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Found 170 results

  1. Version 1.0

    189 downloads

    From this project you can learn: * How to set/sync username * How to create room * How to retrieve information about rooms (room list) * How to change region * How to create and sync players * How to change map (also lock and hide room) * How to show username over head * How to get/show list of players in room * Chat (also shows when new player joined/left room) * How to use custom room properties (sync game mode, map name) * How to use custom player properties (sync player customization) * How to send RPC's PUN2 documentation: https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro If you have any questions: https://armedunity.com/forum/27-need-help/ Requires: - unity 2018 or higher - PUN 2 v2.7 or higher How to open project: 1. Create new project 2. Import and setup "PUN 2" from unity Asset Store 3. Download, extract from archive and import AU_PUN_2 4. Add scenes in Build Settings Step-by-step tutorial: https://www.youtube.com/watch?v=LINYYNt5BmE IMPORTANT: You are not allowed to share project outside armedunity (upload on other sites)
  2. Third update with major improvements including sound, environment, speedometer, and more! This post includes screenshots and video. Enjoy! https://imgur.com/a/r9XJVjS
  3. Version 1.0

    908 downloads

    Here is a basic top-down starter kit I developed for people who wish to start a top-down origin game development project. The kit contains features such as: -Player Controller -Camera Manager -Game Manager -Main Menu (scales to all resolutions) You have my permission to use this project as you please, even for commercial purposes (you don't even have to credit me). That is all, enjoy. PS: I will continue to update this kit for a short period of time until it reaches a more advanced state, then any further updates will only be available for premium members.
  4. New update including background ambience, car sounds, rotating camera, and license plate! Don't even ask about that weird glitch cause I don't know.
  5. Pylow is our first project and we are delighted to announce that we will publish it by the end of this month Pylow is a Fps arena, where every player can choose his clothes and accessories, the classes and the weapons to use during each game We chose a low poly style, that guaranteed us a unique visual result that those who decided to follow us during our development, loved a lot. One of our most particular features is the animation of each character as soon as it dies, in fact who will be killed will swell very quickly and then fluctuate in the map, until someone else will shoot the mega balloon that will explode making it rain confetti. I hope you enjoy it, we have had very positive feedback and we are also counting on you to know if you are interested in the game or for asking us anything. These are our contacts: FACEBOOK YOUTUBE INSTAGRAM WEBSITE
  6. var zoom : int = 20; //determines amount of zoom capable. Larger number means further zoomed in var normal : int = 60; //determines the default view of the camera when not zoomed in var smooth : float = 5; //smooth determines speed of transition between zoomed in and default state private var zoomedIn = false; //boolean that determines whether we are in zoomed in state or not function Update () { if(Input.GetKeyDown("z")){ //This function toggles zoom capabilities with the Z key. If it's zoomed in, it will zoom out zoomedIn = !zoomedIn; } if(zoomedIn == true){ //If "zoomedIn" is true, then it will not zoom in, but if it's false (not zoomed in) then it will zoom in. camera.fieldOfView = Mathf.Lerp(camera.fieldOfView,zoom,Time.deltaTime*smooth); } else{ camera.fieldOfView = Mathf.Lerp(camera.fieldOfView,normal,Time.deltaTime*smooth); } } This is my zoom effect made in JavaScript. Hope you like it PS: you have to put the script on the camera.
  7. Version

    577 downloads

    I would like to share a little 2D Platforming Package i have gotten laying around its good to learn the basics of how a 2D Game is builded. The package includes 2 already builded levels which you can play to learn how it works. After that you can create a empty scene and just drag whatever you need from the package in the Hierarchy.
  8. Hi everyone! It's been a while since I've posted...but here's a little something I was able to cook up in 2ish hours with the standard assets. I've never really had a big budget so I just wanted to show people that alot can be done with a little. Tell me what you think and I hope you all enjoy. I may give a download at some point if requested...but you all have standard assets .
  9. please i need help i want to Reverse Engineering apk unity game.
  10. Hi I'm trying to make enemy character who is in idle animation and when i shoot him, his body will be replace with ragdoll. Im using AU fps kit by the way. Can anyone help me please?
  11. Hi! While developing on a game of mine, I decided to make a few changes to the camera. I got some inspiration from the camera in Running With Rifles and I really liked it, so I decided to make it like that. Here's a little video of it in action, in my game: Setting it up: Create an empty gameobject, and name it something like Camera Pivot. This is the gameobject that will be moved. Create a camera gameobject, and attach it to the Camera Pivot gameobject Offset the camera gameobject so it points downward, and is a bit in the air Attach the script to the Camera Pivot gameobject. Configure the settings to your likings, and everything should work. If you have any problems, I'll try to help. Script:
  12. 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!
  13. Version v1.1

    982 downloads

    Supported file formats .wav and .ogg To load mp3 file format: http://denis-potapenko.blogspot.com/2013/04/task-6-loading-mp3-audio-via-www-class.html Password: armedunity
  14. Version v1.1

    2,803 downloads

    From this project, you can learn how to simulate movement/rotation of arrow. Also can be used for realistic bullets, or tracers. Perfect collision detection even on very high speed. Password: armedunity
  15. I need a tutorial or script to make the move to "walk" the gun. And in that same Script, I want to make a transition from "walk" to "run" when the "Shift" button is selected and the "walk" will normally walk with the "W" key. (Is there any possibility of doing this in an "animation" without using "animator"?) ----------------- I have a script, but I need a new one. In what I have this giving incompatibilities and when I go to pushing the key to "run", it practically goes without any smoothing, it is as if the animation was totally cut and started from a different point. My script : using UnityEngine; using System.Collections; public class moveAnim : MonoBehaviour { public Rigidbody rb; public Animation anim; public AnimationClip walk; public AnimationClip idle; public AnimationClip reload; public AnimationClip walkingReload; public AnimationClip sprint; public AnimationClip crouch; public AnimationClip crouchWalk; float sprintMult = 1; public bool pauseWalkOnAim = true; void Awake() { if(rb.GetComponent<characterControls>() != null) { sprintMult = rb.GetComponent<characterControls>().sprintMultiplier; } } void FixedUpdate() { characterControls cc = rb.GetComponent<characterControls>(); if (crouch != null) { if (cc.body.height == cc.normalHeight) { if (reload != null) { if (!anim.IsPlaying(reload.name) && !anim.IsPlaying(walkingReload.name)) { if (rb.velocity.magnitude >= 0.1f) { float sprintSpeed = rb.GetComponent<characterControls>().speed * sprintMult; if (rb.GetComponent<characterControls>().curSpeed < sprintSpeed) { if (pauseWalkOnAim) { if (!Input.GetMouseButton(1)) {a anim.CrossFade(walk.name); } } else { anim.CrossFade(walk.name); } } else { if (sprint != null) { anim.CrossFade(sprint.name); } } } else { anim.CrossFade(idle.name); } } else { if (reload != null) { if (anim.IsPlaying(reload.name) && rb.velocity.magnitude > 0.1f) { anim.CrossFade(walkingReload.name); } if (anim.IsPlaying(walkingReload.name) && rb.velocity.magnitude == 0) { anim.CrossFade(reload.name); } } } } else { if (rb.velocity.magnitude > 0.1f) { if (Input.GetKey(KeyCode.LeftShift)) { anim.CrossFade(sprint.name); } else { if (pauseWalkOnAim) { if (!Input.GetMouseButton(1)) { anim.CrossFade(walk.name); } } else { anim.CrossFade(walk.name); } } } else { anim.CrossFade(idle.name); } } } else { if (rb.velocity.magnitude <= 0.1f) { anim.CrossFade(crouch.name); } else { anim.CrossFade(crouchWalk.name); } } } else { if (reload != null) { if (!anim.IsPlaying(reload.name) && !anim.IsPlaying(walkingReload.name)) { if (rb.velocity.magnitude >= 0.1f) { float sprintSpeed = rb.GetComponent<characterControls>().speed * sprintMult; if (rb.GetComponent<characterControls>().curSpeed < sprintSpeed) { if (pauseWalkOnAim) { if (!Input.GetMouseButton(1)) { anim.CrossFade(walk.name); } } else { anim.CrossFade(walk.name); } } else { if (sprint != null) { anim.CrossFade(sprint.name); } } } else { anim.CrossFade(idle.name); } } else { if (reload != null) { if (anim.IsPlaying(reload.name) && rb.velocity.magnitude > 0.1f) { anim.CrossFade(walkingReload.name); } if (anim.IsPlaying(walkingReload.name) && rb.velocity.magnitude == 0) { anim.CrossFade(reload.name); } } } } else { if (rb.velocity.magnitude > 0.1f) { if (Input.GetKey(KeyCode.LeftShift)) { anim.CrossFade(sprint.name); } else { if (pauseWalkOnAim) { if (!Input.GetMouseButton(1)) { anim.CrossFade(walk.name); } } else { anim.CrossFade(walk.name); } } } else { anim.CrossFade(idle.name); } } } if(pauseWalkOnAim) { if (Input.GetKeyUp(KeyCode.LeftShift)) { if (rb.velocity.magnitude > 0) { anim.CrossFade(walk.name); } else { anim.CrossFade(idle.name); } } } anim[walk.name].speed = rb.velocity.magnitude / rb.GetComponent<characterControls>().speed; } }
  16. I have here a script who contains the following configuranções, I have the animations "reload"/"Draw"/"Fire" animation "fire" works with the script and an "animation", the rate of fire works like this: If I have a short animation, the gun shoots faster, if I have an animation of "Fire" long, the gun shoots and after a great time shoots again, I wanted to know how I can modify the script so I have a animations that starts "over" the other for the "rate of fire" to be fast as well. using UnityEngine; using System.Collections; public class gunScript : MonoBehaviour { public int clipSize = 6; public Texture hitMarker; public Animation anim; public AnimationClip shoot; public AnimationClip reload; public AnimationClip draw; [HideInInspector] public int ammo = 0; [HideInInspector] public int oldAmmo = 0; float coolDown = 0; public int maxDamage = 50; public int lowDamage = 30; public bool singleShot = false; public float rateOfFire = 0.1f; public float range = 1500; public float recoilAmnt = 0.2f; public float recoilShake = 5f; public float recoilSpeed = 5f; public Transform forward; public float accuracy = 0.3f; public camRecoil recoilScript; public Transform[] pelletSpawns; public GameObject groundHit; public GameObject bloodHit; public Transform muzzle; public GameObject muzzleFlash; public AudioClip shootSFX; public AudioClip reloadSFX; public int magazines = 10; public PhotonView tpEff; float killCool = 0; float hitMarkerTime = 1; void Awake() { ammo = clipSize; setLayer(); if(drawTracer) { if (muzzle == null) { drawTracer = false; Debug.LogError("Muzzle Trasform Not Set, Draw Trace' Set To Fale"); } } } void Update() { if(killCool > 0) { killCool -= Time.deltaTime; } if (!singleShot) { if (Input.GetButton("Fire1")) { Fire(); } } else { if (Input.GetButtonDown("Fire1")) { FireSingle(); } } if (Input.GetKeyUp(KeyCode.R)) { rel(); } if(coolDown > 0) { coolDown += -Time.deltaTime; } } public bool drawTracer = true; public void Fire() { if (coolDown <= 0 && !anim.IsPlaying(reload.name) && !anim.IsPlaying(draw.name)) { if (ammo > 0) { anim.Play(shoot.name); ammo += -1; coolDown += rateOfFire; if(recoilScript != null) { recoilScript.StartRecoil(recoilAmnt, recoilShake, recoilSpeed); } tpEff.RPC("shootEff", PhotonTargets.All, shootSFX.name); if (muzzleFlash && muzzle != null) { GameObject mf = Instantiate(muzzleFlash, muzzle.position, muzzle.rotation) as GameObject; mf.transform.parent = transform; Destroy(mf, 1); } if (pelletSpawns.Length == 0) { RaycastHit hit; Vector3 fwd = new Vector3(forward.forward.x + Random.Range(-accuracy, accuracy) / 10, forward.forward.y + Random.Range(-accuracy, accuracy) / 10, forward.forward.z); if (Physics.Raycast(forward.position, fwd, out hit, range)) { //draw tracer if (drawTracer) { GameObject line = new GameObject(); line.transform.SetParent(GameObject.Find("_Room").transform); line.name = "tracer"; LineRenderer ln = line.AddComponent<LineRenderer>(); ln.SetWidth(0.01f, 0.005f); ln.material = new Material(Shader.Find("Diffuse")); ln.material.color = Color.yellow; ln.SetPosition(0, muzzle.position); ln.SetPosition(1, hit.point); Destroy(line, 0.05f); } if (hit.transform.tag == "Player") { //Debug.Log("hit!"); if (hit.transform.GetComponent<PhotonView>() != null) { tpEff.gameObject.SendMessage("hitCol", hit.collider); hit.transform.GetComponent<PhotonView>().RPC("ApplyDamage", PhotonTargets.AllBuffered, Random.Range(lowDamage, maxDamage), PhotonNetwork.playerName, hit.collider.name); killCool = hitMarkerTime; //Seconds to show hit marker } GameObject par = Instantiate(bloodHit, hit.point, Quaternion.identity) as GameObject; Destroy(par, 5f); } else { Quaternion hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject par = Instantiate(groundHit, hit.point, hitRotation) as GameObject; Destroy(par, 5f); } } } else { foreach (Transform pelletSpawn in pelletSpawns) { RaycastHit hit; if (Physics.Raycast(pelletSpawn.position, pelletSpawn.forward, out hit, range)) { if (hit.transform.tag == "Player") { Debug.Log("hit!"); if (hit.transform.GetComponent<PhotonView>() != null) { hit.transform.GetComponent<PhotonView>().RPC("ApplyDamage", PhotonTargets.AllBuffered, Random.Range(lowDamage, maxDamage), PhotonNetwork.playerName, hit.collider.name); killCool = hitMarkerTime; //Hitmarker seconds } GameObject par = Instantiate(bloodHit, hit.point, Quaternion.identity) as GameObject; Destroy(par, 5f); } else { Quaternion hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject par = Instantiate(groundHit, hit.point, hitRotation) as GameObject; Destroy(par, 5f); } } } } } else { rel(); } } } public void FireSingle() { if (!anim.IsPlaying(shoot.name) && !anim.IsPlaying(reload.name) && !anim.IsPlaying(draw.name)) { if (ammo > 0) { anim.Play(shoot.name); ammo += -1; coolDown += rateOfFire; tpEff.RPC("shootEff", PhotonTargets.All, shootSFX.name); if (recoilScript != null) { recoilScript.StartRecoil(recoilAmnt, recoilShake, recoilSpeed); } if (muzzleFlash && muzzle != null) { GameObject mf = Instantiate(muzzleFlash, muzzle.position, muzzle.rotation) as GameObject; mf.transform.parent = transform; Destroy(mf, 1); } if (pelletSpawns.Length == 0) { RaycastHit hit; Vector3 fwd = new Vector3(forward.forward.x + Random.Range(-accuracy, accuracy) / 10, forward.forward.y + Random.Range(-accuracy, accuracy) / 10, forward.forward.z); if (Physics.Raycast(forward.position, fwd, out hit, range)) { //draw tracer if (drawTracer) { GameObject line = new GameObject(); line.transform.SetParent(GameObject.Find("_Room").transform); line.name = "tracer"; LineRenderer ln = line.AddComponent<LineRenderer>(); ln.SetWidth(0.01f, 0.005f); ln.material = new Material(Shader.Find("Diffuse")); ln.material.color = Color.yellow; ln.SetPosition(0, muzzle.position); ln.SetPosition(1, hit.point); Destroy(line, 0.05f); } if (hit.transform.tag == "Player") { //Debug.Log("hit!"); if (hit.transform.GetComponent<PhotonView>() != null) { tpEff.gameObject.SendMessage("hitCol", hit.collider); hit.transform.GetComponent<PhotonView>().RPC("ApplyDamage", PhotonTargets.AllBuffered, Random.Range(lowDamage, maxDamage), PhotonNetwork.playerName, hit.collider.name); killCool = hitMarkerTime; //hit marker seconds } GameObject par = Instantiate(bloodHit, hit.point, Quaternion.identity) as GameObject; Destroy(par, 5f); } else { Quaternion hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject par = Instantiate(groundHit, hit.point, hitRotation) as GameObject; Destroy(par, 5f); } } } else { foreach (Transform pelletSpawn in pelletSpawns) { RaycastHit hit; if (Physics.Raycast(pelletSpawn.position, pelletSpawn.forward, out hit, range)) { //draw tracer if (drawTracer) { GameObject line = new GameObject(); LineRenderer ln = line.AddComponent<LineRenderer>(); line.transform.SetParent(GameObject.Find("_Room").transform); line.name = "tracer"; ln.SetWidth(0.01f, 0.005f); ln.material = new Material(Shader.Find("Diffuse")); ln.material.color = Color.yellow; ln.SetPosition(0, muzzle.position); ln.SetPosition(1, hit.point); Destroy(line, 0.02f); } if (hit.transform.tag == "Player") { //Debug.Log("hit!"); if (hit.transform.GetComponent<PhotonView>() != null) { hit.transform.GetComponent<PhotonView>().RPC("ApplyDamage", PhotonTargets.AllBuffered, Random.Range(lowDamage, maxDamage), PhotonNetwork.playerName, hit.collider.name); killCool = hitMarkerTime; //hit marker seconds } GameObject par = Instantiate(bloodHit, hit.point, Quaternion.identity) as GameObject; Destroy(par, 5f); } else { Quaternion hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); GameObject par = Instantiate(groundHit, hit.point, hitRotation) as GameObject; Destroy(par, 5f); } } } } } else { rel(); } } } public void rel() { if (ammo < clipSize && magazines > 0) { oldAmmo = ammo; anim.CrossFade(reload.name); ammo = clipSize; magazines += -1; tpEff.RPC("reload", PhotonTargets.AllBuffered, reloadSFX.name); } } void OnEnable() { anim.Play(draw.name); } void OnDisable() { if (anim.IsPlaying(reload.name)) { ammo = 0; magazines += 1; } } void OnGUI() { if (GameObject.Find("_Room") != null) { GUI.skin = GameObject.Find("_Room").GetComponent<roomManager>().skin; } GUIStyle ammoStyle = new GUIStyle(GUI.skin.box); ammoStyle.fontSize = 36; GUIStyle ammoStyle2 = new GUIStyle(GUI.skin.box); ammoStyle2.fontSize = 24; ammoStyle2.alignment = TextAnchor.MiddleLeft; GUI.Label(new Rect(10, Screen.height - 100, 100, 50), ammo + "/" + clipSize, ammoStyle); GUI.Box(new Rect(100, Screen.height - 100, 50, 50), "/" + magazines, ammoStyle2); //hitMarker if(hitMarker != null) { if (killCool > 0) { Color c = Color.white; c.a = killCool; GUI.color = c; float hMLength = hitMarker.width / 2; GUI.DrawTexture(new Rect(Screen.width / 2 - hMLength, Screen.height / 2 - hMLength, hMLength * 2, hMLength * 2),hitMarker, ScaleMode.StretchToFill); } } } public void setLayer() { foreach (MeshRenderer mr in gameObject.GetComponentsInChildren<MeshRenderer>()) { mr.gameObject.layer = 9; } foreach (SkinnedMeshRenderer mr in gameObject.GetComponentsInChildren<SkinnedMeshRenderer>()) { mr.gameObject.layer = 9; } } }
  17. I want some offline FPS game which have AI and guns with aim down sight and with various animation. SO that I can get some example to make my own project.
  18. 1. Import and setup of Aron Grangberg's A* pathfinding 2. Lightmapping and adding enemy. Here you can download: A* Pathfinding: http://arongranberg.com/astar/download Tutorial Assets: _FilesForTutorial.rar ****************************** 3. New Zombie for FPS Kit 2 4. Fixing mistakes Here you can download: Tutorial Assets: https://mega.co.nz/#!k9dEEIKI!CEWRZQY13KC1pnZcpN9IQEuvNwoTYZxP_sxWmcviBOU Zombie/Animations: http://www.mixamo.com Unity Engine version 4.1.3f3 (Free) A* Pathfinding version 3.2.5.1 (Free)
  19. I need an asset like this https://www.assetstore.unity3d.com/en/#!/content/27695 to work on mobile for free, searched in the unity store but couldn't find a free one. Only third person touch controls is needed. P.S.: I am zero at coding.
  20. Is there any way to place the properties of an object that is up on the bottom? For example: Put the properties of the "ReloadCam" in the animation of "AksFire" and make the movement of the top property down there in another completely different property?
  21. I finished editing the Oma kit "Au kit FPS 2" whole, put new animations, put new weapons and sounds, new phases, weapons modifications, menu and everything. However I need help to let you multiplayer using the Photon, I found no tutorial, if anyone can help me I will be thankful for thanks.
  22. Vehicle Physics. Info: So. I have noticed a lot of community members have been seeking Vehicle Physics.. I was going to create a project from scratch for the community but i have been sidetracked by my Racing Game Project ATM. So i took Andrew Gotow's Vehicle Physics & Customized - Rewrite the Code So the Vehicle Handles & Behaves Better. Has a real center of mass. Anti Roll Bars. etc. This Project Will Not Be Receiving Anymore Updates Because My Current Project is taking up a lot of my time. So I hope everyone here enjoys the projects & Makes something cool from them I will be here for support, If you have any issues / Bugs please let me know & I will be more then happy to help You out! NOTE: You are free to use this Commercially If You Replace All The Models / Sounds With Your Own. Please Do Not Upload This & Share It. If You want to share with you Friends Send Them A Link To This Thread. Features: Automatic Gearbox. Handbrake. Deceleration Speed. Anti Roll Bars. Skid marks With Smoke & Audio. Vehicle Has Max Speed. Steer Angle Is Adjustable In The Inspector. DEMO: Video Preview: Downloads. V1 : Just The Physics. https://www.mediafire.com/?kel5si16p3saxsr V2 : The Physics & First Person Controller Enter And Exit System. https://www.mediafire.com/?1i3enlz6cdhitay Downloads For 4.3. V1 : Just The Physics. https://www.mediafire.com/?vp7trxeffs3p6k3 V2 : The Physics & First Person Controller Enter And Exit System. https://www.mediafire.com/?vp7trxeffs3p6k3 Update #1 Improved The WheelAlignScript. & Made it able to handle all wheels at once. Instead of multible scripts being ran on all four wheels. How To Use The Updated Script. Step 1. Delete the WheelAlign Script. Step 2. Create a new script called WheelVisuals & Paste The Above Into The Script. Step 3. Assign This Script To The Vehicle. Step 4. Assign Your Wheel Colliders Matching The Names. & The Wheel Meshes. Step 5. Hit Play & Notice Everything still works Beautifully yet its easier to Manage. Note: "Mesh Is The Actual Wheel Model." "Wheel Is The Actual Collider" Note: SkidSmoke = SlipPrefab. Credits: OneManArmy - Enter & Exit Source From FPSKIT. Andrew Gotow - Vehicle Physics. http://www.gotow.net/andrew/blog/?page_id=78 Andrew Laverack *Epic-Shot* - Edit & Rewrite. http://armedunity.com/user/8297-epic-shot/ Angel Garcia *Edy* - Anti Roll Bar. http://forum.unity3d.com/threads/50643-How-to-make-a-physically-real-stable-car-with-WheelColliders Roylen - Easy Skid marks. http://forum.unity3d.com/members/86349-Roylen
  23. Theking

    Unity Labs Demo

    Can anyone please upload the Unity Labs Demo? It has been removed from the asset store.
  24. Version 1.51f

    6,302 downloads

    I GOT AN ALL NEW KIT OUT HERE: https://sellfy.com/p/QBYx/ Check it out! If you like it or have any questions, just ask or leave a comment! Don't forget rate If you want more, please subscribe! V2 Will include chat and finished mecanim controller. Guys, important Bug Fix!! Replace MainMenu.cs with this: http://pastebin.com/9r6hwPMe and replace FixThings.cs with this: http://pastebin.com/e1UR2mmP The bug: When Client A spawns on server before Client B joins, Player of Client A will be deleted on Client B. That means Client A's player will be "invisible" to Client B, but can still shoot him. Replacing the scripts will solve that. (OcularCash) Edit: Download contains a file that has the link to the mega upload file. The file is verified!
  25. I often wondered how to do a Damage Indicator when I started unity 3d, So Heres a Tutorial on One, the video is a very basic on getting the dir data needed, the Part 2 well deal with the health and everything. Like I said I very basic and super easy to understand.. Because every Project so different...
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