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OcularCash

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  • Content count

    3,529
  • Joined

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OcularCash last won the day on July 13

OcularCash had the most liked content!

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899 Excellent

About OcularCash

  • Rank
    Team Member
  • Birthday 04/29/1985

Profile Information

  • Gender
    Not Telling
  • Location:
    Springfield Missouri USA
  • Interests
    Javascript, Java, C#, C++, PHP, 3d Modeling, Foley Recording, Photography

Contact Methods

  1. Sorry, was eating popcorn and trying to do it but it's kinda hard with butterfingers lol finished it and updated the original post. It's most likely not 100% perfect but I'll deal with that later
  2. I'll actually be done with it in about 10 or 15 minutes
  3. Working on the new tomb. It was a little blockier than I wanted it so I'm redoing the design and adding some windows, more detail, etc.. Still have to do some more optimization, adding an entry way and adding the lower concrete slab but its coming along. I'll replace it in this topic when I'm finished. It's 590 tris right now but I think I can still get it down to under 500 (not including entry way and slab)
  4. Looks great. I don't think it's that realistic, but it IS good tho. I like it. Only thing is the empty reload should be "Reload with Chambered". Empty reloads you would need to chamber one. Besides that, your animations look good
  5. So do one hundred percent of the physical work (because let's face it, buying art assets and supplying an "idea" is not physical work) and only receive 30% profit? Even if your millionaire and the best artist on the planet, offering 30% to the person that brings that art to life and makes it a game instead of static images is just an insult. Reguardless of who you think does more work, Who you think is more important, etc... a two man team should always split it 50/50, it's a two way street buddy, not a way lane with a sidewalk. and forum wise, why come to a forum and say "I'll only reply to emails"? Is that an insult to the forum or so that you can be shady behind closed doors and not publicly? dont get me wrong, im not attacking your post because I just want to be a prick. I'm attacking your post to protect our forum members who work hard to succeed and your basically raising your middle finger at them and saying they are only worth 30% of the profit. Good luck with your pictures, we have games to make. 'Drops mic'
  6. Never really tried all that hard to do it but I'm about 95% positive it's impossible without building it with the editor source
  7. As Calum stated, you can't use anything related to the editor during runtime. Normally, as he also said, you would put it in a folder called "Editor" and all is well, but you've also got things in that same script that need to be ran during gameplay but it will be excluded from the build and your going to run into issues trying to get information from an editor file. the only option is break it up into two seperate scripts, one for editor related stuff to place in the editor folder and the runtime stuff that will stay outside of the editor folder
  8. Not many music people come to the forum so welcome. i think your music is very good, but not for the genre your looking for. I can def see your music doing incredibly well in racing and/or fighting games tho. My brother does my music at trailerpark studios in LA as seen here: and in the bomber box project in the download section but if I was making one of genres mentioned above, I would def have a place for you. I wish you the best of luck and if you need help in the future, always feel free to ask.
  9. Looks good, but there shouldn't be a major impact on performance with the rain. Make sure the rain only encapsulates the player at a radius of like 15 or so units and it should be ok
  10. https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnApplicationQuit.html using a value you can tell it whether it's logged in or out. Using OnApplicationQuit you handle the toggle if the user closes the application while still logged in.
  11. Example: https://forum.unity3d.com/threads/rotation-of-texture-uvs-directly-from-a-shader.150482/
  12. Looks really good man. Only issue I see is the ui is pretty busy. Kinda got lost trying to figure out what where and what does what. But by judging by your map screenshots it looks like you fixed the stail coloring and flat textures I was seeing in the video. looks good 👍 Hope to see it release
  13. Hey, if i got this correctly this works like a guestbook right ? Anyways i just wanted to let you know that im really thankful for the great code OC has submitted to this forum. OcularCash is a skilled coder and always lends a helping hand for those who reach for it. Thanks to him i was able to solve quite some problems so far. Keep being the way you are! (Y)

  14. I take it this a blender question and not a unity question based on the screenshot correct? You should be able to yes, but you may have reweigh it if it's already weighed. You may be able to click 1 armature, shift click the next and hit p to parent them together. Then you should be able to use the parent box to adjust them. But that's just a guess, I've never parent 2 armatures together in blender, only in unity
  15. Nice 👍 I thought it might have been multi scene rendering like this: ill just do some tests myself then and see the differences. Looks good btw