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lcomstive

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lcomstive last won the day on January 28 2016

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About lcomstive

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  • Birthday February 4

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    live:lcomstive

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  1. VR + Horror, good combo maybe to persuade people to donate more, add a video showing off everything that is completed so far. I presume the pictures are of what have already been accomplished, so a video shouldn't be too hard. Good luck
  2. You could always just import a cone or frustrum mesh and add it to the AI, set it as a trigger then do something similar to.. //Psuedocode OnTriggerEnter(..) { RaycastHit hit; if(Physics.Raycast(..)) canSee = true; else canSee = false; } This way you have a trigger and only raycast when the target enters the collider, much more efficient; although you'll need to do something about if they come into view while moving INSIDE the trigger - a possible fix... //Psuedocode bool canSee = false; bool insideTrigger = false; Update() { if(insideTrigger) { RaycastHit hit; if(Physics.Raycast(..)) canSee = true; else canSee = false; } } OnTriggerEnter(..) { insideTrigger = true; } OnTriggerExit(..) { insideTrigger = false; } For multiple targets you'll just need to keep a list of GameObjects that are inside the trigger and raycast to each once to check if they can be seen
  3. If it's useful to you, Facebook's messaging used to be just an email system with a visual interface to disguise it Here's a "Facebook style" messaging system using MySQL and PHP http://www.9lessons.info/2013/05/message-conversation-database-design.html Although according to... http://stackoverflow.com/questions/7063051/best-way-to-store-chat-messages-in-a-database storing all messages in a database is fine, just optimise it as much as possible, for example you only need messages stored for a few weeks, you could do a check daily/weekly and delete any messages older than, say, 3 weeks old
  4. I suggest using a BinaryFormatter, only thing with this is that every class you want to save to a file must have the [system.Serializable] attribute, and Unity's default classes (such as GameObject or Vector2/3/4, Quaternion, etc.) can't be serialized (I usually just save Vector's and Quaternion's as an array) Example implementation...
  5. if you're running a server or a website you could have a login file locally with usernames and passwords, and then encrypt it. for even better protection each user could have their own username/pass file stored on server and the only way to decrypt it is through a key that only the client knows (and sends to server) or their email address or something (I haven't tested this, just thinking out loud; someone correct me if this won't work)
  6. lcomstive

    Zombie AI

    public class ZombieAI : MonoBehaviour { public Transform player; void Update() { transform.LookAt(player); transform.position = Vector3.Lerp(transform.position, player.position, Time.deltaTime); } }
  7. Bump. Added basis for documentation
  8. Great advice, thanks the videos are coming, I'm just trying to get the documentation up to scratch first
  9. You do have some good points. I admit when I wrote this I was tired and it's really cocky, but I just want to try and get my first product to sell, I was going for the confidence-and-attitude route because otherwise it just sounded boring (to me). Who can say this won't one day run for thousands or millions of applications? I'll check if it's mono compatible, it should be since I had no windows specific references but you never know. If it isn't I'll see what I can do to fix that edit: Ran a fresh new virtual machine running Ubuntu 15.10 Desktop, installed mono (and Wine, just to be safe) along with .NET 4.5 and tried running the server. First attempt, a window popped up with an exception so something went wrong and I'll have to find out if that's significant or not; the second time running it ran like it does on windows
  10. Not yet, that's the next step. Once it's released I'll update this post
  11. Hello all! I've been working on this for a while and I think it's time to release something.. TIN Networking Solution (alpha 5.1) "so", I hear you say, "what does TIN stand for and what does it do?" Well, that's a good question, and to that I answer: The Indie Network yup... But let me get into some more detail before you go. This is meant to be a cheap alternative to all the other networks out there, it's a pay once, receive files and all future updates, totally customizable network built for the indies, you guys. "oh", you say, "but how is this better than the others?" I can't exactly say it's better, that's a matter of opinion. But I'm still going to try and convince you it's better than the others Let's see some comparisons shall we? Comparisons: - Photon: Free and limited version, or pay $95USD once for a 100CCU "life-time" plan - uLink: The "Indie license" is $600USD, 'nuff said - SmartFox: Basic license, free but only 20CCU; Pro license with 100CCU, €500.00, once again I don't think I need to explain this (I would add UNet here but I haven't tried it or looked too much into its features) and now TIN's features! Still not convinced? You get FULL CONTROL over (almost) every aspect!! - Using the plugin system you can do virtually anything, even send and receive packets that only your plugin receives, send messages to other clients, say "hi" to the server, anything you wish - Want a matchmaking system? That's pretty easy since there's already a way to get any amount of servers with a certain category! - Got an old network kit but it uses Unity's legacy network? Give it a shot, shouldn't be too hard to convert to TIN TIN was made to be easy, fast and reliable; for you, for us, for the indies Some screenshots of TIN in action (links fixed) If you're interesting in purchasing TIN contact me either here on AU or via Skype (live:lcomstive) TIN is currently going for $30USD ($50USD for source code included) Documentation: http://www.tindocs.host.sk/
  12. It has to do with your operating system, different OS' use different line endings... DOS/Windows CR LF rn Mac (earlier) CR r Linux LF n CR - Carriage Return LF - Line Feed The Carriage Return (CR) and Line Feed (LF) terms derive from manual typewriters, and old printers based on typewriter-like mechanisms. On a typewriter, pressing Line Feed causes the carriage roller to push up one line -- without changing the position of the carriage itself -- while the Carriage Return lever slides the carriage back to the beginning of the line. - http://blog.codinghorror.com/the-great-newline-schism/
  13. function TestMe(time : float) { Debug.Log("Testing function"); Yield WaitForSeconds(time); Debug.Log("Function complete"); }
  14. lcomstive

    Script errors

    If by 'kenematic' you mean you've set isKinematic to true then that's your problem Referring to http://docs.unity3d.com/ScriptReference/Rigidbody-isKinematic.html "If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore."
  15. "Do you think it's wise to first store all the variables and then just grab them from there?" Yeah that's exactly what you need to do it says that all your variables are null; think of them as not being there, that's pretty much how the program sees it right now. You need to set them to something, if your variables are public (and not static) then you can set them in the inspector (easier because of drag+drop of assets) or you can set them in Start. If the problems persists and those first 3 log messages DON'T show up ("_____ not set!") then you have a problem in your functions
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