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geckoo

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Posts posted by geckoo


  1. Please login or register to see this quote.

    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 ++

     

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    • Like 1

  2. Answering to a question, I share with you a simple material shader which allows to select zone applying a Bump FX ++

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  3. 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 ++

     

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  4. 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 ++

     

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  5. 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 ++

     

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  6. 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) ++


  7. 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 ++

     

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    • Like 1

  8. 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 ++

     

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    • Like 2

  9. 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 ++

     

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  10. Data is saved (levels progression), but when I start a new game (new page) sometimes, saved data doesn't appear. I have to refresh this page to see level progression ++


  11. Hello everyone! I have a problem with a project which I am trying to export as a WebGL game. I am very surprised, but all works fine as expected. There is only one bug with playerprefs. As a standalone game, when you solve a level, you can reach the next - and it is saved. This way you can save your progression. However, as a WebGL project, when I launch my game, at start, I see nothing - no level has been saved. If I refresh the page (using Firefox Mozilla) I can see progression. What is the problem? Any idea? Thank you for your help ++


  12. I know that is an old post, but now I am too searching some information about procedural animation for biped. I understand the main principe taking a look at the Please login or register to see this link. , but I am wondering how to compute steps - the place where the foot must hit the ground - and hinge joint does the work. Do you thing that I could just use a raycast to check what is below the foot or maybe there is another way which could be more efficient? If you had found something interesting about procedural animation, I will really appreciate any help. I spent many time, but I did not find any article or code really relevant and my attempts are not good - too basical. Thank you ++


  13. Привет друг мой. Тебе желаю успехов :)

    Always cool to meet other people here. I hope that you can increase your skill enjoying our forum.
    You said that you have some experience on Unity. Please show us something which you did recently ++

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