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YoungDeveloper

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  • Content count

    2,639
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YoungDeveloper last won the day on November 22 2017

YoungDeveloper had the most liked content!

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849 Excellent

About YoungDeveloper

  • Rank
    Optimization Junky
  • Birthday 05/06/1992

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  • Gender
    Male
  • Location:
    Latvia
  • Interests
    Game Development

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  1. Character Controller Broken

    I have similar issues, just after upgrading rigid-body colliders just flying instantly off the screen with some weird physics bound errors. But your problem sounds more like a transform parenting problem or rotation calculation error?
  2. Watch_Dogs [Free on Uplay]

    do they give you a key or just give a copy for your account?
  3. Lightmapping error

    Check if your mesh vertices are actually welded together and not just on the same spot
  4. Help with Water

    manual vertex based animations are quite expensive thats why the mesh vertex count is very low and surface gets shaded and tessellated depending on the distance, just like unity terrain
  5. Unity 2D Sprite Blurry

    Looks like you have disabled generate mip-maps and have large size, there are just too many pixels to render so it creates the saw effect. Either enable generate mip maps (if you will have zoom in-out in game) or simply set the max size to lets say 256 or 512 edit: and for such type of textures, sprite is not really required in almost all cases, you can just work with basic texture type instead of sprite
  6. Server side verification for Unity Ads

    Has anyone worked on something similar like this, official unity has an example, but php is not really my strong side. Maybe someone has example in c based language?
  7. unity3D | Motion Blur download

    This post is from 2011, use Unity official Post Processing package instead
  8. How to get multiple objects from a loop in a list

    I left the simplest part for you, as its not exactly clear what you want to do with those increments. To remove only the first 2 for condition true you could do something like this, then you call it like this UnlockSlots(2); public List<GameObject> lockedSlots = new List<GameObject>(); void UnlockSlots(int unlockCount){ if(unlockCount <= 0) return; if(lockedSlots != null) { int length = lockedSlots.Count; int max = length - 1; int unlocked = 0; for(int i = max; i >= 0; i--) { GameObject go = lockedSlots[i]; //GameObject refernce is valid if(go != null) { SlotTest slot = go.GetComponent<SlotTest>(); //GameObject contains required component if(slot != null) { if(slot.lockedSlot) { if(unlocked < unlockCount){ lockedSlots.RemoveAt(i); unlocked++; if(unlocked >= unlockCount){ break; //or return; } } } } else { Debug.LogWarning("Slots list contains gameobject which does not contain SlotTest component"); } } //List contains null element - remove it else { Debug.LogWarning("Slots list contains null gameobject element"); lockedSlots.RemoveAt(i); } } } }
  9. Dungeon Room Mask

    Depending on layers sure doesnt sound like a scaleable solution for level design, alpha fade already puts such approach on the spot
  10. Dungeon Room Mask

    Each room is group of objects with a trigger box in between, you then toggle the sections considering the triggers you walk into or you consider the direction, you might also consider toggling the renderers but not the actual colliders of the room in case there are enemies following you.
  11. How to get multiple objects from a loop in a list

    You have some really weird code here, let me just post this here to make it easier to understand how to iterate Also - consider storing list of actual SlotTest components instead of gameobjects public List<GameObject> lockedSlots = new List<GameObject>(); void UnlockSlots(){ if(lockedSlots != null) { int length = lockedSlots.Count; int max = length - 1; for(int i = max; i >= 0; i--) { GameObject go = lockedSlots[i]; //GameObject refernce is valid if(go != null) { SlotTest slot = go.GetComponent<SlotTest>(); //GameObject contains required component if(slot != null) { if(slot.lockedSlot) { //do what you want with your component //if you want to remove it afterwards just do (you can only remove from list in back to front order) lockedSlots.RemoveAt(i); } } else { Debug.LogWarning("Slots list contains gameobject which does not contain SlotTest component"); } } //List contains null element - remove it else { Debug.LogWarning("Slots list contains null gameobject element"); lockedSlots.RemoveAt(i); } } } }
  12. Could I get some offline FPS games.

    Isn't oma's fps kit exactly that?
  13. Premium Gold Sidearm Pack

    Unfortunately user failed to provide any proof of owning right to these assets, very sad that developer doesn't have 5 seconds to support and proof what is he is selling and asking money for. Added 2 out of 3 strike warning points, links removed, topic closed.
  14. Unity Network Solution Options

    I was resolving this exact issue couple years ago, never ending dilemma of finding the right network solution. After trying most of the mainstream unity network solutions i ended writing my own server and unity client for it, supports tcp, udp, server side extensions and everything, plan to add webgl support for it in the future, this solution i can self host or host on amazon ec2 or others which ive already tried. Its the most easiest to use for me and requires much less bytes to transfer same data, in fact its the lowest ive ever seen on any commercial server (a little brag there), but took some time develop it of course
  15. Premium Gold Sidearm Pack

    Showing wire-frames for low poly models would be useless, as it would imply that you dont actually have high poly versions and you didnt bake the normals. With all due respect, showing a single print screen of a high poly model in zbrush or whatever software would not be allowed if you are making a product, but you are selling these assets for other developers. If you cannot prove this one simple thing i will be forced to remove this post and possible issue a ban. I hope its clear why we are trying to protect this site and buyers.
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