Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

T3kaT0kIkuTa

Newbie
  • Content Count

    23
  • Joined

  • Last visited

  • Days Won

    1

T3kaT0kIkuTa last won the day on April 17

T3kaT0kIkuTa had the most liked content!

Community Reputation

22 Excellent

1 Follower

About T3kaT0kIkuTa

  • Rank
    Newbie

Profile Information

  • Gender
    Male
  • Location:
    Germany
  • Interests
    Programming :D
  1. I use the color tag and its working perfectly.
  2. You can use HTML tags like "<color=red>This is in red</color>". There are more tags available: More info. It's not possible, or at least very hard, to render images inline with Labels. Example for a Label with different colors: GUILayout.Label("This text is in <color=orange>Orange</color> and <color=green>Green</color>");
  3. Thanks The node saying "Master node" is the final node. It is showing the final output. Later you will be able to save this output.
  4. I have been working on a node-based texture creator. This is my progress so far. What do you think? Screenshot:
  5. I was browsing unity forums and found this. Not by me. http://forum.unity3d.com/threads/235027-Lux-%96-an-open-source-physically-based-shading-framework Looks amazing btw.
  6. Wow, nice work, keep up the good work
  7. Hello I was bored, so i wrote a UnityEditor script, which is a small music player. I used a external library called NAudio for this. Screenshot: https://www.dropbox.com/s/bn7go4h5tyo5y6u/Music.jpg Link: https://www.dropbox.com/s/qli1ybab262qv76/MusicPlayer.zip How to use: Download the .zip file and extract the "MusicPlayer" folder into your "Editor" folder to use it. Open the Music player window. Click "Change path" Now select the folder in which your *.mp3 files are. Now expand "Music list" and click one Track. A red highlighted track is the previous played one. A green highlighted track is the current playing one. Note: Shuffle and the skip Track buttons are not working. I will fix this later. Have fun.
  8. Try setting the Rendermode of your light to Important.
  9. Thanks. I edited the script. Now it should call FindObjectsOfType, only if no ParticleSystems are attached.
  10. This script simulates a magnet for particles. How to use: - Create new GameObject and assign script - Assign ParticleSystems and tweak variables using UnityEngine; using System.Collections; public class ParticleMagnet : MonoBehaviour { public ParticleSystem[] particleSystemsToAffect; public float radius = 5; public Vector2 randomForce = new Vector2(0, 100); public float maxSpeed = 10.0f; public void Update() { if (particleSystemsToAffect.Length == 0) if ((particleSystemsToAffect = GameObject.FindObjectsOfType<ParticleSystem>()).Length == 0) return; for (int i = 0; i < particleSystemsToAffect.Length; i++) { ParticleSystem.Particle[] p = new ParticleSystem.Particle[particleSystemsToAffect[i].particleCount]; particleSystemsToAffect[i].GetParticles(p); for (int j = 0; j < p.Length; j++) { float dist = Vector3.Distance(transform.position, p[j].position); if (dist < radius) { Vector3 dir = (transform.position - p[j].position); float finalForce = Mathf.Clamp((dist / radius), 0.0f, 1.0f); p[j].velocity += Vector3.ClampMagnitude(dir * finalForce * Random.Range(randomForce.x, randomForce.y) * Time.fixedDeltaTime, maxSpeed); } } particleSystemsToAffect[i].SetParticles(p, p.Length); } } }
  11. This is a script for making blinking text. Just call FlashingText.ShowLabel(); in your OnGUI() function. Parameters: - rect: position on screen - text: text to show - col: color of the text - min: minimum allowed transparency - max: maximum allowed transparency - speed: speed of flashing Hope you like it using UnityEngine; public static class FlashingText { public static void ShowLabel(Rect rect, string text, Color col, float min = 0.0f, float max = 1.0f, float speed = 1.0f) { Color backup = GUI.color; Color colToUse = col; colToUse.a = Mathf.PingPong(Time.realtimeSinceStartup * speed, max - min) + min; GUI.color = colToUse; GUI.Label(rect, text); GUI.color = backup; } }
  12. Maybe you mean forward direction? Then its transform.forward or: RaycastHit hit; //Raycast(origin, direction, hitInfo, distance) Physics.Raycast(transform.position, transform.forward, out hit, 5); It casts a ray from the transforms position into the direction the local z axis (blue axis) is pointing at.
  13. So my question is, where is calculating the weapon position and rotation better? Client or Server? I mean weaponsway, recoil and so on.
  14. Thanks I will add more detail to it and try to texture it
×
×
  • Create New...