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.

geckoo

Moderators
  • Content Count

    2,692
  • Joined

  • Last visited

  • Days Won

    130

geckoo last won the day on October 7

geckoo had the most liked content!

Community Reputation

750 Excellent

About geckoo

  • Rank
    Суета сует и погоня за ветром

Profile Information

  • Gender
    Male
  • Location:
    - между раем и адом

Recent Profile Visitors

3,888 profile views
  1. Your semi-monthly visit? какие новости?
  2. geckoo

    error CS0246

    So I would like to know if this script is attached on your gameobject named CameraPivot?
  3. geckoo

    error CS0246

    It means that you are trying to call a script (look) which doesn't exist on your object CameraPivot ++
  4. geckoo

    Camera sway effect

    Thank you _Zac. Really good stuff - which I integrated into my project Azymuth so as to add a cool FX. Smooth and efficient ++
  5. geckoo

    error CS1525: Unexpected symbol `else'

    Personal preference. For one line it's just useless... I guess that a debate about it could be even more useless
  6. geckoo

    error CS1525: Unexpected symbol `else'

    When I read your answer, I said to myself you are trolling us Many of these brackets could be ignored in this script. I have never understand why some want to put brackets when there is only one command line after a condition. Also I noticed that you forgot to add index in your loop. How could you disable some components? Take a look at this script which works as expected ++ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace Networking { public class ComponentsToDisable : NetworkBehaviour { public List<Behaviour> Components = new List<Behaviour>(); private void Start() { if (!isLocalPlayer) for (int i = 0; i < Components.Count; i++) Components[i].enabled = false; // index else Camera.main.gameObject.SetActive(false); } } }
  7. geckoo

    Main Menu Concept

    Unusual - really nice. I would like to see more elements and something more realistic as a table or a board because I have no clue what it is ++
  8. geckoo

    Selective Bump

    Answering to a question, I share with you a simple material shader which allows to select zone applying a Bump FX ++ No bumped no masked (original texture) Bumped but no masked Bumped and masked with a simple frame Shader "Custom/SelectiveBump" { Properties { _MainTex("Albedo (RGB)", 2D) = "white" {} _MaskTex("Mask", 2D) = "white" {} _BumpMap("Bump Map", 2D) = "bump" {} } SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; sampler2D _MaskTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; float2 uv_MaskTex; float2 uv_BumpMap; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); fixed4 m = tex2D(_MaskTex, IN.uv_MaskTex); o.Albedo = c.rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap) * m.a); // apply mask } ENDCG } FallBack "Diffuse" }
  9. geckoo

    Shader form AssetBumdle

    Well. I took a look at this shader because a parameter seamt to me wrong - mask doesn't work. I guess that the developer has tried to apply a selective bump FX according a mask texture. I fixed this mistake - and now it works great. Bump FX is shaded. Try it ++ No bumped no masked (original texture) Bumped but no masked Bumped and masked with a simple frame Shader "Custom/SelectiveBump" { Properties { _MainTex("Albedo (RGB)", 2D) = "white" {} _MaskTex("Mask", 2D) = "white" {} _BumpMap("Bump Map", 2D) = "bump" {} } SubShader { Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; sampler2D _MaskTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; float2 uv_MaskTex; float2 uv_BumpMap; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); // main texture fixed4 m = tex2D(_MaskTex, IN.uv_MaskTex); // mask texture (use normal) o.Albedo = c.rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap) * m.a); // mix bump and mask textures } ENDCG } FallBack "Diffuse" }
  10. geckoo

    Shader form AssetBumdle

    I assume that it's just a material shader - I guess a simple bumped diffuse with a mask. I noticed some bad characters in this script which I erased. Replace previous by this one. It works for me ++ Shader "Custom/Shader" { Properties{ [Enum(UnityEngine.Rendering.CullMode)] _Culling("Cull Mode", Int) = 2 [NoScaleOffset] _MainTex("Albedo (RGB)", 2D) = "white" [NoScaleOffset] _MaskTex("Mask", 2D) = "white" [NoScaleOffset] _BumpMap("Bump Map", 2D) = "bump" } SubShader{ Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" } LOD 200 Cull[_Culling] Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; sampler2D _MaskTex; sampler2D _BumpMap; struct Input { float2 uv_MainTex; float2 uv_MaskTex; float2 uv_BumpMap; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); fixed4 m = tex2D(_MainTex, IN.uv_MainTex); // wtf? o.Albedo = c.rgb; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); o.Alpha = m.rgb; } ENDCG } FallBack "Diffuse" }
  11. geckoo

    Debug.Mode

    Hello. I need someone to test my latest project - an intuitive minimalist puzzle game which is named Debug.Mode (for windows). It is ready for release... I would like to read a brief feedback about mechanic, main gameplay, mood, etc. If you have just one hours (or less), let me know please - send me a PM. Thank you for your support ++ https://imgur.com/a/R67TyWP
  12. geckoo

    Psychedelic Trance Music

    Really I would like to hear more tracks from you - show us your new work soon ++ Good luck in your quest to the almighty sound
  13. geckoo

    Psychedelic Trance Music

    Hello Zac. Well done and pleasant. However I am not an unconditional fan of this music, even through I like all creative activities. For this reason I took a look at your work and I listened. Well It is a little bit repetitive no? It seems to me that it is always the same track, but it's good enough. I would like to hear more varations - maybe a melodic sequence. I assume that I don't understand the main feelings because I am from an another generation - when playing a real instrument meant something. Don't be offended by my explaination. In fact, I liked this beat - not a music, just some good vibes to have a bit of fun no? The more important can be summarized this way : if you like it, do it - no matter they say (even me) ++
  14. geckoo

    Prototype

    I did a big update yesterday adding a dynamic sky with cloud, another amazing edge detection FX which is really impressive and a vignetting more efficient. On the main project page, there is a picture which shows the main renderer using those three FX in the same time - and they work as expected through the portals too (legacy FX don't do that). And a big big big clean up on the main project ++ https://geckoo1337.itch.io/project-a
  15. As said OcularCash, I used too this way to save modifications on objects - copy component/paste values However you presented us a good stuff. Thank you ++
×