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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. 5 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 ++
  3. 4 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
  4. 4 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
  5. 3 points
    (The next video will be in English!) Hey, guys at the moment I learn to program at school and while I'm doing this I decided to create my own game. I hope you will join the journey!
  6. 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
  7. 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
  8. 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
  9. 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.
  10. 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 } } }
  11. 2 points
    A Throwback to the roots of classic first person shooting Think back to a time when military shooters were so dominant and important in your gaming schedule, what made them so good? It's simple, They were fun! No boats, tanks or jets to do your work for you - keep those boots on the ground! You are a soldier, you have your guns, your body and most vitally your mettle! Head out, Grunt! With a distinctly historical arsenal made available to you, you can choose to play any way you want. A selection of the weaponry also contains attachments that were either in use on the field or being tested at the time, giving you lots of options! Unlock more guns as you progress through the ranks to become the ultimate foot-soldier! Come sun, rain or snow in darkness or light, war will rage on! What's the forecast? You choose! You can play in clear, rainy or snowy settings in Grunt1914. These selections have a distinct effect on the maps you choose to fight on, as the visibility and controls adapt to the weather cycle at play! As the fog fills the air and the snow piles will you be able to hold your nerve and take that perfect shot? Time will tell! The Axis vs the Allies, blood will flow! It's the classic story as we've heard it told many times before, the story of brutality and fear, yet also victory and brave hearts! You can play as either a soldier from the Axis alignment, or the Allies confederation. Take up arms in Deathmatch, Team Deathmatch and Gun-Game modes as you rush to be proclaimed the victor above all others! Bordered arenas with tons of tricks and turns Do not desert the battle soldier! Grunt1914 features eight distinct and robust maps to explore and seek triumph in! These are all based on real life locations from novel and peculiar theaters of war of that historical time. Each map features certain unique traits and areas to uncover and unravel, as you make your way through deserts, forests, tombs, military bases, underground hospitals, towns and many more rare areas! Skill above all else There are no power-ups or buffs to help you here, no powers or special treatments to be had. Only one thing matters in Grunt1914, your tactics! How you react and the way you play will decide your fate! There are no vehicles or mounts to save you! Your skill is all you have here! Are you a sniper that favorites long range kills, are you a run and gun heavy grunt or are you sneaky silencer type? You can be any class you want, as long as you can survive! The nostalgia of a classic interface Brave the harsh battlefields and arenas with a compass and map in hand, use those senses to locate enemies on the field! All of these are neatly laid out and visible to you at all times, exactly when and where you will need them! Use these tools to your advantage to turn the tide and become the victor when all seems lost! About the developer Aligned Games© was started by me, Johannes Christiaan Nienaber in 2013 as a video-game development studio. At that time I focused on the creation of smaller scale games, but have since moved into developing bigger and better games. I run the studio myself and as such all of its associated video-game are my sole creations. Grunt1914 is my first foray into the PC gaming market. Please contact me through the studio's website if you have any queries or questions, you can do so at - https://alignedgames.com/ Other social links : Steam : https://store.steampowered.com/app/1059040 Discord : https://discord.gg/Tc5b7D9 Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag Concept art : Screenshots :
  12. 2 points
    Damn!!!! Use Rubber or suffer! jk jk jk.... you know i also got offer to work on porn games should have taken it! after rejecting it i found out how much $$$ is involved in it. I mainly did freelances, did a small internship in my first year, then i joined there as a consultant Unity3D dev for 6 more months, then I quit !! Getting too much money centered which is bad but i still have one more university year left to attend and after that i have no idea what i am doing >.<
  13. 2 points
    So the grabobjects variable is dereferencing the noobject gameobject correct? The only way that is possible is if somewhere in your code your either replacing it with something else or telling it to = null. The answer lies in your code. Just open your code and search for grabObjects = and that is where your issue is. Unless your talking about dereferencing After play mode has stopped and in that case, play mode changes do not affect edit mode
  14. 2 points
    @MyIsaak @bobboo101 Here it is https://jmp.sh/SK6L3Qp. I also compiled a quick overview of the project. Once you imported the package, check out the readme.txt
  15. 2 points
    In the past few weeks I've been working on this small multiplayer project, where you can basically drive and drift around the scene with others. It has no point at all but hey, I can safely say that I finally managed to figure out networking! This is a customizable, semi-realistic vehicle controller, with lightweight networking on top of it. For networking I'm using Photon. By lightweight I mean that it doesn't sync everything (like transforms and rigidbodies), only the data that I actually care about.
  16. 2 points
    So yeah, when it comes to me, ive been good, there are some personal things that went on but im still working on the same project i started when i was really a noob at best. And @OneManArmy, to me you are truely a legend.... You and some others got me into computers. Geohot is to mention here as well, he got me into hacking even tho. i didnt understand any of his work until recently. When it comes to cool projects and other OG's, @OcularCash ist still around sometimes but i think hes bussy and if i remembre correctly he has kids and a family now. But he has worked on some projects: @themars2011 started around the same time as me but is a little younger than me and published his first game on steam: As well as has his own FPS-Kit now on the Asset Store: https://assetstore.unity.com/packages/templates/systems/modular-multiplayer-fps-engine-photon-2-88064 Another of the Legends was or is Tiago from DrunkenLizardGames, he got his masters Degree in Computer Science and is too busy to finish his Project So it will most likely never be released. Here are some memories: Same sad story for most other Unity3D fps games that looked cool. But if you remebre TheLegoAgapov he has released his project Red Alliance to Steam after all those years. I personally have realeased some free Tools on the Asset Store as well: https://assetstore.unity.com/publishers/29697 Would love any feedback :3 Also been thinking about setting up a github for those tools and some other ones i have developed over the years, so others can help to improve/update them etc. Dont have too much time to spend on this kind of stuff myself anymore but i still do some small changes from time to time to my project and upload to YT even tho nobody cares about it, like at all ^^ Its still something i like doing: I have also thought about asking @OneManArmy if it would be possible to make the FPS-Kit a community project to extend and update it. Since i would love to see that gaining popularity again and maybe have some talented guys working on it. Also this would be a way to give back to the community since i have learned so much from the kit myself when i started by just playing around and figuring out how everything works. When it comes to old tutorial channes they appear to be dead: TornadoTwins: https://www.youtube.com/channel/UCoT3jV5skJaRQZwwE6_1-Zw ETeeski (looks still alive :3 but is now called MasterIndie): https://www.youtube.com/channel/UCV0Jhu5jv9OsV19TmqHEt_g TechZoneTv (wasnt that good but liked to watch): https://www.youtube.com/user/TechzoneTV/videos Narutoisgreat1234: https://www.youtube.com/user/HyperShadeTutorials/videos Edit: I wasnt able to find any old "Call of Duty ind Unity3d" Videos anymore but since this is how this started with ripped models (from FacePunch/FPS-Banana etc.) and replicating Call of Duty and/or Battlefield i thought i should include something like this as well, even tho it was uploaded quite recently: Edit2: OMA used this song in an Update Video and i loved it: Textrure Pack used in OMAs first Videos: https://assetstore.unity.com/packages/2d/textures-materials/free-artskillz-texture-pack-01-351 (where he had COD weapons and killed the flying Orb etc.) Nobiax (best Texture packs): https://assetstore.unity.com/publishers/4986
  17. 2 points
    //drawing the Damage indicator Texture: GUI.color = new Color (1.0f, 1.0f, 1.0f, IndicatorTime); //IndicatorTime is the alpha of the color here just set it somewhere and substract Time.deltaTime each iteration of OnGUI() Vector2 vector = new Vector2 (((Screen.width / 2) - (damageIndicatorTexture.width / 2)), 0); //position of the damage Indicator texture first vlale is the x-pos (centered), //2nd the y (at the very top od the screen) GUIUtility.RotateAroundPivot (AdjustIndicator, new Vector2 ((Screen.width / 2), (Screen.height / 2))); //rotate the GUI around center. adjustIndicator is the angle by which is rotated GUI.DrawTexture (new Rect (vector.x, vector.y, damageIndicatorTexture.width, damageIndicatorTexture.height), damageIndicatorTexture); //just draw the texture now :) //for the calculation of the angle: float AdjustIndicator; Vector3 tmp = (DirectionDamage - transform.position); //tmp is the Vector from us to the Damage source tmp.y = 0; //the indicator is like a 2d top down map pointing from us to the damage source so we dont care about the y value and set it 0 tmp.Normalize(); //just sets the length of the Vector to 1, since we only care about direction and not the "strength" of the vector float GetPos = Vector3.Dot(this.transform.forward, tmp); //"For normalized vectors Dot returns 1 if they point in exactly the same direction, -1 if they point in completely opposite directions and zero if the vectors are perpendicular." //more here: https://docs.unity3d.com/ScriptReference/Vector3.Dot.html //cross product returns the vector that stands perpendicular on the plane span by out two vectors forwards and the vector to enemy, //we can now tell wheather the enemy is left or right by the side the plane is facing: if (Vector3.Cross(forward, tmp).y > 0){ //plane faces upwards (right) AdjustIndicator = (1f - GetPos) * 90; //GetPos is 1 when they both point in the same direction, so the angle wont we adjusted since (1-1)*90 = 0. //else it gets moved to the right by how unlike the vectors are }else{ //plane faces down (left) AdjustIndicator = (1f - GetPos) * -90; //same thing but for the left side. } Hope thats enough to get you started and understand it... with this you should be able to do something like what you can see in cod.
  18. 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
  19. 2 points

    Version 1.0.0

    9 downloads

    Un simple asset que con tiene un sprite que hace un reflejo de lo que esta al rededor
  20. 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 ++
  21. 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
  22. 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 ++
  23. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  24. 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.
  25. 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.
  26. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  27. 2 points

    Version 1.0

    59 downloads

    From this project you can learn how to create/destroy and synchronize AI. PUN2 documentation: https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro If you have any questions: https://armedunity.com/forum/27-need-help/ Requires: - unity 2018 or higher - PUN 2 v2.7 or higher How to open project: 1. Create new project 2. Import and setup "PUN 2" from unity Asset Store 3. Download, extract from archive and import AU_PUN_2_NPC 4. Add scenes in Build Settings IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  28. 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
  29. 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
  30. 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.
  31. 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 ++
  32. 2 points
  33. 2 points
    And where is problem? Open Scenes folder and double click on Testmap scene.
  34. 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); }
  35. 2 points
    I love your FPS kit but please add zombies in it or just tell me how to do it. (I am a beginner and i know nothing about coding).. THANK YOU..
  36. 1 point

    Version 1.0

    195 downloads

    From this project you can learn: * How to set/sync username * How to create room * How to retrieve information about rooms (room list) * How to change region * How to create and sync players * How to change map (also lock and hide room) * How to show username over head * How to get/show list of players in room * Chat (also shows when new player joined/left room) * How to use custom room properties (sync game mode, map name) * How to use custom player properties (sync player customization) * How to send RPC's PUN2 documentation: https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro If you have any questions: https://armedunity.com/forum/27-need-help/ Requires: - unity 2018 or higher - PUN 2 v2.7 or higher How to open project: 1. Create new project 2. Import and setup "PUN 2" from unity Asset Store 3. Download, extract from archive and import AU_PUN_2 4. Add scenes in Build Settings Step-by-step tutorial: https://www.youtube.com/watch?v=LINYYNt5BmE IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  37. 1 point
    Thank you Isaak for your interesting answer. I was a little bit disappointed by the first answer which didn't give any solid explanation - excepted a single line. Yours is more detailled and convinced me. I am trying to reach the best optimization coding my project STR!PES on which I am working. Actually it runs using a few batches (between 35/45 maximum) but I continue to find a way to go down. Finally I can reach a really low execution - enough to be playable on a old mobile device. Procedural generation and geometry in games are just fascinating. When the game is really speed with many stripes rushing on the center, I have those values in inspector ++ CPU : main 13.0 ms (at start 11.9) render thread 1.7 ms (at start 1.1) batches : 43 (at start 25 with an easy level) I noticed that I totally forgot to talk about game itself - just expanding some explanation about code. At the link below you can find my game STR!PES https://geckoo1337.itch.io/strpes
  38. 1 point
    You can download The Sims 4 through the Origin store for free. Offer ends on 28th May https://www.origin.com/gbr/en-us/store/the-sims/the-sims-4/offer-selection Not an FPS i'm afraid, but I'm told it does have a first person mode
  39. 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 ++
  40. 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.
  41. 1 point
    New demo (0.3.102) download from here New teaser (03):
  42. 1 point
  43. 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?
  44. 1 point
    If you have 120Hz, or 144Hz monitor, will you play on 60Hz? Limit framerate by setting lower refresh rate? As i understand there are few requirements: 1) vsync should be on 2) fullscreen And because of these requirements players are confused... they set resolution with refresh rate, but refresh rate will not apply (in many cases). It will change to your monitor refresh rate. But most (if not all) games has option to set framerate. And there are other ways to set fremerate limit.
  45. 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?
  46. 1 point
    Informations Unity Engine (Version 2017+ Low Poly Fantasy RPG Environment Intuitive package and easy-to-customize Project Documentation Features Unity’s new UI system with Modern Interface Pack Player, Monsters, NPCs Equipment System based on transforms 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 RPG Camera with Zoom, Rotation and Joystick/Controller Support Animations via Mecanim Low Poly FREE 3D Models Minimap Inventory, Loot and Gold System Death and Respawning Carefully crafted C# Code Tottaly FREE to customize Levels and Attributes Day / Night System Download: https://unitylist.com/api/get?id=16426&amp;download
  47. 1 point
    You did well in this game. Congratulation .
  48. 1 point
    https://store.steampowered.com/app/343710/Kholat/ Kholat is free on Steam for a few hours - если тебе нравится гулять по лесу зимой
  49. 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
  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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