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MuFake last won the day on November 14 2017

MuFake had the most liked content!

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About MuFake

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  • Birthday 03/26/1998

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    Game Design and Gaming

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263 profile views
  1. Hey

    dude whatsup? BTW


    1. MuFake


      Hey, nothing much... How you been?

    2. AshwinTheGammer
    3. AshwinTheGammer


      Watching ur work on youtube

  2. Read/Write From .txt file

    Ah great, thanks I will use this as a reference....
  3. Read/Write From .txt file

    Hey, Im trying to achieve a player save / load for my game, and thought that I may use a .txt file to store the information.... What I am trying to achieve is extract information (int variable) from the .txt file... (From .txt) PlayerLevel = 100 into (JavaScript) var PlayerLevel : int; How can Achieve this? Any help will be appreciated
  4. How to Look Behind like in Outlast game ?

    https://docs.unity3d.com/ScriptReference/Quaternion.Slerp.html This should do the trick...
  5. Smoothness map for Standard Shader ?

    Thanks ! I knew there was something to do with the alpha but did not understand fully.... Thank you for the explanation
  6. Hey, I was wondering if it is possible to use a texture map for the smoothness value in the standard shader, instead of using a slider.... I want to use 3 different maps for my pbr game ojbects; Albedo, Specular and Roughness (Smoothness).
  7. Thanks for explaining it to me, I have tried using hte Wheel Colliders, but the problem is that the plane does not use Rigidbodies and its quite glitchy to just add force downards, I might just leave out the landing for a while and comeback to it when I come up with an idea. Thanks again.
  8. Hey, I am using a physicsless plane controller and I am trying to make it land on the Terrain. I have 3 contact points (the landing gear) and I want to make them stick to the terrain when there is a force pushing the plane down. I just want to know how can I make those 3 contact points no go through the ground, and keep the plane object stationed on the Terrain.
  9. Add force to Rigidbody on a local axis?

    Well the line of code that I am using is this for the actual forward movement- Fuselage.GetComponent(Rigidbody).AddForce(transform.forward * Thrust); This does't work that well....I have also experimented with making the object accelarate in the direction of the velocity, but that makes it worse. The effect I am trying to make is that its constant speed at any angle as if it was a basic transform.translate. But I also need to use rigibbody physics because I am planning to make the plane land.
  10. Hey there, so I came across another issue whilst making a flying game. What I am trying to do is to make the plane Rigidbody keep its velocity at any angle, so it is always flying at a constant speed in its direction. What I have is completely different, the plane accelarates in the correct direction but when I turn the plane the velocity is not taking me where the plane is facing and instead is going in the direction it first accelarated in. I looked online trying to find a solution to it but have found nothing of use. I was just wondering is it possible to add force to Rigidbody on a local axis, if not- is there any other way I can achieve similar effect?
  11. Need help with Tactical Shooter AI.

    Maybe... depends what reason
  12. Need help with Tactical Shooter AI.

    I haven't because I like to make my own things, that way I an not limited by other people's work
  13. Need help with Tactical Shooter AI.

    Hey there, regarding the damage aspect; you can take a look at this. https://docs.unity3d.com/ScriptReference/Component.SendMessageUpwards.html I use the same method to make my shooter game, you just have to tweak some variables and change some things and you should be good to go.
  14. Rigidbody AddForce to make ParentObject rotate

    Oh wow, that sounds really useful, thank you very much btw you are correct, its called a flap