Jump to content
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.

Search the Community

Showing results for tags 'Parkour'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Introduce yourself
    • Discussions
    • Showcase
    • Need help?
    • Seeking team members?
    • Offtopic
    • Example Projects
    • Scripts
    • Shaders
    • Unity Tutorials
    • FPS Kit Tutorials
    • 3D models
    • Animated 3D Models
    • Graphic design
    • Textures
    • Sounds
    • Other
    • Sell
    • Request
  • Mars' Modular Multiplayer Photon FPS Kit's Topics
  • Mars' Modular Multiplayer Photon FPS Kit's Reviews
  • Mars' Modular Multiplayer Photon FPS Kit's Updates
  • Mars' Modular Multiplayer Photon FPS Kit's Tutorials
  • Busy People's Introductions
  • Photon's Tutorials
  • Photon's Photon General
  • Photon's Showcase


  • Free Projects
  • Free Assets
  • Game Demos
  • Photon's Files

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL





YouTube URL

Facebook URL

Twitter URL

IndieGoGo URL

Kickstarter URL


GreenLight URL



Found 14 results

  1. FELWIRE This is a single-player FPS, featuring wave-based gameplay where you fight off hoards of monsters. Current Noteworthy Features: - V.Low Poly Style - Parkour System - 3 Current Enemies (Basic, Flying & Kamikaze) - Grappling Hook - Special Shop - Abandoned Atmosphere (One map so far) - Multiple Weapons - Interactable Main menu - Scoring System Updates: This game is currently in development. YOUTUBE: IHAZMIRACLE https://www.youtube.com/channel/UCzoGHQdij2Rg0BnRSbyD7jg Note: This game does contain some assets I purchased, they are given credit in some of the videos descriptions and I am very open about it. Feel free to ask any questions and help give me some ideas!
  2. Hello, My name is Brad. I am 15 years old, yes, but dont let that put you off. I have created one or two simple games in the past, so there is no need to be untrustworthy of me. Now, to the point. Leap is a First person Sci-Fi multiplayer shooter, with heavily parkour and gadget based combat, you may use tons of abilities and weapons to navigate dangerous maps and destroy the enemy. Leap was inspired by many games like Quake, Unreal Tournament and Halo. I feel that this is game idea that might just profit, and, after asking and gaining feedback, 7/10 people would play this game. Here is a more detailed game concept- In Leap you will be able to perform awesome parkour moves and tricks, while the while the whole time integrating it into combat, you will be able to perform combos for cooler, longer, and more damaging moves, but the normal combat should not be lacking. The goal is for the game to have 3 main multiplayer gamemodes, DM, TDM, and a sort of juggernaut gamemode, but instead having more HP and faster/better Parkour-ing. Skillsets we need- We need an Animator/Modeler, Familiar with Blender, and Unity Animation. We also need someone good with Unity Networking/Pun, also with good knowledge of C# or JavaScript. And also a good modeler for level design. as for me? I want to use this a learning experience, and learn from the whole team. I will be doing a little bit of everything from Basic modelling, very basic programming and networking, and a bit of level design here and there. For some Worksamples, See these links: Worksamples Website: http://gorumdev.6te.net/ Thank You much for your consideration. -Gorum
  3. Hey guys today I am releasing my new Unity game, Tupeke (Maori for jump or leap). The main focus of the game is to jump from brick to brick in order to get to the end (a blue block). Once you reach the end you will be rated with a star rating which is calculated with a super secret algorithm that uses the time it took you to complete. Please give me feedback as there is still heaps to add. And keep in mind that i forgot to add a lot of UI features such as end screen and popup stars. https://www.youtube.com/watch?v=WAr9SjZA2KA UPDATE 1: +ADDED END OF LEVEL GUI. SHOWS STAR RATING OUT OF 3 +ADDED JUKEBOX WITH GUI +ADDED 3 MORE LEVELS +BEGAN MULTIPLAYER TESTING
  4. killerkip


    Version 1.0.0


    ^.^ I Made This And Lost project Files Fu*k Me Pleas
  5. Societatem is Singleplayer & Multiplayer tactical FPS. It features infantry combat with a class system, vehicle combat which currently includes jeeps, tanks and helicopters, and specialized game modes such as Takeover and TDM. The infantry features advanced movement such as parkour which includes flipping and climbing over obstacles, leaning around walls and rolling in and out of cover. There are bots in the game and many unlockables you can acquire by earning experience while playing. Current team members: William - Lead programmer, animator Chris (LuxuriousSociety) - Lead modeler, texturer, co-programmer Joltation - Orchestrator The open alpha for Societatem will start at the time of the IGoAUC 2014 competition, which is 25th of December, 2014. More information about the game can be found on our IndieDB page and YouTube channel. We post update videos on YouTube and news on IndieDB. Keep in mind that the latest information on both sites are most likely outdated and differ greatly from what is actually implemented in the game. To save myself the time of doing everything twice, once on here, once on IndieDB, please "watch" our game on IndieDB if interested! IndieDB YouTube Channel Thanks for reading, - William, RedCrusaderGames
  6. reaperkan


    Do FPS games really require parkour?
  7. #pragma strict var VaultMax : float; var VaultMin : float; var distanceToGoFwd : float = 0.7; private var CanVault : boolean; private var DistancePlRayFwd : float; private var DistancePlRayUp : float; var VaultAnim : String; var cam : GameObject; private var Player : Transform; var Arms : GameObject; var VaultArms : String; private var charCont : CharacterController; private var CanParkour : boolean; var EnableRoll : boolean; var lastPos : float; var Roll : String; var RollArms : String; var HeightToRoll : float = 25; private var canRoll : boolean; var distanceDamage : float = 55; var maxFall : float; private var max : float; var CheckRay : GameObject; var range : float; private var maxH : float; var Translate : boolean; function Start() { Player = transform.parent.gameObject.transform; charCont = Player.GetComponent(CharacterController); } function Update () { if(CanParkour || charCont.isGrounded == false) Translate = true; else Translate = false; maxH = Mathf.Abs(max - Player.transform.position.y + charCont.height/2); Debug.Log(maxH); var charContr : CharacterController = Player.GetComponent(CharacterController); var radius = charCont.radius; // find centers of the top/bottom hemispheres var p1 : Vector3 = transform.position + charCont.center; var p2 = p1; p2.y += VaultMax; p1.y -= charCont.height/2 + 0.02; if (Physics.CapsuleCast(p1, p2, radius, transform.forward, range)) { if(!Physics.Raycast(transform.position, transform.TransformDirection (Vector3.forward), 0.7)) { if(!CanParkour) { if(Input.GetKeyDown(KeyCode.V)) { Player.transform.position.y += VaultMax; Player.transform.Translate (0, 0, distanceToGoFwd); cam.animation.Play(VaultAnim); //Arms.animation.Play(VaultArms); } } } if(Physics.Raycast(CheckRay.transform.position, transform.TransformDirection (Vector3.forward), 0.7)) { CheckRay.transform.Translate(0, 8 * Time.deltaTime, 0); max = Mathf.Max(max, CheckRay.transform.position.y); } else CanParkour = false; if(maxH >= VaultMax) { CanVault = false; } else { CanVault = true; } } else { CanParkour = false; max = 0; CheckRay.transform.position = Vector3(CheckRay.transform.position.x, Player.transform.position.y, CheckRay.transform.position.z); } if(CanParkour) { if(CanVault == true) { if(Input.GetKeyDown(KeyCode.V)) { Vault(); } } } if(EnableRoll) { if(!charCont.isGrounded) maxFall = Mathf.Max(Mathf.Abs(charCont.transform.position.y), maxFall); else lastPos = charCont.transform.position.y; if(charCont.isGrounded) { if(maxFall - lastPos > HeightToRoll) { cam.animation.Play(Roll); //Arms.animation.Play(RollArms); if(maxFall - lastPos > distanceDamage) { Player.transform.SendMessageUpwards("GetBulletDamage", maxFall + distanceDamage*2, SendMessageOptions.DontRequireReceiver); } maxFall = 0; } } } } function Vault() { var upDist = CheckRay.transform.position.y + 0.2f; var fwdDist = distanceToGoFwd; cam.animation.CrossFade(VaultAnim); var endPos : Vector3 = Vector3(Player.transform.position.x, upDist, fwdDist); Player.transform.position = Vector3.MoveTowards(Player.transform.position, endPos, 5 * Time.deltaTime); yield WaitForSeconds(distanceToGoFwd); Translate = false; } function Changing() { yield WaitForSeconds(0.3f); CanParkour = true; } Im trying to convert this script to c# but I always get stuck. Can you please help me convert this script into c# because then I can easily modify it since c# is allot easier than javascript, thank you!
  8. Hey there! I have started a new Indie FPS Multiplayer game called Societatem. Updates can be found on my channel at: https://www.youtube.com/user/RedCrusaderGames All game devs who want to join are welcome xD - RedCrusaderGames
  9. A short basic demo of FPS parkour using mecanim. The model was created with MakeHuman. Parkour-intermediate kit by OcularCash ( http://armedunity.com/files/file/16-parkour-intermediate/ ) was used as reference guide.This my first time working with mecanim and blender animations. I would love to hear people's input and tips on how to improve it. Here is a link to the video http://www.youtube.com/watch?v=f0zEoi0Szx0
  10. so,i made a parkour script for mecanim.. but it never seems to work... i just cant fiqure it out.. #pragma strict internal var animator: Animator; var legs : GameObject; var range : float; function Start () { animator = GetComponent(Animator); } function Update () { } function fixedupdate(){ var hit : RaycastHit; var direction = legs.transform.forward ; if(Physics.Raycast(transform.position,direction,hit,range)){ if(hit.collider.gameObject.tag == "box"){ if(Input.GetKey(KeyCode.E)){ animator.SetBool("parkour",true); } } } }
  11. In my game I am attempting to do a simple parkour system. This system includes a rectangular detection collider in front of the player, and that is a trigger. When the game detects that the trigger hits something, then the game shoots out a raycast to see if the object is short enough to climb over. For some reason, the trigger only detects collisions that is the right size, that is, not an object too short, and not an object that is too tall. Is there a way to fix this? Here is a picture of a 'just right' size object of which the game can actually detect: Here is one of an object that is too tall: And similar outcomes appear for objects that are short, like the one to the left of the green cube in the 'just right' picture. I sadly cannot upload a screenshot of that because of UA's restrictions. Here is the script that I am using for the 'detected' variable: #pragma strict var detected : boolean = false; function OnTriggerStay(other : Collider){ if(other.gameObject.tag != "Player" && other.gameObject.tag != "NPC"){ detected = true; } } function OnTriggerExit(other : Collider){ if(other.gameObject.tag != "Player" && other.gameObject.tag != "NPC"){ detected = false; } } Any help is appreciated, -william9518
  12. ChameleonRocketGames is recruiting! #Cancelled Hello there people of ArmedUnity! If you've seen our Showcase of our game Last Zone, you should see me mentioning "not recruiting anyone". But, today's changed it! Today is the day we are recruiting at ChameleonRocketGames! Sounds like a TV-show... Anywho, we're recruiting people between a mature age. By that, I mean people that takes responibility and not "laze" around the couch and watch television while us other are working. And ofcourse, people that has knowledge in these slots we're mentioning below. (Ofcourse you could "laze" around sometimes but not always ) What we in the team are focusing mostly on are the FPS-Horror games. We're currently working on this game Last Zone which is a zombie survival horror. More games will come but sadly enough, we´re not allow to tell them here because they´re suppose to be like a "suprise" Video of game: LITTLE ABOUT ME: Name: Josef Nawas (Joseph) Age: 16 What role I take?: Scripting and some animating. Location: Sweden SLOTS/ROLE/JOBS THAT YOU COULD CHOOSE (one only): 3D Modeller (Characters, Furnitures, Props, Buildings etc) 1/2 Sound Artist/Designer (music is needed) 0/1 (optional) Texturer 0/1 Animator 0/1 Shader Artist 0/1 (optional) How Can I Apply? Well, this is how you can apply to us: 1. You could send me a PM and telling me which part you're interested in. Ofcourse you need to show me some work of yours, if you choose , example 3D modelling, you then need to show some work of yours. This is how your application should look like: Name: Age: Role: Location: 2. You could also post down below but I actually recommend that you PM me. Any further questions? Well, you could always PM me about anything you're worried or wondering about. And as always, Have a great day! Your friend, Joseph! #Cancelled
  13. Tested On 3.5 Since i refuse to use Unity 4. This is a simple Javascript for "Parkour" Basicly it allows you to climb over obstacles. Like in call of duty "Climb over a fence" It doesnt look good but it works.. I found this lying around on the interwebs so i thought i would share.. http://forum.unity3d.com/threads/159070-Parkour-System var Hand : GameObject; var UpPlataformName = ""; var CanUpPlataform1 = false; var CanUpPlataform2 = false; var CanDoubleJump = false; var Range = 1.5; var canTranform = false; function Update () { var hit : RaycastHit; var Direction = transform.forward; if(Physics.Raycast(transform.position, Direction, hit, Range)){ if(hit.collider.gameObject.tag == "Up1"){ CanUpPlataform1 = true; } if(hit.collider.gameObject.tag == "Up2"){ CanUpPlataform2 = true; } if(hit.collider.gameObject.tag == "Untagged"){ CanDoubleJump = true; } } if(Input.GetKeyDown(KeyCode.Space)&& CanUpPlataform1 == true){ transform.position.y += 2; transform.position.z += 2; audio.Play(); CanUpPlataform1 = false; } if(Input.GetKeyDown(KeyCode.Space)&& CanUpPlataform2 == true){ transform.position.y += 0.7 ; audio.Play(); CanUpPlataform2 = false; } if(Input.GetKeyDown(KeyCode.Space)&& CanDoubleJump == true){ canTranform = true; transform.Rotate(0, 180, 0); if(canTranform == true){ transform.Translate( 0, 5, 0); transform.Translate(0, 0, 10 * Time.deltaTime); } audio.Play(); CanDoubleJump = false; } } function OnCollisionEnter(col : Collision){ canTranform = false; } Hopefully This will be usefull for someone and maybe even customize it. Have fun.
  14. Has anyone been able to create a basic parkour system for the OMA's Fps pack like a battlefield 3 sort of parkour System (hand movements, leg movements, all that sort of stuff) just needs to have the arm animations (doesn't have to be over the top i can add the rest on) the script of course and any extras that i've missed i mean basic i can add on code and stuff if needed and i will pay you for your trouble hopefully not to much haha . hopefully not to much Pm me and quote me a price and ill let you know thanks for reading guys Thanks again Lee
  • Create New...