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ramiam

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  • Content count

    63
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ramiam last won the day on September 25

ramiam had the most liked content!

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About ramiam

  • Rank
    Member
  • Birthday 09/11/1989

Profile Information

  • Location:
    Bradford

Recent Profile Visitors

491 profile views
  1. uNet

    I make co-up game I need convert my oflfine AI to coop AI how to do that thank u
  2. Basic AI

  3. https://www.youtube.com/channel/UCZdhrsB-yodlKy3vsMjkmIg
  4. modern weapons

    http://devassets.com/assets/modern-weapons/
  5. Basic AI

  6. finally I did

    finally I did After 3 months of failure
  7. Cover movement

    it's fixed thank u all
  8. Cover movement

    i'm start on 3 year ago form simple this time to get start to complx project all code is working just cover animation not good
  9. Cover movement

  10. Cover movement

    I'm useing tutorial and add my own code sam time get like this problem and this my anmator my anmator.unitypackage
  11. Cover movement

    on cover it's not looking in right dirction it's looking to wall
  12. Cover movement

    just I need fix Rotation
  13. Cover movement

    Hi all Cover Rotation void CoverMovement() { if(horizontal!=0) { if(horizontal<0) { states.coverDirection = -1; }else { states.coverDirection = 1; } } float lineLength = states.coverPos.length; float movement = ((horizontal * coverAcceleration) * coverMaxSpeed) * Time.deltaTime; float lerpMovement = movement / lineLength; states.coverPercentage -= lerpMovement; states.coverPercentage = Mathf.Clamp01(states.coverPercentage); Vector3 curverPathPosintion = states.coverPos.curvePath.GetPointAt(states.coverPercentage); curverPathPosintion.y = transform.position.y; transform.position = curverPathPosintion; HandleCoverRotation(); } void HandleCoverRotation() { float forwardPerc = states.coverPercentage + 0.1f; if (forwardPerc > .99f) { forwardPerc = 1; } Vector3 positionNow = states.coverPos.curvePath.GetPointAt(states.coverPercentage); Vector3 positionForward = states.coverPos.curvePath.GetPointAt(forwardPerc); Vector3 direction = Vector3.Cross(positionNow, positionForward); direction.y = 0; Quaternion targetRotation = Quaternion. LookRotation(direction); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotateSpeed); }
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