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Everything posted by geckoo

  1. 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 ++
  2. geckoo


    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
  3. 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)); } } }
  4. I am sorry, but no. Learn by yourself and do the work ++
  5. 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
  6. 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 ++
  7. 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 ++
  8. 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 } } }
  9. 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) };
  10. 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 ++
  11. geckoo

    Ball movement script

    Hello, I hope that you will find it
  12. maybe at first you could just learn on Unity tutorial how to use it
  13. Maybe because this project had been shared almost 3 years ago - and now it is no more available ? Try on GitHub ++
  14. A little function which is really useful - just to check in a string some forbidden characters and 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 }
  15. 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); }
  16. Maybe you know that, but I only today understand that we can use rich text : Debug.Log("<color=red>Alert message</color>");
  17. One word - amazing. Thank you for sharing. I really appreciate ++
  18. Hello. It's a little bit strange. I guess that you don't understand what you are doing. I don't know what you are trying to do exactly, however if you want some instanciating shaders examples, I recommend you to take a look at this page - there is an interesting explanation about instanciating shaders. I wish you the best : https://catlikecoding.com/unity/tutorials/rendering/part-19/
  19. geckoo

    Night Crisis

    It reminds me BF4 Interesting. However I thing that FX on camera are a little bit too loud/weird ++
  20. https://www.epicgames.com/store/fr/product/what-remains-of-edith-finch/home 88% on Metacritic - Cool game with an amazing aesthetic and an unusual gameplay - for free on Epic platform. This game has been created by those who released a few years ago The Unfinished Swan - all is said ++
  21. geckoo

    Fan Movies

    https://fanmoviewatch.com Often I shared with you some short movies especially those which has been created so as to copy/paste a blockbuster or a great universe - or a movie or a game, etc. Maybe you know KungFu Fury or Galactic Battles 2018, etc. Today I found an interesting site with many Fan Movies - some are great and as usual some are bad. However it is worth - take a look at the link which I posted upper. I watched some of them and they are really well done. As a proof of my allegation I want to share with you one reference - Portal: No Escape ++
  22. Hi. I recommend you to use a list which you could easily convert to an array. A few months ago I had written an old post about a similar request - it seems to me that it is exactly what you are trying to do. Take a look at the function sortArray which call another one - checkDistance - so as to sort in a list all objects - nearest to farthest. Then the list is converted to an array. I see in your previous code that you know how to use a simple loop - so you can interact with the three first objects in your array. I hope that it could be useful to you ++ https://armedunity.com/topic/15494-sort-an-array/
  23. geckoo

    Super Meat Boy

    For free on Epic games - a new platform ++ https://www.epicgames.com/store/en-US/product/super-meat-boy/home
  24. It has been posted just 3 days ago. I found it on Twitter, but I guess that in a few weeks it could be famous as was KungFu Fury which is my favorite indie movie ++
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