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randomrabbit last won the day on May 16

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  1. What's wrong with my register.php code!?

    omard2000 is correct and his point about prepared statments needs to be emphasised much more. It is by far the biggest problem with your code and is much much more important than hashing. You need to protect your code against SQL Injection attacks. By this I mean the following: In your code what happens if someone uses the username: " asdf ' , 'asdf', 'asdf'); DROP TABLE 'userinfo'; " Then the query executed would have this username inserted and look like this: INSERT INTO `userinfo` ( `id` , `user` , `email` , `password` ) VALUES ('' , 'asdf ' , 'asdf', 'asdf'); DROP TABLE 'userinfo'; ' , '".$email."' , '".$password."') ; The first part will insert some stuff into the table which you don't want. But, don't worry about that because the 'DROP TABLE' statement will remove the entire table from your database!!!!!! The stuff at the end won't make sense to the server and will be ignored. You might be thinking 'but nobody is ever going to try that'. Actually ... they will. It is one of the very first things an attacker will try. They could take your entire database down and get hold of all your data and it would be easy for them. It's called a SQL injection attack and luckily msqli contains a way to avoid it: http://php.net/manual/en/mysqli-stmt.bind-param.php You can find more information about SQL injection attacks here: https://www.w3schools.com/sql/sql_injection.asp Edit: Just realised nobody has actually mentioned your errors. The first 3 errors are because your first 3 lines are trying to get information from a HTTP POST request but the information isnt actually included in the request. Maybe you are using a GET Request by mistake. To learn more about different types of HTTP request methods look here: https://www.w3schools.com/tags/ref_httpmethods.asp You can also use this to make sure the request is actually a POST request: if (isset($_POST)) { // request is a post! // do everything in here } else { // request is not a post } For the rest of your errors, try googling them. For example, googling ' mysqli_query() expects at least 2 parameters ' will take you to this question which has your answer: https://stackoverflow.com/questions/8073278/mysqli-query-expects-at-least-2-parameters
  2. Is that possible to disable unity save in File menu?

    There might be a way of doing it by extending the editor with a AssetModificationProcessor. See this answer: https://answers.unity.com/questions/175931/perform-action-on-saveload-in-editor.html It's unlikely there are any other ways. Unity is great for adding your own editor tools but limited when it comes to modifying the built-in ones.
  3. The Blacksmith: Unique Character Shadows

    Look at the reviews if you haven't already. Other users have provided fixes. They might work.
  4. Queries hit backfaces not working

    If you aren't using Unity 5.6 or later it could be this bug: https://issuetracker.unity3d.com/issues/physics-dot-querieshitbackfaces-does-not-work-with-collider-dot-raycast You could try debugging the hit points of each ray to see if the backfaces are included. This will tell you if its a bug with Unity or your code. You could try creating a duplicate of each cube and reversing the normals. See what happens. Could be culling related (back face culling), but I have no idea if culling effects the physics engine or not, maybe it only effects rendering. One obvious solution is to execute all your raycasts twice. Once in each direction, but doubling the raycast count is not ideal.
  5. Queries hit backfaces not working

    Have you checked by pausing it and seeing where the decals are positioned in the editor. There could be decals on the backfaces, but they are rotated to face the player's shooting position so you cannot see them.
  6. Probuilder

    If you have downloaded it from the Asset Store before, it should be stored locally somewhere on your machine. If you are on Windows, try looking here: C:\Users\accountName\AppData\Roaming\Unity\Asset Store (source: https://forum.unity.com/threads/asset-store-download-folder.83620/)
  7. I don't know specifically how the game you are referring to works but they definitley do not have a clipping range as high as 15,000 which applies to all gameObjects like it does in Unity. They probably exclude billboards of distant objects from the camera's culling or even overlay them onto the skybox. If you want to display distant moutains in Unity, a big clipping range is not a good way to do it. There are other methods.
  8. 1k - 2k is really the biggest you should be going with the far clipping plane. Otherwise you'll get problems. For example, triangles might start to flicker. If there are two triangles close to each other Unity may stuggle to work out which one is closer to the camera and should be drawn on top. Also, any ambient occlusion (and sometimes shadows) can look llike stripes. This is caused by the precision of the z-buffer. 400-800 is reasonable. 2000 is high but possible to work with. 15000 .... no way. 385000 ....
  9. Weird Animation On Scene

    I would guess the file doesn't actually contain the mesh in the first place. Unity is just using another mesh in you project to display it in the preview so it doesn't look like just a skeleton. This could have happened if you drag and dropped the other mesh onto the preview window or you assigned an existing avatar to the it from a different mesh. I think it is unlikely that the file is corrupt.
  10. DownFall - The Lost City

    The game does come across to me as being 'another fps'. As MyIsaak said you are going to need something unique that makes it stand out. I don't see anything unique when looking at it on your website as it just looks like a slightly adjusted fps kit. In my eyes you have spent money on a website for a game where the game design hasn't reallly gone beyond planning stages. That is just wasting money, you shouldn't even be thinking about a website and advertising when your game is in the state it is. But ignoring the game, I see you are hosting the website with aruba now. Aruba is much better than 000webhost but you still might have a few issues. I haven't used it myself but apparently speed isn't that great. It is also good to see you've got your own domain and SSL. I'd suggest you setup your site to automatically redirect from http to https for security and make sure you are using https in any links you share to it. To summarize: website is looking good, game isn't
  11. DownFall - The Lost City

    Just some advice: 000webhost is not a good place to host a website. It has improved a bit over the past couple of years but I wouldn't trust them. I've used them before and had bad experiences. At first everything is fine but if your site recieves too much traffic they'll just delete it and remove your account and there is literally nothing you can do. Just google for some reviews of them and you'll see what i mean. If you want a good free host I'd advise using Google App Engine (but their databases aren't free). If you are a student you could use Microsoft Azure (my favourite of them all) it might come with free SQL for students. If not and you need free databases try OpenShift Online. It is a bit of learning curve but great when you've got the hang of it. You can keep using 000webhost if you want but if something goes wrong you'll have to change the url of your project and host elsewhere. Trying to find all the links to your website and change them won't be easy further down the line so I'd advise doing it now.
  12. Procedural Animations

    Thanks for the links! I'll take a look. Slightly unrelated but I've been looking at this Unreal engine 3rd person controller recently: It is mainly animation based and physics don't contribute much. But the curves do take over for some things like transitions, rotations and foot placement. I've never seen anyone make a controller that smooth in Unity before. Nothing on the Asset Store can match it. Seems like a good challenge to try and reproduce it in Unity
  13. Procedural Animations

    I think its only the monster that uses procedural animations and not the player controller. From the look of it I expect he is using some clever physics based controller and potentially machine learning. If you are interested take a look at DeepMotion Avatar: https://forum.unity.com/threads/deepmotion-avatar-the-rise-of-physically-simulated-characters.504917/ Its currently in alpha and you can sign up to be an alpha tester on their website. I am an alpha tester for it but haven't had time to test it yet.
  14. Cross-promotion Inside Game with updates

    OMA is correct just make sure you 'replace' or 'update' the file rather than deleting and reuploading. You will get a problem if you wish to build to WebGL or WebPlayer though as Unity requires a crossdomain.xml file at the root of the domain which Google Drive and Dropbox don't have. If the file isn't there Unity will block your UnityWebRequests. If you have this problem you'll just need a file host which allows you to put files at the root of the domain so you can put the crossdomain.xml file there i.e. www.example.com/crossdomain.xml. (see this page for more info). As I mentioned earlier I use Google App Engine for hosting which allows you to put the file at this address). All other platforms should work fine with Google Drive or Dropbox.
  15. Unity Update Mode - Help

    The Unity documentation tells you how to change variables in components. For this case you probably need to use the Animator.updateMode. So your code should be like this: public Animator myAnimator; void OnButtonPressed () { if (myAnimator.updateMode == AnimatorUpdateMode.Normal) { myAnimator.updateMode = AnimatorUpdateMode.AnimatePhysics; } else { myAnimator.updateMode = AnimatorUpdateMode.Normal; } } Then you just need to hook up the OnButtonPressed function to your UI Button Pressed Event. This is very similar to your last question. Maybe it is worth taking some time out to do some programming tutorials?