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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. 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
    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 } } }
  8. 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
  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. 1 point
    Subscribe for more updates!!
  24. 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
  25. 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....
  26. 1 point
    Even though its a clone it is very fun! You should continue developing it into a full game. I thought of an idea where perhaps you can use that marching cubes background from your main menu instead of hexagons. Or add powerups to slow down time momentarily. I wonder what Super Hexagon would be like in 3D? Congratulations on your game submit geckoo!
  27. 1 point
    I had a lot of experience modding for Battlefield 2 back in the day, working on some mods. I'm interested to try adapt some of my creations into unity and seem quite encouraged with this community. The online Web demo was amazing. What a cool feature! I I live abroad and playing BF2 is difficult with my friends back home (now the servers are down, it can be buggy). I hope to create a simple but fun and crazy game to play online with my friends that featured the best and crazy parts of my BF2 modding experience. Among my favourites was a shopping trolley vehicle, jetpack and other random things. Nice to meet you all
  28. 1 point
    New demo (0.3.102) download from here New teaser (03):
  29. 1 point
    New Update for Protocol Like and share https://youtu.be/MlKT-FTHfCs
  30. 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.
  31. 1 point
  32. 1 point
    Don't be sorry boy. As I said you really helped me - and I have to do the work ++
  33. 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.
  34. 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.
  35. 1 point

    Version 1.6

    3,578 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
  36. 1 point
  37. 1 point
    Trowel and Hammer ball peen wood handle edition
  38. 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
  39. 1 point
    You did well in this game. Congratulation .
  40. 1 point
    Good job on editing the animations!.
  41. 1 point
    It looks like it makes a good use of @themars2011's kit as a base. Looking forward to seeing more.
  42. 1 point
    I really like it. It reminds me the first CoD. I would like to see more animation in the video, but you did a great work. HUD is clean. Feelings are good enough - especially this frag at 5'35''++
  43. 1 point
    Your code is really hard coded - however it works. I tested it. I guess that you did a mistake setting enemies. In your code you use some defined values (Random.Range(0, 5); If you have less than 5 enemies it doesn't work when it selects an empty slot. So I recommend you to check the lenght of your array to set a limit - exactly like you do with your respawn spawn array. If you want to use a canvas element for each enemy, you have to use a canvas, but in World Space mode. You have many tutorials on YouTube about it. I wish you the best ++ PS : a clean code is the key to success using System.Collections; using UnityEngine; public class EnemySpawner : MonoBehaviour { public GameObject[] enemies; public Transform[] spawnPoints; public float waitMin = 0.0f; public float waitMax = 2.0f; public bool stop; void Start() { StartCoroutine(waitSpawner()); } IEnumerator waitSpawner() { while (!stop) { Instantiate(enemies[Random.Range(0, enemies.Length)], spawnPoints[Random.Range(0, spawnPoints.Length)].position, Quaternion.identity); yield return new WaitForSeconds(Random.Range(waitMin, waitMax)); } } }
  44. 1 point
    Just a little script which I have done to help someone recently. It allows to create, using the new UI, a smooth horizontal compass. Regarding the North pole and the player position, it computes a value between -0.5 and 0.5 - exactly what we need so as to set the sprite offset. Put it on your player, set your sprite - no more ++ 0 is the North, 0.25 is the West, -0.5/0.5 is the South, and -0.25 is the East DON'T FORGET - IMAGE WRAP MODE TO "REPEAT" using UnityEngine; using UnityEngine.UI; public class Compass : MonoBehaviour { public RawImage myCompass; void Update() { var lol = MyCompass(new Vector3(this.transform.forward.x, 0, this.transform.forward.z), Vector3.forward, Vector3.up); myCompass.uvRect = new Rect(lol, 0, 1, 1); Debug.Log(lol); } float MyCompass(Vector3 a, Vector3 b, Vector3 n) { float angle = Vector3.Angle(a, b); float sign = Mathf.Sign(Vector3.Dot(n, Vector3.Cross(a, b))); float cmp = (angle * sign)/360; return cmp; // our offset between -0.5 and 0.5 } }
  45. 1 point
    Decided to do something a little different and make an example "Welcome Window" that creates and displays a form welcoming the player. This example requires you to use .Net 2.0 instead of the subset by going to edit>Project Settings>Api Compatibility Level. It also requires System.Drawing.dll and System.Windows.Forms.dll placed in a folder named "Plugins". You can find and copy them from C:/Program Files/Unity/Editor/Data/Mono/lib/mono/2.0. All textures must also a compression to none and read/write enabled. Here is the example: using System.Windows.Forms; using System.Drawing; using System.Collections; using System.Collections.Generic; using UnityEngine; public class WelcomeWindow : MonoBehaviour { public string gameName; public string version; public string gameInfo; public string supportPage = "http://www.armedunity.com"; public Texture2D gameImage; public Texture2D[] screenShots; public Vector2 windowSize = new Vector2(1100, 530); public int splitterPosition = 360; private Form f; private SplitContainer s; public void Start() { Show(); } public void Show() { if (f == null) GenerateForm(); f.ShowDialog(); f.BringToFront(); f.Focus(); } public void Hide() { if (f == null) return; f.Hide(); } public void Dispose() { if (f == null) return; f.Close(); } private void GenerateForm() { PrepareForm(); PreparePanel1(); PreparePanel2(); } private void PrepareForm() { f = new Form(); f.FormBorderStyle = FormBorderStyle.FixedDialog; f.Size = new Size((int)windowSize.x, (int)windowSize.y); f.Text = "Thanks for downloading " + gameName + " " + version + "!"; s = new SplitContainer(); s.Dock = DockStyle.Fill; s.BorderStyle = BorderStyle.Fixed3D; f.Controls.Add(s); } private void PreparePanel1() { s.SplitterDistance = splitterPosition; s.IsSplitterFixed = true; PictureBox p = new PictureBox(); p.Image = ImageFromTexture(gameImage); p.SizeMode = PictureBoxSizeMode.Zoom; p.Location = new Point(0, 0); p.Size = new Size(splitterPosition, splitterPosition); s.Panel1.Controls.Add(p); Label l = new Label(); l.Text = gameInfo; l.Location = new Point(0, splitterPosition); l.AutoSize = false; l.Size = new Size(splitterPosition, (s.Size.Height - splitterPosition) - 45); l.Font = new System.Drawing.Font(FontFamily.GenericSerif, 16); s.Panel1.Controls.Add(l); Button b = new Button(); b.Height = 40; b.Text = "Support Page"; b.Font = l.Font; b.Click += new System.EventHandler(Support); b.Dock = DockStyle.Bottom; s.Panel1.Controls.Add(b); } private void PreparePanel2() { TableLayoutPanel t = new TableLayoutPanel(); t.AutoSize = true; t.CellBorderStyle = TableLayoutPanelCellBorderStyle.Inset; t.ColumnCount = 2; t.RowCount = 2; s.Panel2.Controls.Add(t); t.Dock = DockStyle.Fill; for(int x = 0; x < 2; x++) { for(int y = 0; y < 2; y++) { int i = x * 2 + y; if (i >= screenShots.Length) return; if (screenShots[i] == null) continue; PictureBox b = new PictureBox(); b.Image = ImageFromTexture(screenShots[i]); b.Dock = DockStyle.Fill; b.SizeMode = PictureBoxSizeMode.StretchImage; t.RowStyles.Add(new RowStyle(SizeType.Percent, 50F)); t.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 50F)); t.Controls.Add(b, x, y); } } } private Image ImageFromTexture(Texture2D t) { if (t == null) return null; byte[] byteArray = t.EncodeToPNG(); using (var ms = new System.IO.MemoryStream(byteArray)) { return Image.FromStream(ms); } } private void Support(object sender, System.EventArgs e) { UnityEngine.Application.OpenURL(supportPage); } }
  46. 1 point
  47. 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
  48. 1 point
    great as always.. thanks oma...
  49. 1 point
    many thanks man.. i need an inventory and equip system for my test project that uses fpskit by oma.. do you think i can extrapolate inventory parts and use them to fill my needs?? btw i loved your old fpskit survival version i searched a downlad version for it form ages.. ..hope a day you can redone it with new version in c# and share it ...
  50. 1 point
    This script simulates a magnet for particles. How to use: - Create new GameObject and assign script - Assign ParticleSystems and tweak variables using UnityEngine; using System.Collections; public class ParticleMagnet : MonoBehaviour { public ParticleSystem[] particleSystemsToAffect; public float radius = 5; public Vector2 randomForce = new Vector2(0, 100); public float maxSpeed = 10.0f; public void Update() { if (particleSystemsToAffect.Length == 0) if ((particleSystemsToAffect = GameObject.FindObjectsOfType<ParticleSystem>()).Length == 0) return; for (int i = 0; i < particleSystemsToAffect.Length; i++) { ParticleSystem.Particle[] p = new ParticleSystem.Particle[particleSystemsToAffect[i].particleCount]; particleSystemsToAffect[i].GetParticles(p); for (int j = 0; j < p.Length; j++) { float dist = Vector3.Distance(transform.position, p[j].position); if (dist < radius) { Vector3 dir = (transform.position - p[j].position); float finalForce = Mathf.Clamp((dist / radius), 0.0f, 1.0f); p[j].velocity += Vector3.ClampMagnitude(dir * finalForce * Random.Range(randomForce.x, randomForce.y) * Time.fixedDeltaTime, maxSpeed); } } particleSystemsToAffect[i].SetParticles(p, p.Length); } } }
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