Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

Aeleas

Member
  • Content count

    87
  • Joined

  • Last visited

Community Reputation

1 Neutral

About Aeleas

  • Rank
    Member

Profile Information

  • Gender
    Male
  • Location:
    this world

Recent Profile Visitors

455 profile views
  1. Gun with barrels shoot one bullet !!

    Thank you again OneManArmy.
  2. Gun with barrels shoot one bullet !!

    Thank you so much. When i post this topic, I was thinking on geckoo script method to allow me to add timer. So, every bullet will not be release at the same time. Now I'm using OMA script. Now it works, but 3 bullets goes out from the barrels in the same time. How to fix this ? How to add time between every bullet to delay the release ?
  3. I'm working on gun with 3 barrels, the bullet position setup near every barrels but i can see only one work ! one of the three bullet position release bullet. the other two not release any bullets and there is no error !! Also, if you could make the bullets goes not in the same time will be very good. private GameObject bullet0; public GameObject barrel1; public GameObject barrel2; public GameObject barrel3; void Update () { bullet0 = Resources.Load("fire_bullet") as GameObject; if ( Input.GetKey(KeyCode.UpArrow) { GameObject fire = Instantiate(prefab) as GameObject; fire.transform.position = barrel1.transform.position; fire.transform.position = barrel2.transform.position; fire.transform.position = barrel3.transform.position; Rigidbody rb = fire.GetComponent<Rigidbody>(); rb.velocity = transform.forward * 100f; } }
  4. uNet

    I think you mean make a partner following you, example Resident Evil 5. correct ?
  5. Game compression ?

    Good, at least I will ignore the next model. what you see here are all objects of my game on one scene "above objects are models " and some for test only. Good point. I'm not using shader yet. I'm using albedo map. do you see any wrong thing ? all textures formate is jpeg.
  6. Game compression ?

    Thank you for all these information. From what I read I think I can see where is my problem. Materials, is it really a big problem now ? I'm talking about the size not the performance. How to do this ? you mean the window ?
  7. Game compression ?

    Hi I want to know the right and good way to compress my game when i build it. Here is image show statistics. is there any thing wrong ? I made 3 levels with all my enemies there. The size of the game file 3GB in the desktop. When i build my game i get 1GB. All textures quality 1024*1024. But in unity i get 2048 on the setting window ? do i need to change anything ? some of my enemies have more that 10 materials. is this wrong ? What you suggest or advice me to do ?
  8. Tank head rotate angle ?

    Thank you guys for your help. I really appreciate it. Now, I or We solved the rotation problem of the tank head. and script works fine. But new issue show-up. I added new script to moving tank by arrows. I found the head not aiming the target when turn tank around !! This new script i added on "prototype_Tank" object. using UnityEngine; using System.Collections; public class RearWheelDrive : MonoBehaviour { private WheelCollider[] wheels; public float maxAngle = 30; public float maxTorque = 300; public GameObject wheelShape; // here we find all the WheelColliders down in the hierarchy public void Start() { wheels = GetComponentsInChildren<WheelCollider>(); for (int i = 0; i < wheels.Length; ++i) { var wheel = wheels [i]; // create wheel shapes only when needed if (wheelShape != null) { var ws = GameObject.Instantiate (wheelShape); ws.transform.parent = wheel.transform; } } } // this is a really simple approach to updating wheels // here we simulate a rear wheel drive car and assume that the car is perfectly symmetric at local zero // this helps us to figure our which wheels are front ones and which are rear public void Update() { float angle = maxAngle * Input.GetAxis("Horizontal"); float torque = maxTorque * Input.GetAxis("Vertical"); foreach (WheelCollider wheel in wheels) { // a simple car where front wheels steer while rear ones drive if (wheel.transform.localPosition.z > 0) wheel.steerAngle = angle; if (wheel.transform.localPosition.z < 0) wheel.motorTorque = torque; // update visual wheels if any if (wheelShape) { Quaternion q; Vector3 p; wheel.GetWorldPose (out p, out q); // assume that the only child of the wheelcollider is the wheel shape Transform shapeTransform = wheel.transform.GetChild (0); shapeTransform.position = p; shapeTransform.rotation = q; } } } } Game Link https://www.sendspace.com/file/4nnj07 How to solve this issue ?
  9. Tank head rotate angle ?

    I did what you said. But the head rotate to opposite side ! var rotation = Quaternion.LookRotation(target.position - transform.position); transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, Time.deltaTime * 2); rotation = Quaternion.Euler(0, rotation.eulerAngles.y, 0); transform.localRotation = Quaternion.Euler(0, transform.localRotation.eulerAngles.y, 0);
  10. Tank head rotate angle ?

    Hi guys I have issue that bring me a headache . the head of this tank rotate to aim at the target but it get out from the body of the tank !! I locked the X & Z angles but it doesn't work correctly ! This always happen when moving the tank up or down. It should be like this here is my script: public Transform target; public float h_x; // Update is called once per frame void Update () { var rotation = Quaternion.LookRotation(target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * 2); rotation = Quaternion.Euler(0, rotation.eulerAngles.y, 0); transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0); } file link https://www.sendspace.com/file/ssgvys I really need to solve this problem. HELP ME GUYS
  11. wheels facing wrong side ?

    thank you for your tries. It doesn't work. But I found a solution to put the wheel inside Empty-Object then correct the angle.
  12. wheels facing wrong side ?

    here are two more images. the wheel on the front is an example for the correct direction of the wheel. Now on play mode. I think you can see the problem. You are right about the scale but i need first to rotate the wheel
  13. wheels facing wrong side ?

    you right. but in my case will not work. https://s1.postimg.org/lwijtf3an/1.5-_UV-_Test-_Grid.png I need to rotate this object.
  14. wheels facing wrong side ?

    Hi I'm working on tank wheels. my problem that wheels facing wrong side. Here is the script i used. what i need is to rotate every wheel on Y angle only to fix the rotation. using UnityEngine; using System.Collections; public class RearWheelDrive : MonoBehaviour { public WheelCollider[] wheels; public float maxAngle = 30; public float maxTorque = 300; public GameObject wheelShape; // here we find all the WheelColliders down in the hierarchy public void Start() { wheels = GetComponentsInChildren<WheelCollider>(); for (int i = 0; i < wheels.Length; ++i) { var wheel = wheels [i]; // create wheel shapes only when needed if (wheelShape != null) { var ws = GameObject.Instantiate (wheelShape); ws.transform.parent = wheel.transform; } } } // this is a really simple approach to updating wheels // here we simulate a rear wheel drive car and assume that the car is perfectly symmetric at local zero // this helps us to figure our which wheels are front ones and which are rear public void Update() { float angle = maxAngle * Input.GetAxis("Horizontal"); float torque = maxTorque * Input.GetAxis("Vertical"); foreach (WheelCollider wheel in wheels) { // a simple car where front wheels steer while rear ones drive if (wheel.transform.localPosition.z > 0) wheel.steerAngle = angle; if (wheel.transform.localPosition.z < 0) wheel.motorTorque = torque; // update visual wheels if any if (wheelShape) { Quaternion q; Vector3 p; wheel.GetWorldPose (out p, out q); // assume that the only child of the wheelcollider is the wheel shape Transform shapeTransform = wheel.transform.GetChild (0); shapeTransform.position = p; shapeTransform.rotation = q; } } } }
  15. Car drifting ?

    Better than nothing. Thank you Ocular.
×