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About Aeleas

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  1. Grass by blender for unity ?

    Its waving now, good. One more thing if you could do it will be perfect. Now it waving one direction and i can control the speed. Can you make an option for randomly waving "any direction" and speed ? Thank you Johannes.
  2. Grass by blender for unity ?

    thank you for your reply and shader script. This is my first time i deal with shader. Which type of shader i should select to paste you script into ?
  3. Grass by blender for unity ?

    shader !! I didn't deal with shader before. Look, I found this one LINK I couldn't figure out how it works to get the same result on the main page. Could you please help me with this one ?
  4. Grass by blender for unity ?

    I thought that. Animate grass will not take time but will eat my frame rates later. what else could help rather than animate grass ?
  5. Grass by blender for unity ?

    Hi I made a grass by blender and export it to unity. Now i want to know how to make it moves like a grass ? How to do that.
  6. Rotation problem ?

    Hi, My problem that I don't know why the "base1" object not rotate separately from the attached object ? I want "base1" object rotate on X axis angel only. here is my script: public float z_angle; public float x_angle; public float min_x,max_x; public float min_z,max_z; public Transform target; public float dist; public Transform base1; // Update is called once per frame void Update () { dist = Vector3.Distance(gameObject.transform.position, target.transform.position); if (dist <= 50) { Vector3 charAngle = gameObject.transform.eulerAngles; charAngle.z = (charAngle.z > 180) ? charAngle.z-360 : charAngle.z; charAngle.z = Mathf.Clamp(charAngle.z, -min_z, max_z); z_angle = charAngle.z; gameObject.transform.rotation = Quaternion.Euler(charAngle); Vector3 charAnglex = base1.transform.eulerAngles; charAnglex.x = (charAnglex.x > 180) ? charAnglex.x-360 : charAnglex.x; charAnglex.x = Mathf.Clamp(charAnglex.x, -min_x, max_x); x_angle = charAnglex.x; base1.transform.rotation = Quaternion.Euler(charAnglex); var rotation = Quaternion.LookRotation(target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * 2.5f); } }
  7. Gun with barrels shoot one bullet !!

    Thank you again OneManArmy.
  8. 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 ?
  9. 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; } }
  10. uNet

    I think you mean make a partner following you, example Resident Evil 5. correct ?
  11. 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.
  12. 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 ?
  13. 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 ?
  14. 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 ?
  15. 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);