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Showing content with the highest reputation since 12/21/2018 in all areas

  1. 2 points
    This is a pack of low polygon dinosaur 3D meshes and associated 2D texture maps. Each dinosaur averages about 3,000 triangles and uses a 1024px texture map in PSD format. I've included a CC License file in the folder containing the Unity package file. Please feel free to subscribe to my channel to get notified about new free Unity art assets I upload. Follow through to a video demo of the assets. The download link is in the video description.
  2. 2 points
    For free on Epic games - a new platform ++ https://www.epicgames.com/store/en-US/product/super-meat-boy/home
  3. 1 point
    Its been a while since I've posted here but I'd like to announce a kit that I will be releasing soon. Further information and images are below.
  4. 1 point
    Hello. It's a little bit strange. I guess that you don't understand what you are doing. I don't know what you are trying to do exactly, however if you want some instanciating shaders examples, I recommend you to take a look at this page - there is an interesting explanation about instanciating shaders. I wish you the best : https://catlikecoding.com/unity/tutorials/rendering/part-19/
  5. 1 point
    Hi check out my game scheduled to releaese in Jan. of course I will promoting to youtubers , twitch Trailer 1 trailer https://steamcommunity.com/groups/NCrisis#announcements/detail/1706199101993152429
  6. 1 point
    Why are you using shader forge? It's been deprecated for a while now and Unity offers their own Shader Visual Scripting asset called Shader Graph
  7. 1 point
    Game references for fans and game creators alike. https://gameswat.ch/
  8. 1 point
    Good to hear this. Good Luck.
  9. 1 point
    I checked it in Blender.. The model is fine. I dont really know what happened, maybe the animation on the bear caused it. On the platform.. idk. I just remodeled both because they were my first tries on modeling anyway 😄 No problems with my new models as of yet. Thanks anyways!
  10. 1 point
    Good to see you got it going. Friendly advice tho, change enemiesInRange from a list of gameObjects to a list of enemyPath. All those get components eat up a lot of rss bc your using it an update loop. So just cache the component on trigger enter and you don’t have to get it up to 3x, 60 times a second. edit: and whenever you need to transform or go, you would just call enemiesInRange[index].transform (or gameObject) since the component caches the transform/gameObject that it’s attached to
  11. 1 point
    Hi. I recommend you to use a list which you could easily convert to an array. A few months ago I had written an old post about a similar request - it seems to me that it is exactly what you are trying to do. Take a look at the function sortArray which call another one - checkDistance - so as to sort in a list all objects - nearest to farthest. Then the list is converted to an array. I see in your previous code that you know how to use a simple loop - so you can interact with the three first objects in your array. I hope that it could be useful to you ++ https://armedunity.com/topic/15494-sort-an-array/
  12. 1 point
    Hello! We have just published our first Android app to Google Play. It is a simple yet addictive game where you have to jump through obstacles in order to eat insects and get points and buy skins from the in-game shop. Make sure to check it out! Launch video: https://www.youtube.com/watch?v=1xQF89_nLI0 Google Play: https://play.google.com/store/apps/details?id=com.lutonstudios.froggo Feedback is greatly appreciated. If you have any suggestions, please email us at lutonstudios@gmail.com. Thank you! William Luton Studios
  13. 1 point
    Try to upload that model to check it for you.
  14. 1 point

    Version 1.6


    Requires unity 5.6.3 or higher. In unity 5 you will have to rebuild the lighting data. In unity 2018.3 you will get MinAttribute error. To fix this error, open MinDrawer script and add following line at the top: using MinAttribute = UnityEngine.PostProcessing.MinAttribute; Also you will have to rebuild the lighting data. *************************** VIDEO TUTORIALS * How to open project: * How to add animated weapon: * How to add weapon by replacing model
  15. 1 point
    Grab that vert in blender or whatever you use and move it forward/backward and see if it’s a combined vert in your modeling app. If it’s is, looks unity is splitting the vert and putting it in the wrong place. If it’s 2 different vertices, combine the 2 and it should fix it p.s. On the other one, it looks like a simple light leak caused split edges (2 edges that doesn’t share vertices)
  16. 1 point
  17. 1 point
    made my account for dis
  18. 1 point
  19. 1 point
    Both shaders made by: u/AdultLink Vertical Dissolve: https://github.com/AdultLink/VerticalDissolve Spherical Dissolve: https://github.com/AdultLink/SphereDissolve
  20. 1 point
    *New weapon wheel. Place on any object in the scene and the variables: class Weapon { var Name : String = ""; var icon : Texture2D; var object : GameObject; //var drawWeaponAnim : Animation; } public var weapons : Weapon[]; public var buttonSize : Vector2 = Vector2(50, 50); public var spread : float = 100; public var iconStyle : GUIStyle; private var selectedWeapon : int; private var guiSettingsApplied : boolean; private var fxClamp : float; private var curFXFloat : float; private var buttonRect : Rect; function Start() { for(var i = 0; i < weapons.Length; i++) { if(i != selectedWeapon) weapons[i].object.SetActive(false); else weapons[i].object.SetActive(true); } } function Update() { if(Input.GetKeyDown("`")) { if(fxClamp == 0) fxClamp = 1; else fxClamp = 0; } if(curFXFloat != fxClamp) curFXFloat = Mathf.MoveTowards(curFXFloat, fxClamp, Time.deltaTime * 5); } function OnGUI() { if(curFXFloat != 0.0) { GUI.color.a = curFXFloat; var fxOffset = spread * (1.0 + (1.0 - curFXFloat)); for(var i : float = 0; i < weapons.Length; i++) { var progression = i / weapons.Length; var angle = progression * Mathf.PI * 2 + curFXFloat; buttonRect = Rect(Screen.width/2.0 + (Mathf.Sin(angle) * fxOffset) - (buttonSize.x/2.0), Screen.height/2 + (Mathf.Cos(angle) * fxOffset) - (buttonSize.y/2.0), buttonSize.x, buttonSize.y); if(buttonRect.Contains(Event.current.mousePosition)) { buttonRect.width *= 1.2; buttonRect.height *= 1.2; buttonRect.x -= (buttonRect.width - buttonSize.x) / 2.0; buttonRect.y -= (buttonRect.height - buttonSize.y) / 2.0; } if(weapons[i].icon) { iconStyle.normal.background = weapons[i].icon; if(GUI.Button(buttonRect, "", iconStyle)) { SwapWeapons(i); } } else { iconStyle.normal.background = null; if(GUI.Button(buttonRect, weapons[i].Name, iconStyle)) { SwapWeapons(i); } } } if(weapons[selectedWeapon].icon) GUI.DrawTexture(Rect(Screen.width/2 - (buttonSize.x/2.0), Screen.height/2 - (buttonSize.y/2.0), buttonSize.x, buttonSize.y), weapons[selectedWeapon].icon); else GUI.Label(Rect(Screen.width/2 - (buttonSize.x/2.0), Screen.height/2 - (buttonSize.y/2.0), buttonSize.x, buttonSize.y), weapons[selectedWeapon].Name); } } function SwapWeapons(to : int) { weapons[selectedWeapon].object.SetActive(false); weapons[to].object.SetActive(true); selectedWeapon = to; //Play weapons[to].animation on your animation component. Make sure you uncomment it in the class above }
  21. 1 point

    Version Final


    The last of my free parkour projects. There is a few more additions to the project to give you a little more variety to choose from. And here is a list of all the parkour abilities: Vaulting over obsticals Climbing on top of obsticals Ledge hanging Monkey bar hanging and Zipline A few of the bugs prior to this version have been fixed. A few bugs remain but nothing threatening. This version has been tested prior to uploading and is exactly how it should be. Hope you enjoy. p.s. This is the final parkour project available for free users Preview the project here: https://dl.dropbox.com/u/95125452/Parkour%20Intermediate.html
  22. 1 point
    Ok, Basically i want to Have a AI follow me simple i can do that but what i want is to be able to control him, not in the sense that i press down key and switch player. But press down a key say Y and get a command wheel appear bit like what you find in dota 2! but will have functions like Attack, Cease Fire, Move, Hold ect. What would be the best method to do this keeping him as a AI or give him a controller? Or do it as a boolean and have the script True to follow False to Hold, also dont want him to attack unless told? Could some one give me a example of scripting please. function Update () { if (Input.GetButtonDown ("q")) { if(GetCompnent(Script).enabled=true) { GetCompnent(Script).enabled = false; } else { GetCompnent(Script).enabled = true; } } } Ok so thinking a script like this attached to each Aspect of the command wheel Except i wouldnt need the, if (Input.GetButtonDown ("q")) as would be using command wheel, And editing OcularCash Weapon Wheel script to be the command wheel, but this is where i need the most help.
  23. 0 points
    Hi, you can buy some kit with AI (or only AI asset) from unity asset store, or you can hire someone who will add AI. I had to remove AI's from this kit, because without AI there is no gameplay and beginners can't release default kit as their game.
  24. 0 points
    I'll have to find it later if I even still have it. It used to be in this topic but when the forum was hacked awhile back, that's one of the things that was lost