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themars2011

Premium Member
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themars2011 last won the day on November 20

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. themars2011

    game im working for fun and portfolio :)

    It would be cool if things like the sign or the benches break when you drive them over, other than that looks cool good job 😄
  2. themars2011

    Use of unassigned variable Hir

    you need to shoot a raycast before using the hit see this page and the example there: https://docs.unity3d.com/ScriptReference/Physics.Raycast.html
  3. themars2011

    NavMesh custom walking behaviour

    Hey guys, I'm trying to implement a dog that can only move in certain ways, running forward, walking and turning and strafe left / right if necessary. Obvisouly, I need pathfinding. It mostly follows the player but also needs to do other things, which I can implement later when this is done. Any points in the right direction? Default NavMesh Agent does not fit my needs at all because it slides and that which is not what I want.
  4. themars2011

    Grunt1914

    the german flag is definitely the wrong one lol I suggest using this one
  5. themars2011

    Can someone help me fix orientation on a few models?

    Alright, I'll try. Let's hope it doesn't mess up the scale! Happens to me a lot, dunno why
  6. Hey guys, I need some help from a modeller. The Asset Store became really nitpicky and wants me to "FIX" orientation on some of the models in my kit. It's just six models that are apparently not aligned correctly with the axis (Z forward, Y up and X right). Some of them are flipped like -Z is forward (ridiculous, I know). My bullet model faces upwards and it's not good for them. I really hate this new way they are handling it. I even had to create unnecessary prefabs for some meshes that are absolutely useless, but they wanted me to. If someone helps me real quick and properly I might give that person a voucher for my kit on the asset store (: Thanks
  7. themars2011

    Bugs after upgrading Unity

    I suggest going from 5.3 to last 5.x then to 2017.1 then to 2017.4 and then to 2018. Years ago I did the same with premium fps kit 0.7 I think (I think it was from unity 3 to unity 5 and going there directly didn't work either).
  8. themars2011

    How to fix the left hand side gun problem in Kit.

    of the weapon's root object, where the animation component is.
  9. themars2011

    How to fix the left hand side gun problem in Kit.

    Set x-scale to -1.
  10. themars2011

    A Beautiful Scene Using Only Standard Assets

    in Unity 2018 it's a standard asset (sort of) and can be imported using Package manager.
  11. themars2011

    Unity3D - "Generic" FPS - Update 2

    I am legitimately impressed if you are 12 years old, especially the animations. If you keep going you could become a really good and maybe even famous animator one day. Good job!
  12. themars2011

    Prefab Workflow (Nested Prefabs)

    Nested prefabs are amazing and will find very good adoption in my kit when it comes to upgrading to a new version. Right now it's some work but with nested prefabs it will be as easy as unselecting the part prefabs that you modified when importing.
  13. themars2011

    Doors with collision detection

    Didn't try yet but I think that will be to late at that point because they already collided? I'll see
  14. themars2011

    Doors with collision detection

    Hey guys, I want to make some doors that have collision detection like in the source engine, where the door would not continue to rotate when something (e.g. a player) is in the way and not clip through him. Any ideas how to go about that? I was thinking of a rigidbody, but I am not exactly sure how I would make it rotate to a specific rotation.
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