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Popular Content

Showing content with the highest reputation since 01/21/2018 in all areas

  1. 15 points

    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
  2. 7 points
    Hello ArmedUnity! I’ve made my first FPS Kit for you and me! It helps me to improve my current knowledge, playing around with code, making new systems.. etc. While Im learning I want you guys to use and improve my progress. You are free to make a game with this! But you will need to change every model! This is completely made from scratch! Even the FPS Controller! I hope I will get some feedback for it. Helps me improve this kit and my knowledge! This Kit will get Daily or Weekly updates! Description: FPS Controller Simple { Crouching, Jumping, Sprinting, Walking } Can Crouch detection under Objects Animated Legs PLACEHOLDER Player Simple Weapon Script Weaponswitching Weapon Drop Rigidbody dragging Simple UI Simple Wallrun Simple Ladder Climbing Simple Parkour Middle Level AI AI search for cover when attacking player AI search for cover that AI is safe AI search for nearest cover AI Weapon Script AI Weapon Reload AI Wandering Script AI Text on head (only visible if player looks at AI) and more! Update 2: Added Sprinting animation Added Pickup animation Improved Parkour Improved Ladder Climbing Improved Legs Fixed Bugs Added 3 Demo Scenes Added Main Menu Added Load Level OnTrigger Script Update 3: Added Simple UI Fixed shooting while running Updated Weapon Drag script Added smooth crouching Commented 50% of the code Added tooltips Update 4: Performance Update 1: Fixed Bugs Fixed Some Errors Added PauseMenu Edited MainMenu (Added Control info for now, next will be editable controls) Updated Weapon Script Updated Player Script Updated MainMenu Script Updated Player Canvas Updated Scenes Removed Several Models, Textures Edited Texture Quality and much more... Update 5: Performance Update 2 Fixed Bugs/Glitches Fixed Errros New Parkour Animation New Jump Animation New Middle Level AI New Gun Models New Gun Animations New Sounds New Ambient Sound New Leg Textures Added Animated AI Added Ammo Pickup Added Drag Collision Detection Added Camera Movement Updated FPS Controller Updated MadPlayer to be more effective Updated Demo Scene Removed 2 Scenes Removed Old Weapons Removed Old Sounds and more.. Update 6: Completly New Version Changelog coming soon.. To-Do: Making code cleaner New Weapons (Explosive) Work on wall running and more... Trello: https://trello.com/c/5g4Zzjyl/7-mad-fps-kit Please give me suggestions of what I could add. Unity version: Unity2017.3.1f or higher. File Name: MadFPSKitV0.9.rar File Size: 553.06MB Download Link: http://www.mediafire.com/file/y916as7a3grm9y1/MadFPSKit0.9.rar/file .EXE Demo Version Link: -- Showcase/Update Videos: Tutorial Videos: Happy Developing! MadWolf Games
  3. 5 points
    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
  4. 5 points
    Review Complete Projects/Packs Leandro Vieira [Gallighan] - Two TV, owner. [Waiting unity review] Unity Asset Store: GitHub Download Page: https://github.com/leandrovieiraa/FreeSurvivalRPGKit Description This is a FREE kit made in Unity Engine (Version 5+), to help developers create your own survival game with RPG aspects. This kit have a great low poly fantasy RPG environment, is intuitive package and easy-to-customize Features Unity's new UI system with modern interface pack. Player and Enemy's. Equipment System based on transform position and prefabs. Health, thirst and hunger system. Point Click, WSAD and Joystick/Controller movement via Navigation Xbox 360 joystick is automatically identified when connecting switching inputs. Point and click controller has to be set and by default the project uses the keyboard and mouse. RPG Camera with Zoom, Rotation and Joystick/Controller Support. Animations via Mecanim. Low Poly FREE 3D Models. Minimap System. Inventory, Loot and Gold System. Death and Respawning. Carefully crafted C# Code. Tottaly FREE to customize. Showcase Screenshots https://imgur.com/a/chhmtdU --
  5. 5 points
    Not sure if this is new news or not, but ProBuilder, Polybrush and ProGrids are now owned by Unity and FREE!! https://assetstore.unity.com/packages/tools/modeling/probuilder-111418 https://assetstore.unity.com/packages/3d/polybrush-beta-111427 https://assetstore.unity.com/packages/3d/progrids-111425
  6. 4 points
    Have you guys seen this made by Makan_Gilani? This is what good game design like: - Element of fear/thrill (important) - Dynamic IK movement - Procedural (scripted) animations - Camera shaking (motion blur) - Destructable environment - (no sound? but imagine what it would be like with sound) The creator said he'll release a public demo soon so I recommend you follow his twitter: https://twitter.com/Makan_Gilani He also previously posted a similar demo: All #MadeWithUnity
  7. 4 points
    One of the first Weapon models I have ever made so please be a bit thoughtful that would be awesome and btw please give me some feedback, have a good day/night Textures: 2k PBR (4k, 8k coming soon) Tris: 15.902 Twitter: https://twitter.com/cottbus99 Artstation: https://www.artstation.com/justin_miersch (FREE-DOWNLOAD)https://www.turbosquid.com/3d-models/3d-weapon-pbr-1275971
  8. 4 points
    So here the first sneak peak. Done in 1 Day (14 Hours of Work).
  9. 4 points
    Hello, everyone! I present to you: Update New Features: Battlechat Leveling Unlocking FPV2 integration
  10. 4 points
    Recently I've been experimenting with different crosshair designs for my game. Since I'm not going to use most of them, I'll just share them with the community. Some of you may find them useful. Crosshair Graphics.rar 10, 32x32 crosshair graphics For best quality, set: Texture Type: Legacy GUI Texture Max Size: 32 Wrap Mode: Clamp Filter Mode: Point (No Filter) Compression: None I made a script as well, in case you are not familiar with programming. I am using the old GUI system here because UGUI can't really handle small images. Let me know if you have any solutions to this problem though!
  11. 4 points

    Version 1.0.0


    Passowold: cfs42522fb -------------------------- Controlles: Frente: (W) Tras: (S) Esquerda: (A) Direita: (D) Abaixar: (C) Correr: (Shift) atira: ( AINDA EM CONTRUÇÃO) MIRA: (AINDA EM CONTRUÇÃO) Compra Arma: (B) Modifica Ama: (F)
  12. 4 points

    Version v1.0


    Simple loading effect for games.
  13. 4 points
    After hours of hard work, I have my scene complete. And upon finishing the scene, I was actually... In love with it. Hope you guys enjoy
  14. 4 points
    Come on guys, you are better than this. At the end of the day we have the same dreams of creating awesome games and applications, and if our opinions and approach would be the same games would be boring More love and not war
  15. 4 points
  16. 3 points
    Just a little script which I have done to help someone recently. It allows to create, using the new UI, a smooth horizontal compass. Regarding the North pole and the player position, it computes a value between -0.5 and 0.5 - exactly what we need so as to set the sprite offset. Put it on your player, set your sprite - no more ++ 0 is the North, 0.25 is the West, -0.5/0.5 is the South, and -0.25 is the East DON'T FORGET - IMAGE WRAP MODE TO "REPEAT" using UnityEngine; using UnityEngine.UI; public class Compass : MonoBehaviour { public RawImage myCompass; void Update() { var lol = MyCompass(new Vector3(this.transform.forward.x, 0, this.transform.forward.z), Vector3.forward, Vector3.up); myCompass.uvRect = new Rect(lol, 0, 1, 1); Debug.Log(lol); } float MyCompass(Vector3 a, Vector3 b, Vector3 n) { float angle = Vector3.Angle(a, b); float sign = Mathf.Sign(Vector3.Dot(n, Vector3.Cross(a, b))); float cmp = (angle * sign)/360; return cmp; // our offset between -0.5 and 0.5 } }
  17. 3 points
    This is just an example project showing how you can use particle bullet marks without instantiating and pooling. Nothing much more to say than just particle weapon effects example. The project I put it in was something I was working on sometime ago and just never got around to finishing it, fixing some of the issues or actually doing something with so thought I'd just use it for this reason here. Download Here edit: warning: this does not account for parenting to moving objects. If it hits a rigidbody, you have to use an instantiated object and parent the mark to the rigidbody per normal
  18. 3 points
    DifficultyLevelManager (singleton) - controls the enumeration for setting the difficulty level. Attach this script to a gameobject called DifficultyLevelManager. SetDifficulty - initializes the inspector-set difficulty level at start (on the DifficultLevelManager) to match the dropdown menu value. Attach this script to a canvas and drag a dropdown menu component onto the inspector/script. Lastly, on the dropdown menu component, drag in the DifficultyLevelManager script into the On Value Changed part of the inspector then select the following function: SelectDifficultyLevel. You're done. This is how you'd use it, but the way you can go about it all depends on your project setup. I'd advise to set this up in a game manager of some kind where you check for conditions based on what the player will be dealing with. Feel free to adjust the script as necessary. Add more difficulty levels, change up the parameters for compatibility with other UI elements if you wish. You can also create separate difficulty mode managers for separate game modes by inheriting from the base class (DifficultyLevelManager) and can either use overrides or interfaces to expand it.
  19. 3 points
    So I wanted to spend the weekend digging into Unity's navigational meshes. I haven't dealt with them much and I will be using them on my current game here soon so I thought, wth, I'll just make a really quick shooter game using some of the models from my game to get used to it. Don't expect anything impressive by anymeans, it's a 2 day project from scratch. Just thought you all will like it. Deathmatch to 15, ai only attacks you. Infinite ammo for both the player and ai. Game download is underneath all the last screenshot. Don't mind the shadows and what not tho, I made this to figure out unitys navigational system, not for any other reason. If you want the source, you can find it here: http://www.mediafire.com/file/4e3tbb2zdf49r9d/JustForFunSource.zip If you just want to play it, you can find the download link underneath the screenshots. ShooterFun.zip
  20. 3 points
    An amazing site which I just found, offering tons of completely free HDRI skyboxes in really high resolution. - up to 16k If you wan't to use any of them in Unity, download the .hdr file from the site, create a new material and set its shader to Skybox > Panoramic. https://hdrihaven.com/
  21. 3 points
    I've made this simple matcap shader in Shader Forge today. The coolest thing about matcap is that it doesn't require any UVs so basically you can use it on any mesh including the ones that doesn't have a UV map. To avoid any confusion, you don't need Shader Forge for the matcap shader to work since it was used only to generate the code. A matcap looks something like this. It's like a pre-baked reflection probe which then gets projected onto the surface of a mesh. You can download the shader here. I prepared a little demo scene as well which you can see in the picture below. Matcap.unitypackage
  22. 3 points
    This game is gonna be lit im telling you
  23. 3 points

    Version 1.0.0


    Hey, here are some grenades I made for other projects. Decided to share some with the community... hope you guys like them 3 Grenades // 2048x2048 maps // 3 components per grenade // -albedo -normal -specular -ambient occlusion
  24. 3 points
    Having nothing more to say - vroum vroum ++ https://www.humblebundle.com/store/f1-2015
  25. 3 points
    Here is a lowpoly skateboard I just finished. It's not perfect but works good for my needs. It's not seperated for moving parts or anything an uv map was done pretty quickly. There's two different textures because I'm only using the color palette but wanted to throw a logo in there when posting Skateboard.zip