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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
    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 >.<
  11. 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
  12. 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.
  13. 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
  14. 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
  15. 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.
  16. 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
  17. 2 points

    Version 1.0.0

    8 downloads

    Un simple asset que con tiene un sprite que hace un reflejo de lo que esta al rededor
  18. 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 ++
  19. 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
  20. 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 ++
  21. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  22. 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.
  23. 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.
  24. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  25. 2 points

    Version 1.0

    57 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)
  26. 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
  27. 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
  28. 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.
  29. 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 ++
  30. 2 points
  31. 2 points
    And where is problem? Open Scenes folder and double click on Testmap scene.
  32. 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..
  33. 1 point
    Displaying a text on screen, usually we create a canvas as UI and it works very well on Unity. However I wanted to code a script which could apply a text or a value as a sprite - in other words, I tried to create an alternative UI, setting some features, creating my own font, etc. As an example, the basical code below allows to display time.deltaTime, checking values, applying modification, reading an array of booleans (according an integer) so as to paint some pixels on sprite (5*3). Also it could be used on a weapon so as to show how many bullets are available in the cartridge or maybe for health, and more. Simply put it on a game object. I hope that it will be useful someone ++ 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 5x3 pixels + 1 as space between them int marging = 4; // size int width; int height = 5; // five 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[] { 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, 16, 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; } // 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]; // 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, 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; } }
  34. 1 point
    No, I’m actually friends with a lot of pornstars and escort services bc I used to do a lot of there photography. But making visual game you can make it and throw up a price if you want and inform the stars on sites like ManyVids live. Sites like manyvids don’t have games built into there chat rooms so if they see games they can use, normally they will take it if offered. You can also ask a retweet group leader like @theserenitykay or @strawbryshrtck3 to tweet a link+game picture. Retweet groups are basically huge groups of porn models that retweet each other’s stuff to get there content noticed. Those 2 girls run retweet groups for manyvids. Telling them you will purchase content or add links to there content in the game may also increase your chances of them saying yes. But all depends on the quality of the game. For built in games using there chat CLICK HERE FOR API, chaturbate gets a ton of traffic and offers a text based game api for there chat rooms that you can sell for models essentially every game is just a list of prizes (what they do) and your game just randomly chooses an index in that list. That’s it. Then it’s just a matter of making it fun
  35. 1 point
    We always had small group of active members (less than 1%). 99% of members came here just to download something. Now most from this 1% grew up (literally and as devs) and moved forward. New generation now follows Brackeys, quill18 and join their community's. By the way, 800k subs for channel related to game dev(unity tutorials)... holly shit. Few years ago i thought that it is not possible. @Erarnitox Not "kit was transformed", but i started to work on another project. Modern FPS was made from all kits. Actually more code from Free FPS Kit was used, then from Premium.
  36. 1 point
    yeah, you can call the method like that, just pass in this.transform.position as an additional argument, so you can reference it. like: hit.gameObject.SendMessage("ApplyDamage", DamageValue, this.transform.position, SendMessageOptions.DontRequireReceiver); (if you do singleplayer stuff and only want to damge the player i would suggest to call it by accessing the Component diectly tho. So if you hit the tag player just playerDamageController.ApplyDamage(5, transform.position)) than on the gameObject that was hit you have to have a Component that implements ApplyDamage(int DamageValue, Vector3 DamagePosition) so something like this: public void ApplyDamage(int DamageValue, Vector3 Damageposition){ this.indicatorTime = 2f; //calculate Angle this.adjustAngle = calculatedValue //apply damage stuff: this.health -= DamageValue; } hope this helps ... i think this is simular to how it was manages in the fps-kit? If you use the fps-kit give me some time i was thinking about extending the fps kit once i find time to do it. I love OMAs work and it was a great learning resource for me as well but i think hes not interested in developing this further. So if i find the time i might ask him if i can extend it as kind of my way to give back to this community.
  37. 1 point

    Version 1.1

    127 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)
  38. 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....
  39. 1 point
    oh, looks like text formatter a bit broken
  40. 1 point
    Don't be sorry boy. As I said you really helped me - and I have to do the work ++
  41. 1 point
    yeah youre right it should be: //you mean something like this?: for(int i=0; i<allSequences.length; i++){ for(int j=0; j<allSequences[i].length; j++){ //read suff: something = redStuff(); allSequences[j] = something; } //seq finished reading } //array finished reading sorry bout that ^^
  42. 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.
  43. 1 point
  44. 1 point
    Tacoma for free on Humble Bundle : https://www.humblebundle.com/store/tacoma Oxenfree on EpicGames Store : https://www.epicgames.com/store/en-US/product/oxenfree/home
  45. 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."); } } } }
  46. 1 point
    The problem with your code it’s hard coded. But you know that. All you have to do is know how to create a procedural circle. A hexagon, decagon, etc is just a procedural circle with a set number of points. You can either look at my code for weapon selection on page 2 of the scripts section for 2d or look at this for 3d: https://answers.unity.com/questions/944228/creating-a-smooth-round-flat-circle.html triangle is 3 points, square is 4, pentagon is 5, and so on
  47. 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);
  48. 1 point
  49. 1 point
    "There are 13 audio listeners in the scene" I see we are dealing with another very experienced fellow here.
  50. 1 point
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