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geckoo

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Everything posted by geckoo

  1. geckoo

    Welcome To princeland for free

    https://freebies.indiegala.com/welcome-to-princeland-sp-version/ Welcome to Princeland, the south east of Oman Sea. This is a place which is used by powerful countries to do drug trials and technology experiments. A place that has 800% tax rate, where you can barely stay alive. You are a part of the rebellion against the prince who exploit his people with taxes. Gather the best weapons, vehicles and followers to crush his army. By upgrading your skills, challenge him at different difficulty mods. After his funeral, we will all able get weapons, vehicles and followers tax-free. If you dare - I cannot. The story seems so boring 😕
  2. geckoo

    Email send c#

    I think that it doesn't work on mobile device because of security protocol - but I guess only. I didn't tested it... If you cannot send your mail for any reason, you have an error message which gives you an information : SmtpException: 535-5.7.8 Username and Password not accepted. Learn more at (link) - bad user name or password, Socket Exception (bla bla) - smtp is not reachable, wrong port, etc. In other case, you can see the final message "success"... For more information about exception and how you can catch them using its status code, take a look at the link below ++ https://docs.microsoft.com/en-us/dotnet/api/system.net.mail.smtpexception?view=netframework-4.7.2
  3. geckoo

    The Future of Unity!

    Bullshit! Respectfully I understand what meant your cousin, but honestly I have a doubt about his skill regarding this question. I could argue a few hours with you, but I prefer only quote some games which are good - and bankable - if you think that you need money developing your own projects : SuperHot, FireWatch, LayersOfFear, CupHead, TheRoom, MonumentValley, BroForce, Poney Island, SolarGun, Inside, HandOfFaith, Endless Space2, SubNautica, and more more more. I played almost all games which I quoted previously - and they are really good - better than some sh** which had been released using Unreal Engine 😕 Maybe Unity is not the best, the most beautiful, efficient or something else - OK (I don't agree), but it is not the least. I cannot imagine myself working on another engine. Take a look at the link below and you can see that many interesting games ($$$) have been developed under Unity. Considering all efforts that the Unity team does today so as to increase quality and power of their engine, I guess that the future will be amazing for Unity and its community ++ https://en.wikipedia.org/wiki/List_of_Unity_games
  4. geckoo

    Side lenght by radius

    I am trying to simplify what you said. On this page (which I linked) there is a function. I was trying to put this code in my script, but even thought I tried many ways, it doesn't work. However I fixed my problem using another way. Forget it - but thank you for your answer
  5. geckoo

    Side lenght by radius

    Hello. I wonder how I can "translate" in C# a function which gives the lenght of side for a regular polygon, inscribed in a circle, giving only its radius. On the web I founded this explaination, but I cannot understand the proper way for using it in Unity. I tried for a hexagon something like float lenght = (2 * radius) * Mathf.Sin(180 / 6); but it doesn't work. I missed something. Have you an idea? https://www.mathopenref.com/polygonsides.html r is the radius and n the number of sides : side = 2r sin (180/n)
  6. geckoo

    Side lenght by radius

    I read : sin is the sine function calculated in degrees
  7. geckoo

    Another Lost Phone for free

    https://freebies.indiegala.com/another-lost-phone-lauras-story/ Free DRM - no Steam key This game is designed as a narrative investigation where you must piece together elements from the different applications, messages and pictures to progress. Scrolling through the phone’s content, you will find out everything about Laura: her friendships, her professional life and the events that led to her mysterious disappearance and the loss of this phone ++
  8. geckoo

    StarWars/For Honor Type Game

    You did an amazing work. I hope that you can reach your dream - whether creating a commercial game or working on those universes which you like... I wish you the best developing your project. Show us some progress regularly - and have fun ++
  9. geckoo

    StarWars/For Honor Type Game

    Really interesting. Nice aesthetic. There is here a good potential. However I would like to ask you about something which could offend you (sorry) - this is not my will. Why are you wasting so many time and energy, developing a game, which you cannot sell because you have no copyright? Maybe you don't want to sell something and you are developing this project as a fan. Clearly you have skill so as to do something good. Respectfully why don't you want to create your own game? I wish you the best ++
  10. geckoo

    AU FPS KIT

    Unity shares really interesting tutorials to learn how to use their engine and some basics about C#. Take a look at the link below ++ https://unity3d.com/fr/learn/tutorials
  11. geckoo

    GameObjects spawning!

    Your code is really hard coded - however it works. I tested it. I guess that you did a mistake setting enemies. In your code you use some defined values (Random.Range(0, 5); If you have less than 5 enemies it doesn't work when it selects an empty slot. So I recommend you to check the lenght of your array to set a limit - exactly like you do with your respawn spawn array. If you want to use a canvas element for each enemy, you have to use a canvas, but in World Space mode. You have many tutorials on YouTube about it. I wish you the best ++ PS : a clean code is the key to success using System.Collections; using UnityEngine; public class EnemySpawner : MonoBehaviour { public GameObject[] enemies; public Transform[] spawnPoints; public float waitMin = 0.0f; public float waitMax = 2.0f; public bool stop; void Start() { StartCoroutine(waitSpawner()); } IEnumerator waitSpawner() { while (!stop) { Instantiate(enemies[Random.Range(0, enemies.Length)], spawnPoints[Random.Range(0, spawnPoints.Length)].position, Quaternion.identity); yield return new WaitForSeconds(Random.Range(waitMin, waitMax)); } } }
  12. geckoo

    One Big Game

  13. geckoo

    Kholat for free

    https://store.steampowered.com/app/343710/Kholat/ Kholat is free on Steam for a few hours - если тебе нравится гулять по лесу зимой
  14. geckoo

    [Script] Auto-Reload FPS Kit

    I am sorry, but no. Learn by yourself and do the work ++
  15. geckoo

    [Script] Auto-Reload FPS Kit

    LiwaHadri - my dear friend. Respectfully all your questions or requests show us an evidence - you are an absolute beginner. there is no shame in that - we were beginners too a few years ago. Please don't be offended by my advice. Don't use this kit or even any script which are available here or on the web before you have learned the basics. Today you are not able to do difference between a C# script and a JS - it's laughable. Really you have to learn some good tutorials - and all you need is below ++ https://unity3d.com/fr/learn/tutorials Mes amis tunisiens parlent couramment français et j'espère que c'est ton cas. Franchement, c'est ennuyeux. Tu poses des questions qui reposent sur un seul fait - tu es un débutant, lequel ne sait rien. Ce n'est pas grave - nous l'étions aussi. Commence par apprendre en utilisant des tutoriels adaptés à ton niveau. Tout ce dont tu as besoin est dans le lien ci-dessus. Bien sûr, tu peux nous interroger si tu ne comprends pas quelque chose, mais pose de vrai questions. Je te souhaite le meilleur - bon courage ++
  16. geckoo

    Regular shapes in a circle

    Thank you OcularCash for your answer. It helped me to find the solution I can set each point using a radius this way : for (int i = 0; i < numberOfPoints; i++) { float angle = i * Mathf.PI * 2 / numberOfPoints; Vector3 pos[i] = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0) * radius; } More easy - more efficient. It works perfectly. Thank you ++
  17. geckoo

    Regular shapes in a circle

    Hello. I am working on a script so as to create dynamically regular 2d shapes, only setting a circle radius in which shape is drawn. For shapes which use an even number of sides it's easy - I post below an example about how to create a regular hexagon (it's more or less the same principe for square and octogon because h² = AB² - (AB/2)² ). However I have no clue how I could compute these coordinates in the circle for shapes which are buildt with an odd number of sides like a pentagon or a heptagon. I am not really good with trigonometry. Have you an idea? Thank you ++ verticesHexagon = new Vector2[] { new Vector2(0f, radius), new Vector2(radius - (Mathf.Sqrt(radius) - Mathf.Sqrt(radius/2)), radius/2f), new Vector2(radius - (Mathf.Sqrt(radius) - Mathf.Sqrt(radius/2)), -radius/2f), new Vector2(0f, -radius), new Vector2(-radius + (Mathf.Sqrt(radius) - Mathf.Sqrt(radius/2)), -radius/2f), new Vector2(-radius + (Mathf.Sqrt(radius) - Mathf.Sqrt(radius/2)), radius/2f) };
  18. geckoo

    Broken/Frozen Glass

    Working on a simple shader so as to apply a picture on screen, I found a way to create a broken glass shader like in Metro 2033. Also you can use this shader to create a frozen effect. I guess that it could be interesting for FPS project as damage FX or something else... As usual I use a sub folder callad MyShaders where my shaders are. Take a look at the link where I posted a picture ++ https://imgur.com/a/m2TC8ex PS : I use this texture in my project ++ https://yandex.com/collections/card/5aaa1d47be1d770087ac9f00/ using UnityEngine; [ExecuteInEditMode] [RequireComponent(typeof(Camera))] public class BrokenScreenFX : MonoBehaviour { public Texture2D texture; [Range(0, 1.0f)] public float Amplitude = 0.5f; [Range(0, 1.0f)] public float Bias = 0.5f; Camera cam; private Shader BrokenScreenShader = null; private Material BrokenScreenMaterial = null; bool isSupported = true; void Start() { CheckResources(); if (texture == null) texture = Resources.Load("BrokenScreen") as Texture2D; } public bool CheckResources() { BrokenScreenShader = Shader.Find("MyShaders/BrokenScreen"); BrokenScreenMaterial = CheckShader(BrokenScreenShader, BrokenScreenMaterial); return isSupported; } protected Material CheckShader(Shader s, Material m) { if (s == null) { Debug.Log("Missing shader on " + ToString()); this.enabled = false; return null; } if (s.isSupported == false) { Debug.Log("The shader " + s.ToString() + " is not supported on this platform"); this.enabled = false; return null; } cam = GetComponent<Camera>(); cam.renderingPath = RenderingPath.UsePlayerSettings; m = new Material(s); m.hideFlags = HideFlags.DontSave; if (s.isSupported && m && m.shader == s) return m; return m; } void OnDestroy() { #if UNITY_EDITOR DestroyImmediate(BrokenScreenMaterial); #else Destroy(BrokenScreenMaterial); #endif } void OnRenderImage(RenderTexture source, RenderTexture destination) { if (CheckResources() == false) { Graphics.Blit(source, destination); return; } BrokenScreenMaterial.SetFloat("_amplitude", Amplitude/100); BrokenScreenMaterial.SetFloat("_bias", Bias * 100); BrokenScreenMaterial.SetTexture("_MainTex2", texture); Graphics.Blit(source, destination, BrokenScreenMaterial); } } Shader "MyShaders/BrokenScreen" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _MainTex2 ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { Cull Off ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform sampler2D _MainTex2; uniform float _amplitude; uniform float _bias; uniform float4 _ScreenResolution; uniform float2 _MainTex_TexelSize; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv = uvst.xy; float2 brokenUV = uv; float3 fracture = (tex2D(_MainTex2, uv).rgb * _amplitude); fracture += (tex2D(_MainTex2, uv).rgb * _bias); brokenUV += float2(fracture.r, fracture.r)/512; float3 sum = tex2D(_MainTex, brokenUV).rgb; sum = sum + (fracture * _amplitude); return float4(sum, 1.0); } ENDCG } } }
  19. geckoo

    Ball movement script

    More seriously, you could just explain what you are trying to do, posting a first attempt which we can fix if it doesn't work, etc. You throw a little sentence, waiting something from us - please be explicit, respecting members and I guess that someone could help you... Respectfully don't be lazy ++
  20. geckoo

    Ball movement script

    Hello, I hope that you will find it
  21. geckoo

    problem open project :(

    maybe at first you could just learn on Unity tutorial how to use it 😦
  22. geckoo

    Agar.io Kit Download Free Photon

    Maybe because this project had been shared almost 3 years ago - and now it is no more available ? Try on GitHub ++
  23. geckoo

    Tips tips tips (and more)

    A little function which is really useful - just to check in a string some forbidden characters ans its lenght ++ string checkName(string nn) // nickname { int max = 15; // max chars as nickname nn = Regex.Replace(nn, "[^\\w\\._]", ""); // erase forbidden special chars return (nn.Length < max) ? nn : nn.Substring(0, max); // use only the first ones - 15 chars }
  24. Hi Fellows! Sometimes we use always the same functions or commands in order to code an action or a behavior. These lines are often used in scripts, but it is possible to optimize code. I would like to share some tips here just to start a new section. If you have an useful idea (maybe just one line) and if you want to share it with us, give us a brief explanation and why this alternative is better than the previous. Don't forget that sometimes the simplest things are better than hardest. Best regards ++
  25. geckoo

    Tips tips tips (and more)

    Mathf.Lerp linearly interpolates between a and b by time - and our object goes slowly at the end. To get the same speed between a and b, we can increase it using percentage accomplished (0 to 1) ++ https://docs.unity3d.com/ScriptReference/Mathf.Lerp.html float timeLerped = 0.0f; float timeToLerp = 15.0f; private void Update() { timeLerped += Time.deltaTime; this.transform.position = Vector3.Lerp(this.transform.position, new Vector3(0, 0, 0), timeLerped / timeToLerp); }
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