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geckoo

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Everything posted by geckoo

  1. geckoo

    Unity FPS

    Impressive work with many beautiful shaders. This game seems to me really smooth. I have to test it soon, but before I need to upgrade my Unity version - it works only using 2018.3 ++
  2. geckoo

    Unity FPS

    I have no words - just amazing free asset for those who are creating a FPS ++ https://blogs.unity3d.com/2018/10/24/introducing-the-fps-sample/ https://unity.com/fps-sample
  3. Всё в порядке. Спасибо большое тебе. Я понимаю твои чувства, ведь я пробую найти времени, чтоб я мог закончить некоторые проекты. Времени не хватает - у всех так бывает. Тем не менее, тебе желаю успехов. Пока ++ I don't know if code works always as expected. Maybe it is deprecated and outdated. Try it. Share it. Thank you ++
  4. Oh I know that. My project Azymuth was had encountered the same annoying situation. Since 5.3 it did not work - and suddenly without any explanation, it works fine as expected using Unity 2018.2 As said someone here, you could check explainations about each update on Unity site so as to find a difference which causes an error ++
  5. Pylow - арена на которой нас ожидает море крови и мяса (comment from a player) It seems to me that there is no many players online according some comments... I would like to try, but alone it's not really fun ++
  6. Take a look at these video which seem to me really useful soas to promote an indie project ++
  7. geckoo

    error CS0246

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

    error CS0246

    It means that you are trying to call a script (look) which doesn't exist on your object CameraPivot ++
  9. Thank you _Zac. Really good stuff - which I integrated into my project Azymuth so as to add a cool FX. Smooth and efficient ++
  10. Personal preference. For one line it's just useless... I guess that a debate about it could be even more useless
  11. 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); } } }
  12. 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 ++
  13. 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" }
  14. 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" }
  15. 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" }
  16. 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
  17. 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
  18. 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) ++
  19. 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
  20. 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 ++
  21. geckoo

    Prototype

    I posted today a simple prototype in which you can play with some interesting mechanics - portals, custom gravity (controller/objects), etc. This is not a game, but instead a sandbox for a future project (maybe a FPS style DeadCore). Now I have no clue what I could do with it (or more exactly what I want to do), but I am very happy because I fixed many bugs using Unity 2018.2 version. I improved code but I have a big amount of work so as to reach my goal. Take a look at this first release which is available on Itch.io and leave a comment if you want to help me developing this new project ++ https://geckoo1337.itch.io/project-a
  22. geckoo

    sort an array

    It could be interesting to do a test Writing my explanation, it were no really clear. I did some minor changes explaining code ++
  23. geckoo

    sort an array

    Recently, playing with enemies in my latest LD entry, I noticed that when I use an array in runtime, there is no order. As an example, using FindGameObjectsWithTag, obviously there is no logic, sorting all corresponding objects. However often we have to avoid some conflict between those objects. Another difficult issue is the fact that the player moves and its enemies too (the first now maybe will be the last soon). In my latest projects, the nearest enemy had to approach the player, then the second, the third, etc - and finaly the farthest. This way no one comes across its previous comrade in the line. So I find a way to sort an array, using a list and according a simple or complex function. In this code, I show you the method, but of course, you can improve it regarding your goal. A good stuff - a little tip ++ using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; // necessary to use a list public class SortArray : MonoBehaviour { public GameObject[] objs; List<GameObject> oo = new List<GameObject>(); float timer = 1.0f; IEnumerator Start() { objs = GameObject.FindGameObjectsWithTag("objTag"); // our array yield return new WaitForSeconds(1.0f); sortArray(); // sort an array using a list yield return new WaitForSeconds(1.0f); for (int i = 0; i < objs.Length; i++) if (objs[i] != null) Destroy(objs[i], timer * i); // for this example, I destroy them } float checkDistance(Transform x) { // simple function checking distance return Vector3.Distance(this.transform.position, x.transform.position); } // array to list - sort objects - list to array void sortArray () { // convert objects in a list by distance oo = objs.ToList(); // array to list oo = oo.OrderBy(x => checkDistance(x.transform)).ToList(); // sort them (nearest to farthest) objs = oo.ToArray(); // list to array } }
  24. Installing the latest Unity version 2018.2.7 which has been released a few days ago, all works fine excepted one shader. I don't know what it means but I am very happy ++
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