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

  1. 5 points
    I know I know, tons of minecraft like stuff out there but I started working on something for my 5 year old last friday. He's still loves minecraft and I couldn't find anything worth a crap that was minecraft related and vr for ios so decided to make it myself. Like I said, I only just started it a little over a week ago but a big chunk of it is already done outside of some minor glitches (like tree leaves not going where theyre supposed to go if it's on the side of another chunk). Alot of stuff has not been added like water physics (outside of drag when walking in it), no ai yet, haven't tuned in some of the algorithms for block generation, no menu or large inventory or anything yet. It does run very quickly tho so don't be afraid to use max settings, even if you are on a less than average pc But if you would like to try it in it's current state, I'll post a link below. Once it's close to being finished and before I add vr I will post the source here in the forum. (right click) to remove a block. (left click) to place a block. (q) and (e) cycles which block your holding. Mouse is currently not locked for testing reasons so watch where you click and there is no boundary barriers in place yet HERE IS THE LINK TO THE BUILD
  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
    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 ++
  10. 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 ++
  11. 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
  12. 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 ++
  13. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  14. 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.
  15. 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.
  16. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  17. 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
  18. 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
  19. 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.
  20. 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 ++
  21. 2 points
  22. 2 points
    And where is problem? Open Scenes folder and double click on Testmap scene.
  23. 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); }
  24. 1 point
    solved by myslef (using the second scirpt posted by me) setting kinematic to true on grab object, and use gravity to false and blocking object constraints by script when object held by player. and unfreezeing contraints and turn gravity in again when object is dropped by the player... now my grab script works fine as i want and as expected andi can integrate it in my main project template.. and have pickup, throw object rotation by button when held by the player and collision detection so when player held object and object collide with another static gameobject or with another ridigdbody gameobejct it falls.. this is to simulate contact between obejct and to prevent object flipping ,,, btw thanks again. ..for all help....
  25. 1 point

    Version 1.1

    104 downloads

    This project was made for educational purposes. In this project i added only base functionality (what i think is the best for beginners) 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 But before you will start to study this project, please read documentation, study official tutorial and demo scenes: https://doc.photonengine.com/en-us/pun/current/getting-started/pun-intro If you have any questions: https://armedunity.com/forum/27-need-help/ Requires: - unity 2017 or higher (in unity 5 you will have to re-bake lighting data) - PUN Classic v1.90 or higher How to open project: 1. Create new project 2. Import and setup "PUN Classic" from unity Asset Store 3. Download, extract from archive and import AU_PUN_Classic 4. Add scenes in Build Settings Step-by-step video tutorial: https://www.youtube.com/watch?v=L4TzEGGrWas IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  26. 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.
  27. 1 point

    Version 1.0.0

    1 download

    Un sistema de cámaras en tiempo real
  28. 1 point

    Version 1.0.0

    1 download

    Un simple asset que con tiene un sprite que hace un reflejo de lo que esta al rededor
  29. 1 point
    Hello friends, I have a Map Counter Strike Global. made by me. http://www.mediafire.com/file/dgv482fdjbhd7w8/Dust_2 Cs go byOussama.unitypackage Link>>> http://www.mediafirذذe.com/file/dgv482fdjbhd7w8/Dust_2 Cs go byOussama.unitypackage
  30. 1 point
    HI I've created black hole material and want to share for you : https://www.artstation.com/artwork/mqE9r8
  31. 1 point
    Cities skylines who is such a complex and content filled game is also made in unity. Engine doesn't mean anything. I mean look at valve and their source engine games. They all contain closed areas because engine is designed to have rooms, even outside areas are rooms. Then look what Respawn did with source engine. Titanfall 2 is still a stunning game and apex is open just like any unreal engine game. It's all about the developer how they execute the idea. Unity engine has evolved way too much since I started using it. The features they brought are up to standards. And its not from epic games, who are in eyes of whole gaming community for having bad business decisions. And unity ain't owned by tencent.
  32. 1 point
  33. 1 point
    Hello everyone, I think most of you guys who develop android games faced errors with canvas scaling with screen sizes, Like UI elements sometimes out of screen Well, First of all i tried to set a fixed resolution to all screen devices, but some devices uses more memory that it's expected to use which cause a lot of lags, Screen.SetResolution(1080, 2160, true); After a hard work of research i made this script : using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class CanvasTest : MonoBehaviour { public CanvasScaler canvas; void Start() { canvas.referenceResolution.Set(Screen.width, Screen.height); } } The resolution the UI layout is designed for. If the screen resolution is larger, the UI will be scaled up, and if it’s smaller, the UI will be scaled down. i tested it on 4 devices with different screen resolutions and it worked, ------ Tips : -Create a new GameObject in Hierarchy . -Name it what ever you want. -Create a new script like : "CanvasManager." -Drag the code above in the script -put the script in the GameObject -Drag CanvasScaler to the GameObject which contains the script -Make sure the CanvasScaler : 1] UI Scale Mode : Scale with screen size 2] Reference Resolution : as you want but what i tested it was on (1440x2880) 3] Screen Match Mode : Match Width Or Height and make sure it's set to : 1 (width(0)------------(0.5)-----------Height(1)) ------------ It wont work in the Editor(elements collide with each other), test it on android device and it will work fine ------------ if anyone have better than this please post it here Thank you so much!
  34. 1 point
    That is actually what i just posted. Havent coded in c# a while so you might need to use .Length ... not sure if it was captial, but other than that my code does exactly that. Loops thorough the 1st array then goes to the next and so on... In the for loop the condition is the length of the array so arrays with different sizes wont be a problem.
  35. 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.
  36. 1 point
    This is a speed build I did not record but took screenshots of. I used free assets in Asset store and CGtrader, and sketchfab. It is a post-apocalyptic scene with 1.7m tris and 1.8m vertices. Here it is: https://imgur.com/gallery/FBVLuSE Made in 1hr 30mins
  37. 1 point

    Version 1.6

    3,547 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
  38. 1 point
    Trowel and Hammer ball peen wood handle edition
  39. 1 point
    like you said its for practice wanted to make/work with different materials than weapons , i really like working on guns but always wanted to try working on smaller props and so that why stated working on a pack , its fun small project
  40. 1 point

    Version 1.0

    34 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)
  41. 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."); } } } }
  42. 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.
  43. 1 point
  44. 1 point
    maybe at first you could just learn on Unity tutorial how to use it
  45. 1 point
    Cache your WaitForSeconds() to reduce garbage collection. private var delay = new WaitForSeconds(2f); //Logs the time every 2 seconds. private IEnumerator MyCoroutine() { Debug.Log(Time.time); yield return delay; }
  46. 1 point
    StopCoroutine("CoroutineName") doesn't stop a coroutine on its own. You have to cache it and stop the cached routine. Otherwise you'll just create a copy of the named routine and stop that one. private Coroutine myRoutine; //Start a coroutine and cache it. myRoutine = StartCoroutine("YourCoroutineName"); //Stops the cached coroutine. StopCoroutine(myRoutine);
  47. 1 point
    One word - amazing. Thank you for sharing. I really appreciate ++
  48. 1 point
    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..
  49. 1 point
    or you are lazy... what is more likely. In both cases you won't get far, if you will not force yourself to learn.
  50. 1 point
    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
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