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Erarnitox last won the day on March 10

Erarnitox had the most liked content!

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78 Excellent

About Erarnitox

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  • Birthday 07/26/1997

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    Unity i guess :D

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  1. try Krita, its free and honestly its truely amazing and can work with psd files ... also a big update is on the way https://krita.org/en/
  2. Blender terrain to unity ?

    edit: how to delete a comment?
  3. when to use "Mesh.CombineMeshes" ?

    (dont know if this is the right section, its (kinda offtopic and) more like a dicussion) Hey guys i have a question about when to use Mesh.CombineMeshes. (https://docs.unity3d.com/ScriptReference/Mesh.CombineMeshes.html) I do know how, what it does and also why one should use it... but i would assume, that you get better performance when you leave bigger objects seperated, cause of unitys culling systems. If the geometry is one mesh unity is forced to render it.... So i questioned myself: When should i use "Mesh.CombineMeshes" then? Obviously it is used for optimization... i just cant decide when it would actually help? From what im guessing: - it is useful for small objects and other objects that would be visable at the same time (for example one room interior combined into one mesh) - not so useful for terrain stuff and other (bigger) things that would have a negative influence to the culling Am i right with my assumption here? Anyone got experience with this? What kind of performance buff can i expect? Any other related thoughts to this? please let me know Thanks for your help
  4. Blender terrain to unity ?

    not sure, but you could export the heightmap information from blender by baking a hightmap from the terrain on to a plain... you might have to use a custom cage for that and use xnormal instead of the build in blender baker... but then you should be able to use that hight map to generate a terrain from it in unity edit: my way might actually be not the way to go ^^ but i found this method here: https://wiki.blender.org/index.php/Doc:2.4/Tutorials/Textures/Maps/Creating_a_Heightmap_from_a_Plane

    might be able to find the old fps kit. But its still in js so it wont be usefull for a long time. What exactly do you need? I have a custom zombie made for debugging. I actually dont have a problem with sharing it. my zombie can be seen here: Edit: actually just go with what @geckoo saied It sums it all up what you need. Just dig into those topics a bit and you should be able to create your own^^ Btw. Since mine was only implemented for debugging its actually kind of messy. But if you guys are interested in it i will share it with this forum + spwaner/round manager script.
  6. Hey

    hey and welcome to the forum I and also most other members here have nothing against newbies As long as you are willing to learn and put some effort into your game I bet that nobody here will hold it against you if you have some questions and i personally are happy to help. Also if you are willing to learn -''- im sure you will be able to do some amazing stuff sooner or later, just be patient and keep learning
  7. or just set the rendering queue above everything (except GUI ofc.) in the shader itself. But i agree, using 2 cameras is also my way to go even tho it is slightly more expensive
  8. I really dont get the problem here. @OcuarCash I dont think 2 different cameras are necessary since in the COD animation the weapon seems to be a child object as well. Just play 2 animations 1 simulating the camera shake and the 2nd the weapon animation itself. If you want to have the camera animation seperated you should do what @OcularCash saied first.
  9. PlanB (FPS Project)

    Got back to game development. Here is a video on the current progress of the game:
  10. Another new guy

    welcome to the comminity good for us there is a huge community behind the unity3d engine offering lots and lots of tutorials. for the beginning the official website and documentation are a great way to start. I have also discovered a yt channel just with a little more advanced stuff (since you have programming experience you might also check this one out: https://www.youtube.com/channel/UCp_SOgsRYdLfIEWLjM62ZJg) Enjoy your stay
  11. How to Look Behind like in Outlast game ?

    havent had the time to read through the other answers so im sorry if this was already posted. But it looks like you should check if the camera was already moved backwards. My soultion would be sth. like this: bool isLookingBack = false; function Update () { if(Input.GetKeyDown(KeyCode.Q) && !isLookingBack){ transform.Rotate(Vector3.up,180); //When i press Q, the camera will rotate should be rotate 180° isLookingBack = true; } if(Input.GetKeyUp(KeyCode.Q) && isLookingBack){ transform.Rotate(Vector3.up,-180); // When I dont press Q, the camera will rotate back to normal posisition isLookingBack = false; } }
  12. Problem with Casting Shadows

    you could remove the weapon camera and fix the clipping problem with a custom shader. Moving the Weapon camera to another position than the main camera in an fps could actually result in the shading of the weapon and agle looking a little off, so you might not loose too much with this method. Also why do you want to have the shadows? if the weapon has arms without body attached to it the shaddow would just look wierd. But you could add a full body 3d model just for the shaddows (which would result in the same problem tho.) But dont worry I do think that this might be a helpful solution: Good luck i hope i was able to help you out
  13. Delirious Devon (Pre Alpha Tech Demo) Test

    i really like this one ^^
  14. Godot

    I have never tried Godot but from what i have seen Godot is not as featured as Unity yet and there doesnt seem to be a huge performance difference for simple scenes. Yes optimization is a problem but thats a problem in any game engine and unity gives you some neat tools to help you debug(optimize your project. Whats really cool about Godot is that its open source, so you can modify engine components. (In unity you could use a .net decompiler to write your own version of those but can be kind of messy) If your are looking for a more powerful and by default "better looking" engine i would suggest you to check out the cryengine 5. Its open source and once you understand it it is actually pretty easy to use. Cons for cryengine is that you woud have to learn c++ its very different to unity in terms of content management etc. and the community is rather small so less tutorials etc. If you just think about godot i would say unity wins the race any day (except for the licening)
  15. Does anyone else have this glitch?

    go to lighting and under ambient lighting or sth like that the default setting is set to skybox change that to solid color -> black and it should be normal