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 'child'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GENERAL
    • Introduce yourself
    • Discussions
    • Showcase
    • Need help?
    • Seeking team members?
    • Offtopic
  • RESOURCES
    • Example Projects
    • Scripts
    • Shaders
    • Unity Tutorials
    • FPS Kit Tutorials
    • 3D models
    • Animated 3D Models
    • Graphic design
    • Textures
    • Sounds
    • Other
  • SELL | REQUEST
    • 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

Categories

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


YouTube URL


Facebook URL


Twitter URL


IndieGoGo URL


Kickstarter URL


IndieDB URL


GreenLight URL


Location:


Interests

Found 5 results

  1. Hi, Been struggling with animator set-up on one asset i recently bought and trying to convert it into unet system. The problem currently im facing is syncing the animations properly, the setup is built on child objects and the animator is the child of the main player object, by giving the child object proper network scripts like networkanimator etc will make another network identity which wont get spawned or perhaps there is much easier way to solve this problem to fix animation syncing for child object?
  2. Is my game I work. Is work with Vr control but i need The VR is rare, I know. The game is a horror game. sorry for my bad english If you wanna donate, Pm Me, I need to buy The VR, not is obligatory. I am From venezuelan, I have 19.
  3. I need help with this: I Want to change the layer of the soldier (and it works!) and the weapon (this not work). This is the order of the childs: This is my code: using UnityEngine; using System.Collections; public class Network2 : Photon.MonoBehaviour { private string roomName = ""; private string maxRoomPlayerstring = "1"; private int maxRoomPlayers = 1; public GameObject playerObject; public GameObject Spawn; // Use this for initialization void Start () { PhotonNetwork.ConnectUsingSettings("0.0.5 Dev"); } void OnGUI (){ GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString()); if (PhotonNetwork.insideLobby == true){ GUI.BeginGroup(new Rect(0, 0, Screen.width/2,Screen.height)); GUI.Box(new Rect(0, 0, Screen.width/2-60,Screen.height),"Join a game!"); foreach (RoomInfo room in PhotonNetwork.GetRoomList()) { GUILayout.Box(room.name + " " + room.playerCount + "/" + room.maxPlayers); if(GUILayout.Button("Join Room")){ PhotonNetwork.JoinRoom(room.name); } } roomName = GUI.TextField(new Rect(0,Screen.height-70,Screen.width/2-120,20),roomName,25); maxRoomPlayerstring = GUI.TextField(new Rect (Screen.width/2-100,Screen.height-70,20,20),maxRoomPlayerstring,2); if(maxRoomPlayerstring !=""){ maxRoomPlayers = int.Parse(maxRoomPlayerstring); if(maxRoomPlayers > 20) maxRoomPlayerstring = "20"; if(maxRoomPlayers < 1) maxRoomPlayerstring = "1"; } if(GUI.Button(new Rect(0,Screen.height-50,Screen.width/2-60,50),"Create a new room")){ if(roomName !=""){ PhotonNetwork.CreateRoom(roomName, true, true, maxRoomPlayers); } } GUI.EndGroup(); } } void OnJoinedRoom () { //destroy the main menu cam Destroy(playerObject); //Enalbe local player interaction GameObject Player = (GameObject)PhotonNetwork.Instantiate("Soldier",Spawn.transform.position,Spawn.transform.rotation,0); ((MonoBehaviour)Player.GetComponent ("MouseLook")).enabled = true; ((MonoBehaviour)Player.GetComponent ("FPSInputController")).enabled = true; ((MonoBehaviour)Player.GetComponent ("Movementanim")).enabled = true; ((MonoBehaviour)Player.GetComponent ("CharacterMotor")).enabled = true; Player.transform.FindChild("PSoldier").gameObject.SetActive(true); Player.transform.FindChild("Soldier").gameObject.layer = 8; //Here is the problem Player.transform.FindChild ("Ak 47").gameObject.layer = 8; Player.layer = 8; } }
  4. Hi everyone, I have a cube that have a script with a DontDestroyOnLoad function. Now if the new scene loadet i want to make the cube a child of a other game object. How can I do this? Thanks
  5. OK so I am currently working on multiplayer of my game. I have added a multiplayer 'gun' and would like to set this prefab a child of the player parent WITHOUT ACTUALLY SETTING IT AS A PARENT. So what I'd need to do is somehow 'simulate' the child-parent relationship without setting the parent. I've tried setting the position & eulerAngles to the parent counterpart, but of course the child-parent relationship is way more complicated. For instance, in my script where I just set the position & eulerAngles = the parent, the position will move with the parent and so does the rotation, but since my weapon 'sticks' out a bit, the rotation is messed up. It is hard to explain, but I will provide a few images for the sake of explanation. So here is an image of before turning with the parent-child simulation, the smaller gun is the example here. The larger weapon with the arms are just there for a reference. Here is an image of after I turn slightly to the right: So as you can see, the weapon turns accordingly to its parent, but it doesn't REALLY simulate the parent-child relation. Any help is appreciated. Thanks in advance, william9518
×
×
  • Create New...