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OcularCash last won the day on March 8

OcularCash had the most liked content!

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973 Excellent

About OcularCash

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    Team Member
  • Birthday 04/29/1985

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  • Location:
    Springfield Missouri USA
  • Interests
    Javascript, Java, C#, C++, PHP, 3d Modeling, Foley Recording, Photography

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  1. How to rotate the target of shooting range.

    Or you can save yourself from all the coding and just animate it on impact. void ApplyDamage(float amount) { if(animation.IsPlaying(downAndStationaryAnim)) return; animation.CrossFade(downAndStationaryAnimName); while(animation.IsPlaying(downAndStationaryAnim)) yield; animation.CrossFade(upAnimName); } is just a basic example
  2. Photon Sync Issue

  3. Np. Ya, even I use assets, you just can't tell. My main menu alone uses 7 assets. From reskinned butterflies to modified mixamo skeletons to highly modified bird flocking mechanics to reskinned rabbits. You just have to remember than when you download/use an asset, your should only use the core, not the whole thing. When you buy a model you should only use the mesh. When you buy ui you should only use the code. Etc... that's why when I post models I only post the mesh, not the texture. It forces ppl to put in some kind of work and make it there own if they want to use it
  4. Assets are perfectly fine as long as they are modified and made your own. There is a difference between using an asset and flipping an asset. For instance, if you download the boot camp character and don't change anything, that shows lack of pride and accomplishment. If you reskin it, that shows that you put forth effort to make it your own. there will always be a line in the sand between using and flipping, and as long as your make it your own and put forth some kind of effort to make it unique, than your good to go. There are actually dozens of highly rated games that most people don't know that they use assets. It's because they mask them to work well with there game. From what I've heard, even PUBG uses store bought assets

    Not sure if you mean dropped as in "released" or dropped as in "cancelled". If you mean you cancelled your game, that's a little premature don't you think? It's only a tech demo. Your not going to see larger amounts of players until the full/alpha/beta release of the actual game, not during a tech demo faze. Only thing I would suggest is using a little bit more English. Some of your trailers and comments and what not are in a different language which kinda threw me off on which language the game is actually in. I personally don't play games that aren't in English and if it looks like there's even a small chance that may not be (comments, description, trailers, etc..), i 100% of the time skip right over it
  6. Longer than Ulong ?

    I honestly don't know. I only know from what I've read. I've never had the need for a number that large so I don't it much about its practices. https://msdn.microsoft.com/en-us/library/system.numerics.biginteger(v=vs.110).aspx in theory tho, It shouldn't be any different than what you would do for any value type if your using a text based format (like I do) just by doing BigInteger bigInt = new BigInteger(String); for databases that don't support big ints, I'm not really sure bc I've never actually look too deep into it
  7. Looks good. I'm a paint.net user but if I didn't use that I'd def try it out
  8. Longer than Ulong ?

    @geckoobig integers can be as large as your machine can handle (processing power wise). There is no limit as far as I'm aware. 56 ^ 448000 is the largest I've heard of someone do. http://www.dreamincode.net/forums/topic/330278-what-is-the-largest-number-a-biginteger-can-be-this-is-amazing/
  9. Longer than Ulong ?

    I know this is locked, but others who want to know, you can use big integers in unity 2017 or larger (.net 4.0 >)
  10. Blender terrain to unity ?

    @Aeleas in the link you posted for the tutorial it tells you how to fix that if you Scroll down to "missing prefab". @Everyone using a placement tool and keeping the terrain mesh can cause large overhead on large terrain. The reason is because you cannot cull a single mesh if it always visible without using split sectioning, you will also lose higher speed billboarding and wind. It is always recommended to use unitys terrain or similar
  11. Blender terrain to unity ?

    Unify wiki has one here: http://wiki.unity3d.com/index.php?title=Object2Terrain
  12. Create a character lock system

    Good to hear. Sorry about that, I forgot integers don't have casts for chars
  13. Create a character lock system

    You need to cast lbl[d] from a char to an int. So put (int) lbl[d]
  14. Create a character lock system

    I use the same method for bools/character lock systems. Just when you read the string in it will be "001011001". You then just loop the characters when it's read in. So: chars = myString.ToCharArray(); for(c = 0; c < chars.Length; c++) { if(chars == '0') false; else true; } pretty simple @YoungDeveloper if you have a list/array of playable characters, each new version with new characters gets added to the end of the list. So if you unlocked all 4 characters but the new version has 7, it will read in the first 4 (from the previous version). Then when saved, it will save as a 7 character string. The only time it's not scaleable is if you add characters to the middle or beginning of the list of playable characters. Which isn't really ideal in the first place
  15. So I'm working on a train system for my game and thought I would post the basic version of the system as an example. Create an empty gameobject for a parent and drop some waypoints in it. Rotate the waypoints so that they are facing the direction they are coming from (i.e. if you need to move up to reach waypoint[2], then waypoint[2] should face up), so it should not face toward the next waypoint, it should face the direction that the player should be facing when it gets to it. The waypoints should be in order in the scene panel. Then all you have to do is just drag this script on some object in the scene, assign the waypoints parent and hit play. Also, this is designed to loop the waypoints back to 0 after the end because it's meant for a train. Like always, this is a basic example. If you want to do anything more, you will need to code it yourself. Hope you enjoy and hope you learn: public var trackParent : Transform; public var speed : float = 5.0; private var segment : int; private var transition : float; private var lines : Bezier[]; function Awake() { var tracks = trackParent.GetComponentsInChildren.<Transform>(); lines = new Bezier[tracks.Length - 1]; var pastSelf : boolean = false; for(var i = 0; i < tracks.Length - 1; i++) { if(tracks[i] == trackParent) { pastSelf = true; continue; } if(pastSelf) lines[i - 1] = new Bezier(tracks[i], tracks[i + 1]); else lines[i] = new Bezier(tracks[i], tracks[i + 1]); } lines[lines.Length - 1] = new Bezier(tracks[tracks.Length - 1], tracks[1]); } function Update() { transition += (speed / lines[segment].distance) * Time.deltaTime; if(transition > 1.0) { transition -= 1.0; segment++; if(segment >= lines.Length) segment = 0; } else if(transition < 0) { transition += 1.0; segment--; if(segment < 0) segment = lines.Length - 1; } var nextPosition = lines[segment].Sample(transition); transform.LookAt(nextPosition); transform.position = nextPosition; } function OnDrawGizmos() { if(lines == null) return; if(lines.Length > 0) { for(var i = 0; i < lines.Length; i++) { Handles.DrawBezier(lines[i].start, lines[i].end, lines[i].start, lines[i].control, Color.red, null, 3); } } } class Bezier { var start : Vector3; var end : Vector3; var control : Vector3; var distance : float; function Bezier(t1 : Transform, t2 : Transform) { start = t1.position; end = t2.position; CalculateControl(t1.forward, t2.forward); distance = (Sample(0.001) - start).magnitude * 1000.0; } function Sample(length : float) { return (((1 - length) * (1 - length)) * start) + (2 * length * (1 - length) * control) + ((length * length) * end); } function CalculateControl(startDirection : Vector3, endDirection : Vector3) { var a = Vector3.Dot(startDirection, startDirection); var b = Vector3.Dot(startDirection, endDirection); var e = Vector3.Dot(endDirection, endDirection); var d = a * e - b * b; if(d != 0.0) { var unNormalizedDirection : Vector3 = start - end; var c = Vector3.Dot(startDirection, unNormalizedDirection); var f = Vector3.Dot(endDirection, unNormalizedDirection); var s = (b * f - c * e) / d; var t = (a * f - c * b) / d; control = ((start + startDirection * s) + (end + endDirection * t)) / 2.0; return; } control = (start + end) / 2.0; } }