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.

themars2011

Premium Member
  • Content count

    6,127
  • Joined

  • Last visited

  • Days Won

    128

themars2011 last won the day on March 13

themars2011 had the most liked content!

Community Reputation

1,503 Excellent

About themars2011

Profile Information

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

Contact Methods

Recent Profile Visitors

9,917 profile views
  1. If you have any questions/suggestions, just tell me!
  2. Baking Cube Maps of Distant Objects

    Image effects should be applied to the last camera. In the past, it caused issues, but I am using a two-camera setup in a test project of mine, even with mixed deferred/forward (deferred main and a forward overlay), which was impossible in the past, but it seems to work flawlessly today.
  3. Baking Cube Maps of Distant Objects

    There's quite an easy solution for rendering objects that are far away without increasing the far plane. Essentially, you use a second camera and scale everything down, say by 10x or 100x depending on your needs. That camera will render your large distance objects AND the skybox, your other camera is an overlay. Now the essential part: You copy the rotation of your normal camera every frame, like that: largeDistanceCamera.transform.rotation = mainCamera.transform.rotation; And here the magic happens: You copy the position but multiply it by 1 / your scaling factor: largeDistanceCamera.transform.position = mainCamera.transform.position * 0.01f; I've used this in the past and this technique is also used in other engines (Source for example). I saw a video using it in the past (someone built something with halo in unity), but I can't find it now, if I find it, I'll post it here. Edit: I found it. Check it out:
  4. Mars MFPS(Mobile Integeration)

    I started creating mobile support for my kit, should be out this month.
  5. Update 0.4.1.0

    It is a module, the base is: "Kit_InputManagerBase" and the default one is "Kit_DefaultInputManager".
  6. Update 0.4.1.0

    Unfortuantely, I haven't looked into mobile development at all yet.
  7. Hello, everyone! I present to you: Update 0.4.1.0 New Features: Battlechat Leveling Unlocking FPV2 integration
  8. Have you been wanting to buy MMMPFPSK but in the Unity Asset Store? Today the wait is over! Check it out here
  9. uploaded a new build with much less (350mb)
  10. That's really odd, are you on a 32 bit browser? Anyway, build is about 32mb in size and I set the memory to 1024mb, seems like thats too much for some other setups. I'll make one with less.
  11. Do you want to try MMMPFPSK before you buy? Wait no longer, try it out in WebGL now: http://314arts.com/projects/mmmpfpsk/
  12. You will receive all further updates for free. Make sure to check out the newest vids tho
  13. Hello, everyone! I present to you: Post Release Update #2 New Features: Fully animated first person weapons Walk Tilt Fall Down Effect Mecanim controlled run animation Loading Screen Progress Bar Camera Animation Support WebGL Support Get it here: https://sellfy.com/p/QBYx/
  14. You can find the fall damage values in "GenericBootsOnGround" and for the guns you find those in "<Gun Name> Behaviour" in the project, in the "GameInformation" folder.
  15. The next update of MMMPFPSK will contain fully animated weapons. Here is a quick preview:
×