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giltine528

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giltine528 last won the day on April 2

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About giltine528

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  • Birthday 11/03/1997

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    Lithuania

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  1. if i were to swap GetMouseButton(0) with Input.GetKey(KeyCode.R) for example, it would be smooth, so its something with that part that is wrong, but why and how can if fix it
  2. So basically what i want is to use a mouse to rotate around object. For example you have a planet and every time you drag a mouse you move around it. Im not very familiar with updates too much, but if make my rotation function dependent of input, it gets soo laggy when i use it. But if i were to put it just in an update, its smooth, any help? public bool enableRotation; public bool RotateAroundObject; public float RotationSpeed; public Vector3 cameraOffset; public Transform orbitTarget; public float smoothFactor; Quaternion camTurnAngle; Vector3 newPos; void Start() { cameraOffset = transform.position - orbitTarget.position; } void Update() { if (RotateAroundObject) { camTurnAngle = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * RotationSpeed, Vector3.up); cameraOffset = camTurnAngle * cameraOffset; } newPos = orbitTarget.position + cameraOffset; transform.position = Vector3.Lerp(transform.position, newPos, smoothFactor); if (enableRotation) { transform.LookAt(orbitTarget); if (Input.GetMouseButton(0)) { RotateAroundObject = true; } if (Input.GetMouseButtonUp(0)) { RotateAroundObject = false; } } }
  3. Alright, thank you for the tip about the glow. And yes i do! But i think ill change it soon. Here is the preview
  4. giltine528

    A dog?

    HAHAHA Whaaat, good find!
  5. So when enabling the "stats" thingy on your Game window, you can see Cpu: main variable that displays a number for example Cpu: main 5.0ms For optimization purposes, what is a recommended value when making an optimized game? And how can i decrease it?
  6. giltine528

    Array of arrays

    int[,] allSequences = new int[,]{{1, 2, 3, 4, 5},{6, 7, 8, 9, 10},{11, 12, 13, 14, 15}}; [2,2] will print 13
  7. giltine528

    Kinda lost

    Just don't plan too much with them and you will be fine with any, I suggest avoiding making an FPS, because its honestly too stale and boring
  8. Don't want to sound like a unity fanboy, but Unreal Engine is so bad when it comes to load times, i can find a wife and get two kids until my game loads if its on hdd. It also frustrating that its not very friendly when it comes to minimizing the application. Unity is not going anywhere, its a great platform for starters and indie companies and imo indie companies often produce better quality games than some triple A games.
  9. Thank you! Im not sure yet. Its very playble right now, but i would like to learn how to do multiplayer, since i think its where this game would shine the most. The problem is, i do not know networking, so it will take quite some time to learn ( I dont even know which networking solution to pick) Then we have things like campaign, which i have great plans for. Who knows really, but i think it will be in Q4 of this year.
  10. Hello there, its been a while since i've posted something in here, so i thought i could give it a try and making an actual devlog on my current project. Its a strategy, turn based tile game in which your main goal is to have the most tiles conquered at the end of the game. Its a pretty simple concepts, but its quite fun. There's some thought process involved when making every turn and calculate opponents predictions, so gameplay wise, its pretty cool so far. Feedback is highly appreciated Right now it has: Core mechanics, such as generating tiles in a balanced way, placing them, conquering enemy tiles etc... Pretty color lerps lol Flexible match system that allows to make various game modes and story based stuff Smart AI that uses reward system and calculate all the best solutions for an optimal move. Main menu Modifiers Here are some screenshots P.S I felt pretty anxious when uploading this to public, but after couple days i managed to do it
  11. Imagine having a card stack, it contains a lot of cards that each have a value cost from 4 to 36 How does one generate a hand of 5 cards from a deck that has a sum value of <=60? Do i start drawing a first card with a random value and then draw the other ones accordingly?
  12. So, what i want is for a transform to tilt a bit based whenever he is walking to left or right, but the problem is that, if i start tilting in negative direction (Which is to right side), my character doesnt quite rotate as it should, this is got to do something with eulerAngles probably, so my question is, how does one solve this? using System.Collections; using System.Collections.Generic; using UnityEngine; public class RotationOnDirection : MonoBehaviour { public float z; void Update () { if (z >= 1) z = 1; if(z <= -1) z = -1; if (Input.GetKey(KeyCode.A)) { z += Time.deltaTime; Vector3 euler = transform.localEulerAngles; euler.z = Mathf.Lerp(euler.z, z*15, 2.0f * Time.deltaTime); transform.localEulerAngles = euler; } if (Input.GetKey(KeyCode.D)) { z -= Time.deltaTime; Vector3 euler = transform.localEulerAngles; euler.z = Mathf.Lerp(euler.z, z*15, 2.0f * Time.deltaTime); transform.localEulerAngles = euler; } } }
  13. giltine528

    Theorem

    Looks nice, keep it up!
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