I would like to say that you have to inform players that your game collects some info during process. But in the same time, there is nothing inside these user data - it's like a leaderboard but anonymous. By consequence, I don't know... If you take a look at the request from GooglePlay, we read those lines : Google Play requires developers to provide a valid privacy policy when the app requests or handles sensitive user or device information. Your app requests sensitive permissions (e.g. camera, microphone, accounts, contacts, or phone) or user data, but does not include a valid privacy policy (bla bla bla)... According what I read I think that you have not to include a privacy policy because you are not collecting sensitive user information - only a winner/looser state. However, I am not an expert in laws. The best you can do - ask them directly ++
  27. 1 point
    Hello Armed Unity members! After we, Y8.com, were and still are actively working with Unity WebGL games for more than 4 years, I am glad to inform you about an upcoming feature from our end. For quite few months now we had a small and closed beta circle of game partnership of various technologies (unity webgl, html5, pluginfree engines etc..) and in the upcoming month or two, we will publicly introduce our plan and chance to additionally monetize your online games. In case this topic is in the wrong section, I apologize as I couldn't find a more appropriate one. Back on topic, what we offer is: - Adsense Ads - 50% of in-game video ads - 10-40% of content page ads - API tools for online features - QA testing What we need: - long-term relationship with quality individuals or teams - quality games - online versions, leaving the standalone or mobile for your own plans and releases What is worked on - a custom dashboard where any developer can see stats for his/her games, in bulk or individual - simplified API guide documentation - new features and better support for all current and upcoming partners The given example of ecmp $1-3 is mostly for all types of accepted games, although I can verify that the games which have highest ecpm are 3D based, from which the 3D First Person Shooters are always around the top performer. This doesn't mean that hits like 2D physics won't have good results as well. Feel free to use the contact form at Y8 website, or directly write in here or in PM and we'll move onto the next process. If you have any questions, do let me know! Looking forward playing your games! Zoki.
  28. 1 point

    Version 1.0.0

    1 download

    Un sistema de cámaras en tiempo real
  29. 1 point
    A Throwback to the roots of classic first person shooting Think back to a time when military shooters were so dominant and important in your gaming schedule, what made them so good? It's simple, They were fun! No boats, tanks or jets to do your work for you - keep those boots on the ground! You are a soldier, you have your guns, your body and most vitally your mettle! Head out, Grunt! With a distinctly historical arsenal made available to you, you can choose to play any way you want. A selection of the weaponry also contains attachments that were either in use on the field or being tested at the time, giving you lots of options! Unlock more guns as you progress through the ranks to become the ultimate foot-soldier! Come sun, rain or snow in darkness or light, war will rage on! What's the forecast? You choose! You can play in clear, rainy or snowy settings in Grunt1914. These selections have a distinct effect on the maps you choose to fight on, as the visibility and controls adapt to the weather cycle at play! As the fog fills the air and the snow piles will you be able to hold your nerve and take that perfect shot? Time will tell! The Axis vs the Allies, blood will flow! It's the classic story as we've heard it told many times before, the story of brutality and fear, yet also victory and brave hearts! You can play as either a soldier from the Axis alignment, or the Allies confederation. Take up arms in Deathmatch, Team Deathmatch and Gun-Game modes as you rush to be proclaimed the victor above all others! Bordered arenas with tons of tricks and turns Do not desert the battle soldier! Grunt1914 features eight distinct and robust maps to explore and seek triumph in! These are all based on real life locations from novel and peculiar theaters of war of that historical time. Each map features certain unique traits and areas to uncover and unravel, as you make your way through deserts, forests, tombs, military bases, underground hospitals, towns and many more rare areas! Skill above all else There are no power-ups or buffs to help you here, no powers or special treatments to be had. Only one thing matters in Grunt1914, your tactics! How you react and the way you play will decide your fate! There are no vehicles or mounts to save you! Your skill is all you have here! Are you a sniper that favorites long range kills, are you a run and gun heavy grunt or are you sneaky silencer type? You can be any class you want, as long as you can survive! The nostalgia of a classic interface Brave the harsh battlefields and arenas with a compass and map in hand, use those senses to locate enemies on the field! All of these are neatly laid out and visible to you at all times, exactly when and where you will need them! Use these tools to your advantage to turn the tide and become the victor when all seems lost! About the developer Aligned Games© was started by me, Johannes Christiaan Nienaber in 2013 as a video-game development studio. At that time I focused on the creation of smaller scale games, but have since moved into developing bigger and better games. I run the studio myself and as such all of its associated video-game are my sole creations. Grunt1914 is my first foray into the PC gaming market. Please contact me through the studio's website if you have any queries or questions, you can do so at - https://alignedgames.com/ Other social links : Steam : https://store.steampowered.com/app/1059040 Discord : https://discord.gg/Tc5b7D9 Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag Concept art : Screenshots :
  30. 1 point
    oh, looks like text formatter a bit broken
  31. 1 point
    Introducing 'SmartPrinter' for Unity. A smart managed plug-in for printing your document from Unity. So, recently We've been working on a Client Project. The client was asking for printing system besides all requirements. As unity doesn't support some namespaces that actually used for Printing Documents. As we are chasing the deadline, we decided to make a Managed Plugin for printing from Unity. Everything is free to use. Source code included in GitHub. You can make changes and of course, we will credit you for that. Link : Let me know your feedback. Your support is appreciated. Give a peek ^.^ Have a nice day. Peace Out.
  32. 1 point
  33. 1 point
    Better than the BF5 ads. Looks cool! Think you could tone down the glow just a tiny bit. Do you have a menu yet?
  34. 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
  35. 1 point
    Mohammed, making games is not about trending. Which mean, you should not care much about who is in the top right now. Unity engine is really great and have great features for games and apps also. It 's all about you and what you going to present. Skyrim made by engine call "GameBRYO", take a look at it and compare it with unity3d. For money, This industry is growing day by day and getting better than both movie and music industry. I don't think your cousin is had good knowledge about game devs. Tell us after three years with unity, what you could make?
  36. 1 point
    Thank you! Im not sure yet. Its very playble right now, but i would like to learn how to do multiplayer, since i think its where this game would shine the most. The problem is, i do not know networking, so it will take quite some time to learn ( I dont even know which networking solution to pick) Then we have things like campaign, which i have great plans for. Who knows really, but i think it will be in Q4 of this year.
  37. 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 ++
  38. 1 point
    another hammer
  39. 1 point
    I know everybody likes the new terrain system of unity but i just dont. Since 2018.3 was release i only had problems with the new terrain system. If i set the new gpu instancing to true on the terrain -> whole terrain glitches out.... okay so i wont use it then im alright with that. Warning: Splat Maps are obsolete now ... okay ill change it no problem... ofc. there is very little documentation on the new Terrain Layers api but ill figure it out. mhmm your seamless terrain has seams now -> chaning auto connect to true ... still seams .... set the same group id to all terrains tiles... still seams but why? this doesnt make sence you start to annoy me unity. well at least i have this multy terrain editing thing now. huess what. that doesnt work as well. Here are some funny pictures of a once seamless terrain: now has obvious seams and the normals are obviously not right at all but lets have a look at the editing tools now shall we. I always wanted to draw textures on multiple terrains at once: well then... maybe move it slightly.... ?? at least its not stretched like that anymore.... can i just have the old terrain back, please? I mean wtf is this, nothing works the way it should and this isnt even the beta version. Screenshots where made in Stable release 2018.3 And when it comes to scripting there really is a lack of documentation what methods are new how they work as well if any old methods are affected by changes or not useable anymore for the new Terrain System. I mean i like the idea but this the things i have experienced so far are not a stable release to me.
  40. 1 point
    You did an amazing work. I hope that you can reach your dream - whether creating a commercial game or working on those universes which you like... I wish you the best developing your project. Show us some progress regularly - and have fun ++
  41. 1 point
    Geckoo has a point here. Its got great potential but can get you some trouble lol. If this is nothing more then just a fan project then you can ignore what I'm gonna say next. Just some constructive criticism; It's probably in your best interest to drop the star wars idea. The For Honor inspiration can be justified and I would stick closer to that. Give it the open world that For Honor is missing (I know this is no easy task), build on the inventory system, add some civilians and vendors around the city, and develop a story. Personally I think that's the best use of your potential.
  42. 1 point
    Hi Friend. I'm very happy to tell you about my game and i want you with me to build it. one game one team a lot of fun,
  43. 1 point
    This is a free low poly alligator with associated 2D Texture map. The mesh averages about 1,700 triangles in density and uses a 1024px texture map in PSD format. I've included a CC License file in the folder containing the Unity package file. The assets are free to be used in any commercial or non-commercial project and to be modified freely. Please feel free to subscribe to my channel to get notified about new [FREE] Unity art assets I upload. Download is in the video description.
  44. 1 point
    Hey now i try to open project https://armedunity.com/files/file/211-au-fps-kit/ i use: Unity 2017.3.1f1 (64-bit) but i can't find anything i need solved Picture:
  45. 1 point
    Eu gostei muito e queria saber se há uma maneira de fazer esse projeto multijogador pra quem eu sou capaz de fazer algo amigo, estou usando a unidade 2018, um tempo venho tentando criar algo mais sem muito exito devido aatualizações do unity os code estão obsoletos Eu gostei muito e queria saber se existe uma maneira de deixar esse projeto multiplayer para que eu possa jogar com um amigo, eu estou usando o Unity 2018, às vezes eu tenho tentado criar algo semelhante mas não muito bem sucedido para as atualizações dos códigos de unidade são obsoletos
  46. 1 point
  47. 1 point
  48. 1 point
    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
  49. 1 point
    I hope you like, any questions let me know. Remembering that it is a free project and do not expect it to be 100% modular, you should understand the concept a bit to use it but it is still easy to customize. =)
  50. 1 point
    Lets Explain the variables: MoveTo - The position of the rotated gun RotateTo - The rotation of the rotated gun Player - Character Controller's GO Layers - Layer to collide with gun Pros: It uses a coroutine to be 10x times faster than in update while using less cpu at the same time If you use a Character Controller: If you use a Capsule Collider of Height 2: Full release of script. It tilts the gun according to your movement.
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