This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

OcularCash

ADG
  • Content count

    3,532
  • Joined

  • Last visited

  • Days Won

    97

Everything posted by OcularCash

  1. --i means decrement before using i. i-- means decrement after using i. Example: //i = 0, only add at the next iteration for(i = 0; i < 10; i++) //I will start incrementing after 0 for a total of 10 iterations //i = 0, increment right away so it now = 1 for(i = 0; i < 10; ++i) //I will start incrementing now for a total of 9 iterations the only reason i++ is seen more often is because lists and arrays start at 0. So if you use ++i in a loop trying to loop an array, you'd completely skip over 0. But if you've ever built an engine you'd use ++i to pass data to the graphics via OpenGL or dx which start at 1. There is other scenarios where you could use ++i vs i++ but try and keep it simple, use one or the other. Example: for(i = 1; i < 10; i++) is the same as: for(i = 0; i < 10; ++i) so just stick to one and you'll be good 👍
  2. To smooth the edges you would have to create a shader for but it's very simple. You add an additional texture image for masking that gradients out the edges and you just compare the pixel of the texture + offset to the same pixel (without offset) of the second image (gradient edged mask). Pretty easy stuff. thanks guys. Ya, I just searched for a tiling cloud image so I didn't have to code my own. Later I will tho for the game
  3. public var fogMat : Material; public var scrollDir : Vector2; function Update() { fogMat.SetTextureOffset("_MainTex", scrollDir * Time.time); } This is probably the simplest, fastest and most effective method of ground fog. It's nothing new but for those of you who are new to adding cheap tricks for your game, this is very easy method of doing so. Use the ground fog model I've provided below with the texture provided (Which is a fully tileable clouds image) and create a new material using Particles/Additive (Soft) shader and drag in the image. Then resize the mesh to encapsulate the area you need and set the tiling to the size you want it. Then just place this script on it, assign the variables and hit play. The only reason why I provided a mesh is because I mapped the uv's on the side to tile with the top. You can actually just use whatever mesh you want. The script just moves the offset of the texture, that's it. I also set it to 0.2,0.2 for scrollDir. There's tons of cheap tricks that makes your project look good so don't just go head on towards effects that eat your framerate, there's always cheaper alternatives. GroundFog.obj
  4. 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
  5. Beginning of a low poly tomb I'm working on. This is not textured as I am triangle shading so the model is "As is". Thought I would post it for the community before I start adding more detail. Model is: 676 tris NewTomb.zip
  6. I'll actually be done with it in about 10 or 15 minutes
  7. 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)
  8. 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
  9. 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'
  10. 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
  11. 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
  12. 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.
  13. 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
  14. 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.
  15. Example: https://forum.unity3d.com/threads/rotation-of-texture-uvs-directly-from-a-shader.150482/
  16. 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
  17. 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
  18. 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
  19. @Erarnitoxyou can use the same animations on multiple rigs in legacy as well, it's not just a mechanim thing. And for unity animation bugs, unity animation bugs only occur when going from negative to positive or positive to negative when manipulating the transform, which is where ppl mistake How to animate in unity. Your not supposed to manipulate it's transform directly, your supposed to manipulate the transformation from the animation window, not from the transform component. Every animation I've used and still use since I've been using unity (about 5 years) were created inside unity. It's a good system, but people tend to just move stuff around not paying attention to what window there using to do it. The reason is because the transform component uses wrapped transformations while the animation window uses clamped.
  20. Good. And to add tho, this is also a demonstration of parent movement animating:
  21. Hierarchy should look like: Player>weaponCam>weaponManager>arms/weapons. The weapon manager is what your animating for movement. When you have sway it looks like Player>weaponCam>sway>weaponManager>arms/weapons. And so on. You just animate/move parents and it animates/moves all the children
  22. It's bc the running animation isn't on the weapon, it's on the parent that holds all the weapons
  23. If you don't mind me asking, did you use a depth masking shader like I did on the tardis effect a few years ago or did you use multi scene rendering like "a crack in the slab"? Only asking bc I will be doing a similar effect in my game but haven't tested the performance of the multi scene rendering, only depth masking
  24. By your screenshot, it looks like you don't have anything assigned. Since your new, you probably don't know but every one of those variables need to be assigned and all values must be set for it to work
  25. @chapaeffcard photos contain trademark images which can't be used in commercial products. I do have this deck tho: https://en.m.wikipedia.org/wiki/Most-wanted_Iraqi_playing_cards that I was given when I was in the military stationed in Baghdad during the war tho. If it's not a commercial game, I can scan those cards and send you the scans