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Showing content with the highest reputation since 01/14/2019 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. 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/
  3. 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
  4. 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
  5. 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 }
  6. 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.
  7. 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.
  8. 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