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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. 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. 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
  7. 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 ++
  8. 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 ++
  9. 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
  10. 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 ++
  11. 2 points
    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  12. 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.
  13. 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.
  14. 2 points
    https://www.humblebundle.com/store/grid2-spa-bathurst Grid2 for free ++
  15. 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
  16. 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
  17. 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.
  18. 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 ++
  19. 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 } } }
  20. 1 point

    Version 1.1

    104 downloads

    This project was made for educational purposes. In this project i added only base functionality (what i think is the best for beginners) From this project you can learn: * How to set/sync username * How to create room * How to retrieve information about rooms (room list) * How to change region * How to create and sync players * How to change map (also lock and hide room) * How to show username over head * How to get/show list of players in room * Chat (also shows when new player joined/left room) * How to use custom room properties (sync game mode, map name) * How to use custom player properties (sync player customization) * How to send RPC's But before you will start to study this project, please read documentation, study official tutorial and demo scenes: https://doc.photonengine.com/en-us/pun/current/getting-started/pun-intro If you have any questions: https://armedunity.com/forum/27-need-help/ Requires: - unity 2017 or higher (in unity 5 you will have to re-bake lighting data) - PUN Classic v1.90 or higher How to open project: 1. Create new project 2. Import and setup "PUN Classic" from unity Asset Store 3. Download, extract from archive and import AU_PUN_Classic 4. Add scenes in Build Settings Step-by-step video tutorial: https://www.youtube.com/watch?v=L4TzEGGrWas IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  21. 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 ^^
  22. 1 point
    What do a difference between a shoot and a melee attack? Maybe the distance. There is the same mechanic - excepted that your raycasthit go ahead, but not too far. However personally I prefer to use a OverlapSphere. Create a position a little bit beyond player and set a radius. If an enemy is inside the sphere, you hit it. This way you can simulate a swipe movement ++ https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html
  23. 1 point

    Version 1.0.0

    1 download

    Un sistema de cámaras en tiempo real
  24. 1 point

    Version 1.0.0

    1 download

    Un simple asset que con tiene un sprite que hace un reflejo de lo que esta al rededor
  25. 1 point
    Yesterday I saw a disturbing video about prime numbers and their paradoxes. Then just for fun I decided to code a script so as to generate an infinite list with prime numbers. This script below shows as debug messages some prime numbers, starting from 1 until ... how many time you can wait using System.Collections; using UnityEngine; public class PrimeNumbers : MonoBehaviour { int n = 2; bool IsPrime(int number) { // remainder operator if (number % 2 == 0) return false; for (int i = 3; i <= Mathf.Sqrt(number); i += 2) if (number % i == 0) return false; return true; } private void Start() { Debug.Log(2); // this is our first prime number StartCoroutine(checkInteger()); } IEnumerator checkInteger() { if (IsPrime(n) == true) Debug.Log(n); yield return null; n++; StartCoroutine(checkInteger()); } }
  26. 1 point
    Hello friends, I have a Map Counter Strike Global. made by me. http://www.mediafire.com/file/dgv482fdjbhd7w8/Dust_2 Cs go byOussama.unitypackage Link>>> http://www.mediafirذذe.com/file/dgv482fdjbhd7w8/Dust_2 Cs go byOussama.unitypackage
  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
    HI I've created black hole material and want to share for you : https://www.artstation.com/artwork/mqE9r8
  29. 1 point
  30. 1 point
    Hello everyone, I think most of you guys who develop android games faced errors with canvas scaling with screen sizes, Like UI elements sometimes out of screen Well, First of all i tried to set a fixed resolution to all screen devices, but some devices uses more memory that it's expected to use which cause a lot of lags, Screen.SetResolution(1080, 2160, true); After a hard work of research i made this script : using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class CanvasTest : MonoBehaviour { public CanvasScaler canvas; void Start() { canvas.referenceResolution.Set(Screen.width, Screen.height); } } The resolution the UI layout is designed for. If the screen resolution is larger, the UI will be scaled up, and if it’s smaller, the UI will be scaled down. i tested it on 4 devices with different screen resolutions and it worked, ------ Tips : -Create a new GameObject in Hierarchy . -Name it what ever you want. -Create a new script like : "CanvasManager." -Drag the code above in the script -put the script in the GameObject -Drag CanvasScaler to the GameObject which contains the script -Make sure the CanvasScaler : 1] UI Scale Mode : Scale with screen size 2] Reference Resolution : as you want but what i tested it was on (1440x2880) 3] Screen Match Mode : Match Width Or Height and make sure it's set to : 1 (width(0)------------(0.5)-----------Height(1)) ------------ It wont work in the Editor(elements collide with each other), test it on android device and it will work fine ------------ if anyone have better than this please post it here Thank you so much!
  31. 1 point
    Alright, thank you for the tip about the glow. And yes i do! But i think ill change it soon. Here is the preview
  32. 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?
  33. 1 point
    Don't be sorry boy. As I said you really helped me - and I have to do the work ++
  34. 1 point
    @giltine528 and @Blockfighter298thanks for the advice. I would like to do an FPS but have spent to much time on my car game. However, I will continue to do speed builds and short mini-games along the way to improve my skills. Many thanks! Ps: anyone knows how to change my username? I want to change it to ModernistTT
  35. 1 point
  36. 1 point
    Well. I tested a few years ago FPS creator, but respectfully I had disliked it - too slow, not optimized, not really efficient... I hope that this one is well done - more than their previous tool ++
  37. 1 point
    It looks like it makes a good use of @themars2011's kit as a base. Looking forward to seeing more.
  38. 1 point
    I know everybody likes the new terrain system of unity but i just dont. Since 2018.3 was release i only had problems with the new terrain system. If i set the new gpu instancing to true on the terrain -> whole terrain glitches out.... okay so i wont use it then im alright with that. Warning: Splat Maps are obsolete now ... okay ill change it no problem... ofc. there is very little documentation on the new Terrain Layers api but ill figure it out. mhmm your seamless terrain has seams now -> chaning auto connect to true ... still seams .... set the same group id to all terrains tiles... still seams but why? this doesnt make sence you start to annoy me unity. well at least i have this multy terrain editing thing now. huess what. that doesnt work as well. Here are some funny pictures of a once seamless terrain: now has obvious seams and the normals are obviously not right at all but lets have a look at the editing tools now shall we. I always wanted to draw textures on multiple terrains at once: well then... maybe move it slightly.... ?? at least its not stretched like that anymore.... can i just have the old terrain back, please? I mean wtf is this, nothing works the way it should and this isnt even the beta version. Screenshots where made in Stable release 2018.3 And when it comes to scripting there really is a lack of documentation what methods are new how they work as well if any old methods are affected by changes or not useable anymore for the new Terrain System. I mean i like the idea but this the things i have experienced so far are not a stable release to me.
  39. 1 point
  40. 1 point
    Hey now i try to open project https://armedunity.com/files/file/211-au-fps-kit/ i use: Unity 2017.3.1f1 (64-bit) but i can't find anything i need solved Picture:
  41. 1 point
    Eu gostei muito e queria saber se há uma maneira de fazer esse projeto multijogador pra quem eu sou capaz de fazer algo amigo, estou usando a unidade 2018, um tempo venho tentando criar algo mais sem muito exito devido aatualizações do unity os code estão obsoletos Eu gostei muito e queria saber se existe uma maneira de deixar esse projeto multiplayer para que eu possa jogar com um amigo, eu estou usando o Unity 2018, às vezes eu tenho tentado criar algo semelhante mas não muito bem sucedido para as atualizações dos códigos de unidade são obsoletos
  42. 1 point
    I love your FPS kit but please add zombies in it or just tell me how to do it. (I am a beginner and i know nothing about coding).. THANK YOU..
  43. 1 point
    Thank you for your constructive feedback.
  44. 1 point
  45. 1 point
    or you are lazy... what is more likely. In both cases you won't get far, if you will not force yourself to learn.
  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
    Can you add a body to the au fps kit? Like if i network a game based on the au fps kit, other player would see me as a whole body, not just a floating arms with gun... I would appreciate it, thank you
  49. 1 point
    Lets Explain the variables: MoveTo - The position of the rotated gun RotateTo - The rotation of the rotated gun Player - Character Controller's GO Layers - Layer to collide with gun Pros: It uses a coroutine to be 10x times faster than in update while using less cpu at the same time If you use a Character Controller: If you use a Capsule Collider of Height 2: Full release of script. It tilts the gun according to your movement.
  50. 1 point
    Hey guys, so I decided to make a thread about the useful scripts that are in this very useful forum. This thread will be updated regularly as soon as I (or you) find some useful scripts. If you found this helpful then leave a "like"! FORMAT: (thread name) by (author of thread) [language (C#/JS)] LIST [@DaBossTMR] Flashlight Script v2.1.1 by DaBossTMR [C#] Bullet Trajectory/Physics by DaBossTMR (credits to Jeremy Clark) [C#] Player Push (less glitchier) by DaBossTMR [C# and JS] [NGUI] Changing Screen Resolutions by DaBossTMR [C#] Top-down Shooter Camera by DaBossTMR [C#] Object Impact Sound by DaBossTMR [C# and JS] Populate Terrain Grass by DaBossTMR [C#] Realistic Camera Shake by DaBossTMR [C#] (credits go to UTnT) Find Closest Transform With Tag by DaBossTMR [C#] Disable ALT-F4 In Game by DaBossTMR [C# and JS] Extended FPS Counter by DaBossTMR [C#] [@OneManArmy] Jeremy Clark's FPS Scripts by OneManArmy [JS] RTS Camera by OneManArmy [JS] Rigidbody Controller by OneManArmy [JS] Buoyancy (Floating Objects) by OneManArmy [C#] Audio Effect When Falling by OneManArmy [JS] Cigarette Smoke Trail by OneManArmy [JS] [@OcularCash] Save/Load Method (Player Prefs) by OcularCash [JS] Health Regeneration by OcularCash [JS] Bouncing Betty/Freddy by OcularCash [JS] COD Style Cooked Grenades by OcularCash [JS] Javelin Script by OcularCash [JS] Stealth Bomber by OcularCash [JS] Harrier with Airstrike by OcularCash [JS] Anti-Spawn Trapping by OcularCash [JS] Predator Missile by OcularCash [JS] Weapon Wheel (GUI) by OcularCash [JS] MW2 Style Semtex Grenade by OcularCash [JS] Team Selection (Private Match) by OcularCash [JS] Flare Gun (with Exploding Rounds) by OcularCash [JS] Explosion (Linear Falloff Damage) by OcularCash [JS] Using Enums To Call Functions by OcularCash [JS] Basic Procedural Player + Movement + Walkable Area by OcularCash [JS] [@Duxducis404] Quake Map Loader (pk3 files) by Duxducis404 [C#] [@YoungDeveloper] Simple Teleport by YoungDeveloper [C#] [@T3kaT0kIkuTa] Particle Magnet by T3kaT0kIkuTa [C#] [@DarkChaos] Wall Avoidance by DarkChaos [JS] Disable Shadows For One Camera by DarkChaos [JS] Improved Sniper Scope System by DarkChaos [JS] Frames Per Second Counter by DarkChaos [JS] Knife Script with Animation Support by DarkChaos [JS] Countdown Timer by DarkChaos [JS] [@themars2011] Extended Timer/Counter by themars2011 [JS] Useful Networking Scripts by themars2011 [JS] Toggle Aim by themars2011 [JS] Mouse Look w/ Custom Editor by themars2011 [JS] [@bxboy15] Weapon Sway/Rotation by bxboy15 [JS] [@ProRussianMn] Save/Load Method (XML) by ProRussianMn [JS] [@jordanblythe104] Weapon Sway Script (Red Orchestra Style) by jordanblythe103 [JS] [@aeditz50] Cinematic Camera Shake by aeditz50 [C#] [@nightbird0] Smart FPS Counter by nightbird0 [C#] [@Epic-Shot] Fullscreen Video Using GUI (Pro Only) by Epic-Shot [C#] [@loftail] Zombie AI (Pro Only) by loftail [JS] [@dreadt9] Sentry Gun by dreadt9 [JS] l4mishotiz (Unity Forums) FPS Starter Scripts by l4mishotiz [uNKNOWN] [@jediaction] Peek Script by jediaction [JS] SIMPLE SCRIPTS/TOOLS Simple Tips System by pspdude [JS] Javascript to C# Converter by M2H [C# people]
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