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themars2011

Premium Member
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themars2011 last won the day on June 5

themars2011 had the most liked content!

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About themars2011

  • Rank
    CEO of 314 Arts
  • Birthday 12/11/1999

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  • Gender
    Not Telling
  • Location:
    Germany
  • Interests
    Games, Game Development

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  1. haha welp
  2. That was 4 fucking years ago yet you still bother to insult yourself. Good job.
  3. I've seen many things that were trademarked with the same names and if you look through the U.S. database for that (I forgot the address but you can do that online) you will find many things with the same name.
  4. As long as it belongs in different categories it's all good.
  5. Turns out I forgot to add a check somewhere else so it transitioned to two animations at once, solved it lol
  6. Hello everyone, I am having a weird issue with transitions in mecanim. In the preview it looks like this: However in game it looks like this The transition settings are: Does anyone know why that happens and how to fix it? Thanks in advance.
  7. low poly

    Looks pretty sweet actually. But try to add some reflection probes (Especially indoors) and maybe enable double sided shadows for the map if you can afford that performance wise.
  8. I am currently working on something similar to MFPS but its still in the beginning stages. I expect it to be ready for release in the Asset Store in a few months as it is only a framework with a few example maps and weapons you know. This isn't quite what you're looking for but as you mentioned MFPS I thought I'd give it a try. What's your YouTube channel anyway?
  9. Great guys, I'll message you soon.
  10. I don't think it's possible if you want to assign two different classes to it. Otherwise you could just put it outside
  11. Putting Var.setBool(Condition); inside the brackets would work I guess?
  12. kek
  13. I really don't think there's anything wrong. They aren't physically connected. Why should there be a navmesh if there's no connection?
  14. Welp, actually you stated your opinion.
  15. No, not at all. It's normal that it doesn't fill up completely, that's because of the NavMeshAgent's radius. You can change that in the bake settings if you like, but you will get bad results at runtime.