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Showing content with the highest reputation since 02/06/2019 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 ($$$) have been developed under Unity. Considering all efforts that the Unity team does today so as to increase quality and power of their engine, I guess that the future will be amazing for Unity and its community ++ https://en.wikipedia.org/wiki/List_of_Unity_games
  5. 3 points
    (The next video will be in English!) Hey, guys at the moment I learn to program at school and while I'm doing this I decided to create my own game. I hope you will join the journey!
  6. 3 points
    Hello there, its been a while since i've posted something in here, so i thought i could give it a try and making an actual devlog on my current project. Its a strategy, turn based tile game in which your main goal is to have the most tiles conquered at the end of the game. Its a pretty simple concepts, but its quite fun. There's some thought process involved when making every turn and calculate opponents predictions, so gameplay wise, its pretty cool so far. Feedback is highly appreciated Right now it has: Core mechanics, such as generating tiles in a balanced way, placing them, conquering enemy tiles etc... Pretty color lerps lol Flexible match system that allows to make various game modes and story based stuff Smart AI that uses reward system and calculate all the best solutions for an optimal move. Main menu Modifiers Here are some screenshots P.S I felt pretty anxious when uploading this to public, but after couple days i managed to do it
  7. 3 points
    hello guys started working on prop/tool pack for selling purpose . pack price would be 10 $ and will contain 32 models or more . this is models i have already finished working on, C&c welcome . For 3d viewer: https://www.artstation.com/nika7586
  8. 2 points
    Damn!!!! Use Rubber or suffer! jk jk jk.... you know i also got offer to work on porn games should have taken it! after rejecting it i found out how much $$$ 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 >.<
  9. 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
  10. 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
  11. 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.
  12. 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
  13. 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.
  14. 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
  15. 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
  16. 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 ++
  17. 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
  18. 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 ++
  19. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  20. 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.
  21. 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.
  22. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  23. 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)
  24. 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
  25. 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
  26. 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.
  27. 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 ++
  28. 2 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 } } }
  29. 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..
  30. 1 point
    Very simple script you can just paste into a scene to make it a loading scene for a bigger Level/Scene to follow. using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; public class AsyncLoad : MonoBehaviour { [Header("Name of the Scene to be loaded:")] public string sceneToLoad = "Map"; //Name of the Scene we want to load. [Space(10)] public GUISkin myskin; //Our GUISkin to use for the text and loading bar. private float progress = 0; //progress in % void Start () { //use a Coroutine to handle the loading: StartCoroutine(LoadNewScene()); } #region Loading IEnumerator LoadNewScene() { AsyncOperation loading = SceneManager.LoadSceneAsync(sceneToLoad); while (!loading.isDone) { progress = 100*loading.progress; yield return null; } } #endregion #region Display private void OnGUI() { GUI.skin = myskin; //Set the style to our GUISkin GUI.Box(new Rect(Screen.width / 2 - 500, Screen.height - 40, 1000, 20),""); //background Box GUI.color = Color.cyan; //Color for the loading bar GUI.Box(new Rect(Screen.width / 2 - 500, Screen.height - 40, 10*progress, 20),""); //loading bar GUI.color = Color.white; //color for the display test GUI.Label(new Rect(Screen.width / 2 - 100, Screen.height - 45, 200, 30), progress + "% Loaded..."); //display text } #endregion } nothing special but i hope its useful for some of you.
  31. 1 point
    Hi here a video of my test work to try some gameplay mechanics.. i used free fpskit as base template expanded over time ( thaks to OMA and TheMars over all others..they know why LOL).I have some other gameplay functions in place and are only waiiting to be added to the main template.. btw i have and issue with drag items since i noticed that picked up items colllsion work fine until i pick and item into inventory( like weapons ,ammo, consumables) but if i eventually drop picked up items from inventory and try to drag item again collsion with static mesh collsion and with scene doesnt work anymore when player held item... any hint
  32. 1 point
    @Erarnitox helicopter was in old version
  33. 1 point
    Theorem is an abstract relaxing 3d puzzle game in which you have to roll a cube so as to reach a goal, but one of its faces is forbidden. Each colored tile has its own behavior - you can enable/disable mecanics, teleport yourself on another place, climb up blocks, make use of impossible geometry, etc. This is my latest project which I want to share on Steam/Itch.io/Desura as a casual game for 1 or 2 bucks. Now I need a little help. I would like to share my project with someone just to try the main gameplay. So you could write a brief feedback (just a few lines, playing 15/20 minutes or more). I did 50 levels. Please, if you like solid puzzle games, send me a private message. If you don't like puzzle games, I guess that you will don't like it. Forget it. Thank you ++ https://imgur.com/a/YjRYU
  34. 1 point
    You put the OnGUI() inside the TakeDamage() function. Doesn't visual studio cry about this?
  35. 1 point
    Subscribe for more updates!!
  36. 1 point
    hey i wrote a pretty simple tool so you can create seamless Textures from Photos in Bulk: Results are okay and the Script is in a very eraly stage but here you go: Would love it if you could help me to make it better I might upload this to GitHub soon but im not sure yet what to do with it. btw. Here are some results: input: Output: If you just want to use/test it you can download a compiled version from here: https://mega.nz/#!JcsknC5a!RU_le-qnE7Pded4pMnlHTu_87Ra1x5T1G9lnArFVT3Q Thanks for reading Would love to get feedback ^^
  37. 1 point
    TakeDamage needs to be an rpc bc all copies of the character on each client needs to know it’s taking damage, at minimum, the the client that owns that’s object does. the most common thing you see ppl doing is calling the damage rpc on all clients, checking if it isMine (the client owner), if it is, then deduct health and sync it to all clients. It’s a hair less efficient, but it works. You can also (I believe) only call the rpc on the owner and then sync the health on all clients, that way only the owner receives the initial call. Don’t know for sure but pretty sure you can it that way. But both approaches work just fine
  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
    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
  40. 1 point
    Better than the BF5 ads. Looks cool! Think you could tone down the glow just a tiny bit. Do you have a menu yet?
  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
    This is a speed build I did not record but took screenshots of. I used free assets in Asset store and CGtrader, and sketchfab. It is a post-apocalyptic scene with 1.7m tris and 1.8m vertices. Here it is: https://imgur.com/gallery/FBVLuSE Made in 1hr 30mins
  43. 1 point
    another hammer
  44. 1 point
    Wasn't really sure whether to put this in discussion or showcase since I've made some progress on it...But anyways I really like Star Wars and For Honor and was like why not put them together. This is by no means near finished since the walking anim is still a little wacky and the saber fighting is too close but I'm uploading a part 2 in the future where that stuff should be fixed. Let me know what you guys think of the concept/add feedback on what you'd like to see. I've already added correct saber hit sounds but that's not in this video. Also the map may change a little cause its not Star Wars enough right now. Enjoy - SKIP about 3/4 through if you want to go straight to the fighting
  45. 1 point
    NOTE: Some users have reported that the Discord link isn't working properly. In order to join, you MUST copy the link directly into the discord app. Who Am I? My name is Jett Spaulding. I consider myself to be an experienced level designer with great understanding of what/how people want in a level of a video game for maximum immersion. My goals in level design are based on feeling, relevance, and accuracy. (Accuracy does not mean realism. In this case it means the setting of the map fits the idea of the game lore/mechanics and stays relative to ideas set in story pitch, etc.). In terms of my skill level, I am familiar with lightmapping, LOD levels, and other various optimization techniques. Not only am I a level designer, but I am an advanced Unity user, am familiar with the UI and the engine itself. I have used Unity for 8 years. Here are some scenes I've created: My Goal My goal is to assemble a team (NOT LEAD ONE) that is invested in creating a game based on classic core RPG elements. (Agility, strength, magic, etc.) and creating this kind of game is just what we will do. The Game As seen in the title, the game will be based on classic RPG elements as seen from games like Morrowind and the Mount & Blade series. The game will have an open world based adventure style, though separate provinces can have different scenes (If we decide on provinces). I would like to have multiple races and/or character types to give more variety to starting values, but that will ultimately be determined by what we all decide. The game will not be turn based, but rather follow (again) the combat style of Morrowind/Mount & Blade. Philosophy & Team This team will not be ideal for new users in their category of work. You must be intermediate in your field, whatever that may be. Learning and giving/receiving advice is always acceptable though, as it should be in every work place. We just can't train everyone that comes in. The team will be fun and will be able to joke around, because I am a firm believer that if one spends all of his/her time on work he/she will get burned out before any real progress is made at all. Due to a variety of work and chatter within the team, I am using a Discord server to manage team chat. There will be channels for joking, and there will be channels for work. Who Does This Team Need? We need intermediate workers and people experienced with the Unity 3D Engine. So I call out to all who meet this requirement: JOIN THIS TEAM. I wold love to work with you guys, whoever you are! Profit Share? That is something the team will need to discuss. I am not in a good enough financial setting to set a system up myself, but that doesn't mean it can't later be included by a team member/members in a better financial situation! Where Do I Sign Up?? Those interested can either reply here, or join the server on Discord! (Those joining the public Discord server will get quicker responses and can ask all the questions they want!) Discord server: https://discord.gg/AGHeM5J
  46. 1 point
  47. 1 point
    Materialize is a stand alone tool for creating materials for use in games from images. You can create an entire material from a single image or import the textures you have and generate the textures you need. I've done a bit of testing, the generated textures (from the diffuse) were nice, and I love that you can actually see how the material will look in unity. The user interface is bad, but hey it's free. Check it out: http://www.boundingboxsoftware.com/materialize/
  48. 1 point
    "There are 13 audio listeners in the scene" I see we are dealing with another very experienced fellow here.
  49. 1 point
    Hey guys, I'm making a project to waste time, and in this project I'm using ArmedPrefs(made by Erarnitox), but sometimes I just need PlayerPrefs to save things like Resolution, Quality and etc... So I wrote this script to "make it more easier". What are the advantages? 1st - You can load things in two ways now: Ex: DataManager.GetInt("MyInt") Or you can define a "default value" in the final of the function, so if this key do not really exists it will return this value, create and save a new key with the name and the value you used. Ex: DataManager.GetInt("MyInt", 100); // it will return 100, create and save the key if it not exist. 2nd - You can now save and load boolean variables. Ex: DataManager.SetBool("MyBool", true); Ex: DataManager.GetBool("MyBool"); Ex: DataManager.GetBool("MyBool", true); 3rd - Set functions are now saved automatically, so you do not need to use PlayerPrefs.Save(); or DataManager.Save(); 4th - If you want to use this instead PlayerPrefs, you just have to change "PlayerPrefs" to "DataManager". The miracle code This script is very simple, but I hope it can help someone DataManager.cs
  50. 1 point
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