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Showing content with the highest reputation since 01/24/2019 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
    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 } } }
  10. 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 :
  11. 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 >.<
  12. 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
  13. 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.
  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
    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
  16. 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.
  17. 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
  18. 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
  19. 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 ++
  20. 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
  21. 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 ++
  22. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  23. 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.
  24. 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.
  25. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  26. 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)
  27. 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
  28. 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
  29. 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.
  30. 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 ++
  31. 2 points
  32. 2 points
    And where is problem? Open Scenes folder and double click on Testmap scene.
  33. 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..
  34. 1 point
    The same, but allowing to create a background. Create an empty gameobject and put this script on it ++ using System.Collections; using UnityEngine; // convert time to sprite [RequireComponent(typeof(SpriteRenderer))] public class TimeToSprite : MonoBehaviour { Texture2D mTex; private Sprite mySprite; // sprite size which can be using like a fontSize [Range(1, 10)] public int fontSize = 5; // font and background color public Color _color = Color.red; public Color _background = Color.black; // each number use 5x3 pixels + 1 as space between them int marging = 4; // size int width; int height = 7; // five pixel + two for contour float time; // for deltaTime string str; // time as string string[] sChars = new string[] { "x", "x", "x", "x" }; // saved chars // each column will be displayed according a bit code int[] num0 = new int[] { 31, 17, 31 }; int[] num1 = new int[] { 17, 31, 16 }; int[] num2 = new int[] { 29, 21, 23 }; int[] num3 = new int[] { 21, 21, 31 }; int[] num4 = new int[] { 07, 04, 31 }; int[] num5 = new int[] { 23, 21, 29 }; int[] num6 = new int[] { 31, 21, 29 }; int[] num7 = new int[] { 01, 01, 31 }; int[] num8 = new int[] { 31, 21, 31 }; int[] num9 = new int[] { 23, 21, 31 }; int[] _dot = new int[] { 00, 10, 00 }; void Awake() { this.transform.localScale = new Vector3(fontSize, fontSize, 0); width = ((4 * marging) + 1); // because we use only 4 chars - 00.0 if (mTex == null) mTex = new Texture2D(width, height, TextureFormat.ARGB32, true); mTex.wrapMode = TextureWrapMode.Clamp; mTex.filterMode = FilterMode.Point; // pixel it mTex.Apply(); this.GetComponent<SpriteRenderer>().flipX = false; this.GetComponent<SpriteRenderer>().flipY = true; // fill sprite with background color for (int i = 0; i < height; i++) for (int j = 0; j < width; j++) mTex.SetPixel(j, i, _background); } // clear only concerned part of the sprite according a new pattern void refresh(int shift) { int x = 1; // a value to center process (one pixel inside sprite) for (int i = x; i < height - x; i++) for (int j = x; j < marging; j++) mTex.SetPixel(j + shift, i, _background); } void UpdateTexture() { mTex.Apply(); // apply new texture as sprite after modification var mySprite = Sprite.Create(mTex, new Rect(0.0f, 0.0f, mTex.width, mTex.height), new Vector2(0.5f, 0.5f), 100.0f, (uint)0); this.transform.GetComponent<SpriteRenderer>().sprite = mySprite; } void timer() { // we use only one digit str = time.ToString("00.0").Replace(",", "."); for (int i = 0; i < str.Length; i++) { // check if the new number is the same (or not) than the previous if (str.Substring(i, 1) != sChars[i]) { // erase the previous pixel zone for this index refresh(i * marging); if (str.Substring(i, 1) == "0") pencil(i * marging, num0, _color); else if (str.Substring(i, 1) == "1") pencil(i * marging, num1, _color); else if (str.Substring(i, 1) == "2") pencil(i * marging, num2, _color); else if (str.Substring(i, 1) == "3") pencil(i * marging, num3, _color); else if (str.Substring(i, 1) == "4") pencil(i * marging, num4, _color); else if (str.Substring(i, 1) == "5") pencil(i * marging, num5, _color); else if (str.Substring(i, 1) == "6") pencil(i * marging, num6, _color); else if (str.Substring(i, 1) == "7") pencil(i * marging, num7, _color); else if (str.Substring(i, 1) == "8") pencil(i * marging, num8, _color); else if (str.Substring(i, 1) == "9") pencil(i * marging, num9, _color); else if (str.Substring(i, 1) == ".") pencil(i * marging, _dot, _color); } // save the char at its index so as to compare it with the next sequence sChars[i] = str.Substring(i, 1); } // update our texture UpdateTexture(); } // convert a number as a bool array private bool[] ConvertByteToBoolArray(byte b) { bool[] r = null; r = new bool[height]; // don't read all bit for (int i = 0; i < r.Length; i++) r[i] = (b & (1 << i)) == 0 ? false : true; return r; } void pencil(int shift, int[] seq, Color color) { // read each integer as pixels column for (int i = 0; i < seq.Length; i++) { var lol = (byte)seq[i]; var ss = ConvertByteToBoolArray(lol); // read bool array to know where a black pixel must be displayed for (int j = 0; j < height; j++) if (ss[j] == true) mTex.SetPixel((shift + i) + 1, j + 1, color); } } ////////////////////////////////////////////////////////// // as an example, we show deltaTime IEnumerator Start() { timer(); while (true) { yield return new WaitForSeconds(0.09f); timer(); } } private void Update() { time += Time.deltaTime; // set max if (time >= 99.9f) time = 99.9f; } }
  35. 1 point
    show us code you used with GetComponentsInChildren. Personally i wouldn't use GetComponentsInChildren, if it will be used often.
  36. 1 point
    1) create a new script and add it to the Player Obeject and/or Prefab in scene 2) write this into the script: public class Helper : MonoBehaviour{ public GrabObjects grabObjects; } 3) drag n drop "No Weapon" into the the grabobjects slot of that script 4) the new Pickable Script should look like this: using UnityEngine; using System.Collections; using System.Collections.Generic; using EasySurvivalScripts; public class Pickable : MonoBehaviour { //[Header("JC LEON Other Scripts References Integrations")] private GrabObjects grabObjects; private TextAnimator textAnimator; [SerializeField] private string MyMessage; [Header("JC LEON Only Pickable Object Integration")] [Tooltip("thick to set object only pPickable and not Examinable")] public bool isPickableOnly;//ADDED JC LEON only pickup private void Start() { grabObjects = GameObject.FindWithTag("Player").GetComponent<Helper>().grabObjects; textAnimator = FindObjectOfType<TextAnimator>(); } public void ShowMessage() { textAnimator.Show(MyMessage); } void OnTriggerEnter(Collider otherCollider) { //If that GameObject is either static, without a rigidbody, or with a rigidbody that is also kinematic (in other words, that GameObject is not supposed to move)... //Then we call the ObjectCheck method. if (grabObjects.isGrabbing && grabObjects.GrabTime != 0.0f) { if (otherCollider.GetComponent<Collider>().gameObject.isStatic) { grabObjects.GetComponent<GrabObjects>().Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>() == null) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>()) { grabObjects.Drop(); Debug.Log("ciao"); } else if (otherCollider.GetComponent<Collider>().gameObject.GetComponent<Rigidbody>().isKinematic == true) { grabObjects.Drop(); Debug.Log("ciao"); } } } } 5) test it ... not sure if that will work but i think that was the problem 6) mark this as best answer (if it works, else call me stupid or sth. )
  37. 1 point
    dont quite get it or how this can happen but i think that creating a prefab is not really the way to go here, check why it even got dereferenced?
  38. 1 point
    So eh we are old school :3 but brackey sure is helpful at times (the channel), never been into those communities. But hey look on the bright side you are left with the few loyal people! and I guess, if we try we can revive the forum again. But HEY GUYS, you guys literally taught me Unity :] and How have you guys been? Any awesome projects???? @geckoo games used to be so coooool and colourful
  39. 1 point
    The same script but with another font - 7*5 pixels ++ using System.Collections; using UnityEngine; // convert time to sprite [RequireComponent(typeof(SpriteRenderer))] public class TimeToSprite : MonoBehaviour { Texture2D mTex; private Sprite mySprite; // sprite size which can be using like a fontSize [Range(1, 10)] public int fontSize = 5; // font color public Color _color = Color.black; // each number use 7x5 pixels + 1 as space between them int marging = 6; // size int width; int height = 7; // seven pixel float time; // for deltaTime string str; // time as string string[] sChars = new string[] { "x", "x", "x", "x" }; // saved chars // each column will be displayed according a bit code int[] num0 = new int[] { 127, 65, 73, 65, 127 }; int[] num1 = new int[] { 65, 65, 127, 64, 64 }; int[] num2 = new int[] { 121, 73, 73, 73, 79 }; int[] num3 = new int[] { 73, 73, 73, 73, 127 }; int[] num4 = new int[] { 15, 8, 8, 8, 127 }; int[] num5 = new int[] { 79, 73, 73, 73, 121 }; int[] num6 = new int[] { 127, 73, 73, 73, 121 }; int[] num7 = new int[] { 1, 1, 1, 1, 127 }; int[] num8 = new int[] { 127, 73, 73, 73, 127 }; int[] num9 = new int[] { 79, 73, 73, 73, 127 }; int[] _dot = new int[] { 0, 0, 64, 0, 0 }; void Awake() { this.transform.localScale = new Vector3(fontSize, fontSize, 0); width = ((4 * marging) - 1); // because we use only 4 chars - 00.0 if (mTex == null) mTex = new Texture2D(width, height, TextureFormat.ARGB32, true); mTex.wrapMode = TextureWrapMode.Clamp; mTex.filterMode = FilterMode.Point; // pixel it mTex.Apply(); this.GetComponent<SpriteRenderer>().flipX = false; this.GetComponent<SpriteRenderer>().flipY = true; } // clear some part of the sprite according a new pattern void refresh(int shift) { for (int i = 0; i < height; i++) for (int j = 0; j < marging; j++) mTex.SetPixel(j + shift, i, Color.clear); } void UpdateTexture() { mTex.Apply(); // apply new texture as sprite after modification var mySprite = Sprite.Create(mTex, new Rect(0.0f, 0.0f, mTex.width, mTex.height), new Vector2(0.5f, 0.5f), 100.0f, (uint)0); this.transform.GetComponent<SpriteRenderer>().sprite = mySprite; } void timer() { // we use only one digit str = time.ToString("00.0"); for (int i = 0; i < str.Length; i++) { // check if the new number is the same (or not) than the previous if (str.Substring(i, 1) != sChars[i]) { // erase the previous pixel zone for this index refresh(i * marging); if (str.Substring(i, 1) == "0") pencil(i * marging, num0, _color); else if (str.Substring(i, 1) == "1") pencil(i * marging, num1, _color); else if (str.Substring(i, 1) == "2") pencil(i * marging, num2, _color); else if (str.Substring(i, 1) == "3") pencil(i * marging, num3, _color); else if (str.Substring(i, 1) == "4") pencil(i * marging, num4, _color); else if (str.Substring(i, 1) == "5") pencil(i * marging, num5, _color); else if (str.Substring(i, 1) == "6") pencil(i * marging, num6, _color); else if (str.Substring(i, 1) == "7") pencil(i * marging, num7, _color); else if (str.Substring(i, 1) == "8") pencil(i * marging, num8, _color); else if (str.Substring(i, 1) == "9") pencil(i * marging, num9, _color); else if (str.Substring(i, 1) == ".") pencil(i * marging, _dot, _color); } // save the char at its index so as to compare it with the next sequence sChars[i] = str.Substring(i, 1); } // update our texture UpdateTexture(); } // convert a number as a bool array private bool[] ConvertByteToBoolArray(byte b) { bool[] r = null; r = new bool[height]; for (int i = 0; i < r.Length; i++) r[i] = (b & (1 << i)) == 0 ? false : true; return r; } void pencil(int shift, int[] seq, Color color) { // read each integer as pixels column for (int i = 0; i < seq.Length; i++) { var lol = (byte)seq[i]; var ss = ConvertByteToBoolArray(lol); // read bool array to know where a black pixel must be displayed for (int j = 0; j < height; j++) if (ss[j] == true) mTex.SetPixel(shift + i, j, color); } } ////////////////////////////////////////////////////////// // as an example, we show deltaTime IEnumerator Start() { timer(); while (true) { yield return new WaitForSeconds(0.09f); timer(); } } private void Update() { time += Time.deltaTime; // set max if (time >= 99.9f) time = 99.9f; } }
  40. 1 point
    Hello everyone, long time no see! I just ported my old ping pong project to android Links: Google Play Store - Classic Ping Pong HD Itch.io - Classic Ping Pong HD About the game: The game is a 2D ping pong game heavily inspired by the classic pong game. - Simplistic clean 2D graphics. - Impact feedback (slight screen shake, etc). - 4 difficulties (Easy, medium, hard, impossible). - Local 2P | Play against your friends using the same keyboard, old school style If you play the game on android from the Google Play store, then there's achievements you can unlock, hence the trophy button (The screenshot is from the android app version). Difficulties: Easy Medium Hard Impossible Suggestions? If you have any suggestions then please post them, then I'll take a look to see if it fits the direction I'm going with the game
  41. 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.
  42. 1 point
    What do a difference between a shoot and a melee attack? Maybe the distance. There is the same mechanic - excepted that your raycasthit go ahead, but not too far. However personally I prefer to use a OverlapSphere. Create a position a little bit beyond player and set a radius. If an enemy is inside the sphere, you hit it. This way you can simulate a swipe movement ++ https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html
  43. 1 point

    Version 1.6

    3,857 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
  44. 1 point
    Good job on editing the animations!.
  45. 1 point
    Hello guys, this is brand new type of game it's not that good, it's just only my 2nd game and i'm not that professional . Shapes IO Is about to catch shapes and collect them in the carrier, carrier contains (cube,Circle,cone up and down). So you have to make sure the enemy shape and the carrier shape are the same to get up to score, by clicking on the carrier to change shape type, there are also abilities that helps you in the game like double coins, double gems, life and decrease the enemy speed by x1.5! forget guys about the design it's just beta design not the release one. and the game play is not completed yet there's some errors. Catch these photos : We are not done YET! The new feature let the players earn money like the developers earn money! for each score you get we give you money depends on what level you are in, and here is the rates: Score (1-10) Players earn $0.001 Score (10-20) Players earn $0.005 Score (20-30) Players earn $0.01 Score (30-40) Players earn $0.02 Score (40-50) Players earn $0.03 Score (50-75) Players earn $0.04 Score (75 and u p) Players earn $0.06 ----- Money also can be earned from another things like exchanging gems to $$, watch videos and rate the game! For now money can be withdrawn through PayPal , in soon future i may add Gift Cards, stripe... etc Feedback & critics Accepted!
  46. 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.
  47. 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.
  48. 1 point
    maybe at first you could just learn on Unity tutorial how to use it
  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
    Hey guys, so I decided to make a thread about the useful scripts that are in this very useful forum. This thread will be updated regularly as soon as I (or you) find some useful scripts. If you found this helpful then leave a "like"! FORMAT: (thread name) by (author of thread) [language (C#/JS)] LIST [@DaBossTMR] Flashlight Script v2.1.1 by DaBossTMR [C#] Bullet Trajectory/Physics by DaBossTMR (credits to Jeremy Clark) [C#] Player Push (less glitchier) by DaBossTMR [C# and JS] [NGUI] Changing Screen Resolutions by DaBossTMR [C#] Top-down Shooter Camera by DaBossTMR [C#] Object Impact Sound by DaBossTMR [C# and JS] Populate Terrain Grass by DaBossTMR [C#] Realistic Camera Shake by DaBossTMR [C#] (credits go to UTnT) Find Closest Transform With Tag by DaBossTMR [C#] Disable ALT-F4 In Game by DaBossTMR [C# and JS] Extended FPS Counter by DaBossTMR [C#] [@OneManArmy] Jeremy Clark's FPS Scripts by OneManArmy [JS] RTS Camera by OneManArmy [JS] Rigidbody Controller by OneManArmy [JS] Buoyancy (Floating Objects) by OneManArmy [C#] Audio Effect When Falling by OneManArmy [JS] Cigarette Smoke Trail by OneManArmy [JS] [@OcularCash] Save/Load Method (Player Prefs) by OcularCash [JS] Health Regeneration by OcularCash [JS] Bouncing Betty/Freddy by OcularCash [JS] COD Style Cooked Grenades by OcularCash [JS] Javelin Script by OcularCash [JS] Stealth Bomber by OcularCash [JS] Harrier with Airstrike by OcularCash [JS] Anti-Spawn Trapping by OcularCash [JS] Predator Missile by OcularCash [JS] Weapon Wheel (GUI) by OcularCash [JS] MW2 Style Semtex Grenade by OcularCash [JS] Team Selection (Private Match) by OcularCash [JS] Flare Gun (with Exploding Rounds) by OcularCash [JS] Explosion (Linear Falloff Damage) by OcularCash [JS] Using Enums To Call Functions by OcularCash [JS] Basic Procedural Player + Movement + Walkable Area by OcularCash [JS] [@Duxducis404] Quake Map Loader (pk3 files) by Duxducis404 [C#] [@YoungDeveloper] Simple Teleport by YoungDeveloper [C#] [@T3kaT0kIkuTa] Particle Magnet by T3kaT0kIkuTa [C#] [@DarkChaos] Wall Avoidance by DarkChaos [JS] Disable Shadows For One Camera by DarkChaos [JS] Improved Sniper Scope System by DarkChaos [JS] Frames Per Second Counter by DarkChaos [JS] Knife Script with Animation Support by DarkChaos [JS] Countdown Timer by DarkChaos [JS] [@themars2011] Extended Timer/Counter by themars2011 [JS] Useful Networking Scripts by themars2011 [JS] Toggle Aim by themars2011 [JS] Mouse Look w/ Custom Editor by themars2011 [JS] [@bxboy15] Weapon Sway/Rotation by bxboy15 [JS] [@ProRussianMn] Save/Load Method (XML) by ProRussianMn [JS] [@jordanblythe104] Weapon Sway Script (Red Orchestra Style) by jordanblythe103 [JS] [@aeditz50] Cinematic Camera Shake by aeditz50 [C#] [@nightbird0] Smart FPS Counter by nightbird0 [C#] [@Epic-Shot] Fullscreen Video Using GUI (Pro Only) by Epic-Shot [C#] [@loftail] Zombie AI (Pro Only) by loftail [JS] [@dreadt9] Sentry Gun by dreadt9 [JS] l4mishotiz (Unity Forums) FPS Starter Scripts by l4mishotiz [uNKNOWN] [@jediaction] Peek Script by jediaction [JS] SIMPLE SCRIPTS/TOOLS Simple Tips System by pspdude [JS] Javascript to C# Converter by M2H [C# people]
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