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OneManArmy

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Everything posted by OneManArmy

  1. show us code you used with GetComponentsInChildren. Personally i wouldn't use GetComponentsInChildren, if it will be used often.
  2. OneManArmy

    Long time

    We always had small group of active members (less than 1%). 99% of members came here just to download something. Now most from this 1% grew up (literally and as devs) and moved forward. New generation now follows Brackeys, quill18 and join their community's. By the way, 800k subs for channel related to game dev(unity tutorials)... holly shit. Few years ago i thought that it is not possible. @Erarnitox Not "kit was transformed", but i started to work on another project. Modern FPS was made from all kits. Actually more code from Free FPS Kit was used, then from Premium.
  3. Thanks to changes in unity 2018.2 i stuck on 2018.1
  4. что со звуком? Чем ты звук записывал? из динамика микрофон сделал?
  5. @Erarnitox helicopter was in old version
  6. https://www.youtube.com/results?search_query=unity+UI+healthbar
  7. Omg, it's such a quest They give you game for "free", but only way to get is for free is to send it as gift? and you can't send it to yourself, right? I need tutorial...
  8. If you can't figure out why player can't move, then you should not use this kit - you are not ready to make multiplayer game. If you need help with something, then create topic in forum and explain what are you trying to achieve.
  9. "Nothing here is working" = what exactly is not working? maybe contact author, or ask for help in forum. broken = only for noobs. If project was made in older version of unity engine - errors are expected.... outdated = we are not removing old files and there are many devs who are using old versions of unity engine. Also if you are not noob, you can update any project.
  10. And he commented 2 years ago... why do you bump up old topics?
  11. https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
  12. Basically each month Epic will give assets from Unreal Marketplace for free. This month you can get following assets for free (save 180 euro) : Advanced Locomotion System V3: https://www.unrealengine.com/marketplace/en-US/slug/advanced-locomotion-system-v1 Crazy Insane Dining Sets: https://www.unrealengine.com/marketplace/en-US/slug/crazy-insane-dining-sets DENT - Networked Destruction: https://www.unrealengine.com/marketplace/en-US/slug/dent-destructible-environment Mega Game Music Collection: https://www.unrealengine.com/marketplace/en-US/slug/mega-game-music-collection Melee Weapons Pack: https://www.unrealengine.com/marketplace/en-US/slug/melee-weapons-pack And New Permanently Free Content: Advanced Glass Material Pack: https://www.unrealengine.com/marketplace/en-US/slug/advanced-glass-material-pack City Subway Train - Modular: https://www.unrealengine.com/marketplace/en-US/slug/city-subway-train-modular
  13. OneManArmy

    Refresh Rate

    If you have 120Hz, or 144Hz monitor, will you play on 60Hz? Limit framerate by setting lower refresh rate? As i understand there are few requirements: 1) vsync should be on 2) fullscreen And because of these requirements players are confused... they set resolution with refresh rate, but refresh rate will not apply (in many cases). It will change to your monitor refresh rate. But most (if not all) games has option to set framerate. And there are other ways to set fremerate limit.
  14. OneManArmy

    Refresh Rate

    Hi, maybe someone can explain purpose of different refresh rates in resolutions? Why do we even need refresh rate options in resolutions, if by default unity will switch to the highest refresh rate supported by the monitor.
  15. If you are using PUN2 v2.8.1 then: In Assets\Photon\PhotonUnityNetworking\Code\PhotonNetworkPart.cs inside OnOperation method (line 2185) add: case OperationCode.JoinGame: if (Server == ServerConnection.GameServer) { PhotonNetwork.LoadLevelIfSynced(); } break; And result should be: private static void OnOperation(OperationResponse opResponse) { switch (opResponse.OperationCode) { case OperationCode.GetRegions: if (ConnectMethod == ConnectMethod.ConnectToBest) { string previousBestRegionSummary = PhotonNetwork.BestRegionSummaryInPreferences; if (PhotonNetwork.LogLevel >= PunLogLevel.Informational) { Debug.Log("PUN got region list. Going to ping minimum regions, based on this previous result summary: "+previousBestRegionSummary); } NetworkingClient.RegionHandler.PingMinimumOfRegions(OnRegionsPinged, previousBestRegionSummary); } break; case OperationCode.JoinGame: if (Server == ServerConnection.GameServer) { PhotonNetwork.LoadLevelIfSynced(); } break; } }
  16. you reinstalled windows? ok as i already wrote - wait for update.
  17. I made build from project where i tested package and everything works as expected: As i can see PUN 2 had update... maybe they changed something, or bug. Tomorrow i will check what is going on... wait for update.
  18. Hold right mouse button to pick => release RMB to drop, or press LMB to throw.
  19. Version 1.0

    58 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)
  20. It's hard to understand what exactly you want. Your code sample already is answer on your question. Maybe? void Start(){ for(int i = 0; i < activeObjects; i++){ weapon_carry_pistol[i].SetActive(true); } }
  21. Version 1.0

    191 downloads

    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 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 4. Add scenes in Build Settings Step-by-step tutorial: https://www.youtube.com/watch?v=LINYYNt5BmE IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  22. Pay attention to section... it is showcase... here developer can show his own game, not only give you something to download.
  23. I downloaded project and tested in latest version of unity engine. There are only 3 errors. "error CS0104: `MinAttribute' is an ambiguous reference between `UnityEngine.MinAttribute' and `UnityEngine.PostProcessing.MinAttribute'" To fix errors simply double click on error and replace: "MinAttribute" with "UnityEngine.PostProcessing.MinAttribute" Or in Project window search for "MinDrawer" script and replace code with: using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [CustomPropertyDrawer(typeof(UnityEngine.PostProcessing.MinAttribute))] sealed class MinDrawer : PropertyDrawer { public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { UnityEngine.PostProcessing.MinAttribute attribute = (UnityEngine.PostProcessing.MinAttribute)base.attribute; if (property.propertyType == SerializedPropertyType.Integer) { int v = EditorGUI.IntField(position, label, property.intValue); property.intValue = (int)Mathf.Max(v, attribute.min); } else if (property.propertyType == SerializedPropertyType.Float) { float v = EditorGUI.FloatField(position, label, property.floatValue); property.floatValue = Mathf.Max(v, attribute.min); } else { EditorGUI.LabelField(position, label.text, "Use Min with float or int."); } } } }
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