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OcularCash last won the day on April 21

OcularCash had the most liked content!

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835 Excellent

About OcularCash

  • Rank
    Team Member
  • Birthday 04/29/1985

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  • Gender
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  • Location:
    Springfield Missouri USA
  • Interests
    Javascript, 3d Modeling, Foley Recording, Photography
  1. Really the only kind of crypto language I liked in a game thus far is how final fantasy did it with the al-bhed language. But besides that, not really something I would enjoy outside of just wasting time like I do with other cryptopuzzles
  2. I can understand the apple rejection. Looks ok but what's with the side head bob? I see that a lot and always think who in the right mind swings there head like that when they run lol
  3. Thanks man. The base mesh is probably a little more polys than I'd like but I prob won't be fully finished with it til tonight anyways
  4. Just finished modeling the base mesh of a bird for my game and thought I would share. Like I said, it's just a base mesh so there is still optimization to do, vert altering, rescaling, rigging and so on, so don't expect much. It's just a mesh to work off of, nothing more. But here it is:
  5. A video is just a sequence of images so scale wise I'd doesn't really matter, it's mainly just a difference in how it plays. I haven't tried unitys new movie stuff but they've done a fair bit of bragging about it. You can always test it out and see if it's fits you
  6. A good level from top to bottom can take months by yourself, not days. Days is about the amount of time it takes to perfect a single model (model, map and texture -and rig and animate if that's the case-). Even finding exact placement, shaders and correct collision can take up to a couple hours. I've spent a little over a month and a half building a 100x100 level from scratch and it's not even a quarter of the way done, and that's just a demo level bc of building, testing and scrapping. Level design from scratch itself can take a vary long time if your perfecting each level. It took me over a week and nearly 17 models before perfecting a single grave 2 weeks ago. It was either too wide, too tall, not destinguished enough, funky collision, animation interaction was off, etc, etc... this all goes for how well you take care of your level tho. If your just slapping it together and never reworking your models, it may only take you a month to build one. But why spend all that time from scratch building a level if it isn't perfect
  7. bow!/search/page=1/sortby=relevance/query=Bow&price:0-5 1 second search on the asset store and animations at
  8. Ok. Ya was just wondering bc I see it quite frequently. Almost as frequent as click on a video about gameplay and have to sit through 10 minutes of menu showcasing. anyway, good luck man
  9. If the arms are placeholders, why are they fully animated with the weapons, does that mean the weapons are also placeholders? And if they're placeholders, why is the whole video about shooting and animations? just trying to understand that. I tend to see it a lot on the forum and get quite confused when I do see it
  10. for(a=0;a<10;a++) Spawn();
  11. That is odd. Must be just a nav mesh issue, Maybe you have the step height set to 0 and it's going spastic. Besides that I'm clueless
  12. I build my own systems most of the time. And all mass place trees is is testing the contact point from the camera and randomly testing heights inside a a unit circle and placing them. You can even build that yourself in unity terrain if u wanted
  13. Idk about that one, that might be a bug in your unity version. Idk tho bc I don't use unity terrain
  14. The error is misleading for the script provided. Destroying the object cancels any other call after that so it shouldn't be throwing an error at all actually. The issue is still what you stated, but I believe it's showing the wrong line for the cause of it. i believe the cause is your yield statements. If you yield for 2 seconds, it's going to continue to collect trigger calls in the meantime. You should remove any yield statements or at the start of OnTriggerEnter, put if(deadd == 69) return;
  15. Not sure why that is. Try slapping a mesh collider on it and set it to concave and see if it does the same thing. If so, you might have an additional vert floating around up there. p.s. Purely a guess, but wanted to atleast attempt an answer since there wasn't any