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OcularCash last won the day on May 23

OcularCash had the most liked content!

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About OcularCash

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  • Birthday 04/29/1985

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  • Location:
    Springfield Missouri USA
  • Interests
    Javascript, 3d Modeling, Foley Recording, Photography
  1. @geckoophysic stands for physical (properties of an existent material) which coincides with with a material of a 3d mesh. While physics the standalone property that does not require an existing material, for instance, a ui texture that has no 3d material. @websfera.plno sure if a physic material works without collision but as geckoo stated, you can always try it
  2. Concept: check if the network id (view) is yours and disable/enable accordingly. Implementation: depends on the network solution you are using. The concept remains the same but the code is solution dependent. Without knowing your solution, code/example cannot be provided
  3. Probably because this is 6 years old. Back when unity was still wearing diapers. A lot has changed since then, including its methods
  4. Change LoadingScreen to SceneManager
  5. Any chat script will work, you just convert it to photon. Even this that posted several years ago works, just use the photonrpc calls instead of the old master server rpg calls.
  6. I personally love using the cc. I prefer it over a rigidcontroller anyday just because it cuts out some of the generic coding and allows same frame collision detection and response. But for this type of game, you need a rigidcontroller. The reason being is that rigidcontroller can rotate the player and it's attached collider, cc cannot and is permanently locked on x and z axis. the answer to your question tho is this: instead of: moveDirection.y -= someFloat * Time.deltaTime; its: moveDirection -= -transform.up * Time.deltaTime; p.s. I actually made a game several years ago that is exactly like that. It was an inverted cube and each wall was a different map and players could change there gravity to be on seperate walls (maps). Pretty fun shooter mode
  7. You have no logic for x rotation implemented so there should never be rotation on that axis. Are you use a rigidbody? If so,just lock the x rotation in the inspector
  8. I've never had this issue and I've been using the animation component in every version of Unity since v3. Are you sure you didn't cntrl+lmb or something?
  9. Released? And a mobile only contest? And saying Time.timeScale = moveSpeed / maxSpeed is not platform constraint
  10. Ah gotcha. Forgot you can't do that in c#, only js. You have to do this: transform.eulerAngles = new Vector3(transform.eulerAngles.x, ManFace.eulerAngles.y, transform.eulerAngles.z);
  11. And if you have a rigidbody attached to it, make sure the x rotation is not locked and also use a physics method like AddForce and AddTorque instead of manipulating the transform component directly. If you have a character controller component attached, x and z rotations are auto locked which means they cannot be rotated
  12. It should just be transform.rotation.y = ManFace.rotation.y;
  13. You only need the y rotation of the manface transform, not the entire vector
  14. There is no license or copyright. It's part of a tutorial straight from the unity tutorials section found here: I wouldn't have posted it if you weren't allowed to use it
  15. This is an invisibility shader that is similar to Halo or similar. Not much else to explain bc it's pretty well known. but first: Disclaimer: This shader was not created by me nor do I have any affiliation with the creator. This is just a copy paste topic so that you don't have to do it the hard way and scroll his youtube video to hand type it, that's it. Shader "Custom/Cloak" { Properties { [HideInspector] _dirty("", int) = 1 _Blending("Blending", Range(0, 1)) = 0 _DistortionMap("DistortionMap", 2D) = "bump" {} _DistortionScale("DistortionScale", Range(0, 1)) = 0 _RippleScale("RippleScale", Range(0, 20)) = 0 _RippleSpeed("RippleSpeed", Range(0, 1)) = 0 } SubShader { Tags{"RenderType" = "Opaque" "Queue" = "Transparent+0" "IsEmissive" = "true"} Cull Back GrabPass{"_GrabScreen0"} CGPROGRAM #include "UnityShaderVariables.cginc" #pragma target 3.0 #pragma surface surf Standard keepalpha addshadow fullforwardshadows struct Input { float4 screenPos; }; uniform sampler2D _GrabScreen0; uniform sampler2D _DistortionMap; uniform float _RippleScale; uniform float _RippleSpeed; uniform float _DistortionScale; uniform float _Blending; void surf(Input i, inout SurfaceOutputStandard o) { o.Albedo = float3(0, 0, 0); float4 screenPos7 = i.screenPos; #if UNITY_UV_STARTS_AT_TOP float scale7 = -1.0; #else float scale7 = 1.0; #endif float halfPosW7 = screenPos7.w * 0.5; screenPos7.y = (screenPos7.y - halfPosW7) * _ProjectionParams.x * scale7 + halfPosW7; screenPos7.w += 0.00000000001; screenPos7.xyzw /= screenPos7.w; float4 temp_cast_0 = (_Time.y * _RippleSpeed); float4 temp_cast_3 = 1.0; float4 temp_output_3_0 = lerp(tex2Dproj(_GrabScreen0, UNITY_PROJ_COORD((float4((UnpackNormal(tex2D(_DistortionMap, (_RippleScale * float2((temp_cast_0 + screenPos7).x, (temp_cast_0 + screenPos7).y)).xy)) * _DistortionScale), 0.0) + screenPos7))), temp_cast_3, _Blending); o.Emission = temp_output_3_0.rgb; o.Metallic = temp_output_3_0.r; o.Smoothness = temp_output_3_0.r; o.Alpha = 1; } ENDCG } Fallback "Diffuse" }