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Found 14 results

  1. I need drift car physics. like this game http://tr.y8.com/games/burnout_drift_hilltop. I can pay . Please contact me. (osmanyilmazturk32@gmail.com)
  2. Mobile Ocean and boat physics. https://github.com/eliasts/Ocean_Community_Next_Gen
  3. Version v1.1


    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
  4. 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
  5. DISCLAIMER: NO SALADS WERE HARMED IN THE MAKING OF THIS GAME! [UPDATE] Make Me A Salad, somehow, over time, evolved into a horror game! Don't ask me how this happened because I have no idea. I do know, somewhere along the road of development, the whole thing changed. Game Description: Make Me A Salad is a horror game that messes with your head. The game is based on the topic of corporation and has you dive into the sick, cruel world of capitalism and it's all put together to look like a children's game...how wonderful! Features include: 3 ingredient types (a whole load more coming soon) Cartoony, colorful art style (for the most part...) Random ingredient requests Ingredient cutting system An in-depth story and dialog system And much more coming soon! Story: Our current storyboard is (obviously) way to long to fit in this post (and It would give away key story elements). That's why I put together this basic overview of the story: Screenshots:
  6. Hello everyone. I am having trouble with setting up the configurable joint in such way that i can rotate it with the mouse. The setup i currently have is: A rigidbody [ The base ] A second Rigidbody [ The second base] A third rigidbody [ The rotating body ] The second rigidbody is connected to the first one with a configurable joint which i have setup to work just like a fixed joint. The third [rotating] body is connected to the second body with a configurable joint, and so far this is where my problem is. I can make it rotate using Angular force that is not a problem, but i want to control it with the mouse so i is very accurate. [ The final result will be a turret of some sort. ] Note: I have set the joint motions of the joint to LOCKED and the angular motions to FREE. Looking forward to all replies. Regards
  7. so i have this code for my character, but the jumping doesnt work. When i press space, the character simply teleports to a higher position void FixedUpdate() { moveDirection = new Vector3 (Input.GetAxis ("Horizontal") / 2, 0, Input.GetAxis ("Vertical")); moveDirection = transform.TransformDirection (moveDirection); moveDirection *= speed * sppedmultiplier; if ((Input.GetAxis ("Vertical") > 0.5f) && running) sppedmultiplier = 2; else sppedmultiplier = 1; if (GetComponent<CharacterController> ().isGrounded) { if (Input.GetButtonDown ("Jump")) moveDirection.y = jumpSpeed; } moveDirection.y -= gravity * Time.deltaTime; GetComponent<CharacterController> ().Move (moveDirection * Time.deltaTime); }
  8. Hi! I have a question to apply a "stop" to this script .. to tighten ("shiftUp" button) I want the audio stops for a while (in this case the value of ShiftTime) if time is greater than 0, the audio stops .. if time is less than or equal to 0, the audio plays another look... Here I give you the script in c # : using UnityEngine; using System.Collections; public class prueba : MonoBehaviour { public AudioClip test; public float testvolumenMax = 1; public float testpitch = 1; public float ShiftTime = 0.8f; AudioSource testSource; Drivetrain drivetrain; float volumeFactor; int i,k; AudioSource CreateAudioSource(AudioClip clip, bool loop, bool playImmediately, Vector3 position) { GameObject go = new GameObject("audio"); go.transform.parent = transform; go.transform.localPosition = position; go.transform.localRotation = Quaternion.identity; go.AddComponent(typeof(AudioSource)); go.audio.clip = clip; go.audio.playOnAwake = false; if (loop==true){ go.audio.volume = 0; go.audio.loop = true; } else go.audio.loop = false; if (playImmediately) go.audio.Play(); return go.audio; } void Start () { drivetrain=GetComponent<Drivetrain>(); testSource = CreateAudioSource(test, true, true,Vector3.zero); } void Update () { if(Input.GetButton ("Throttle")){ if(this.drivetrain.rpm>100){ {if (!testSource.isPlaying) testSource.Play();} float factor=drivetrain.rpm/drivetrain.maxRPM; testSource.volume = 0 + testvolumenMax*factor; testSource.pitch = 0.1f + testpitch*factor +0.3f; } } else { float factor=drivetrain.rpm/drivetrain.maxRPM; testSource.volume = 0.1f + testvolumenMax*factor-0.1f; testSource.pitch = 0.1f + testpitch*factor -0.15f; } } } ------------------ how I can apply a stop time to audio? help me? Thanks!
  9. Hello everyone! I have a dilemma that I can not solve. I comment as it comes. want to create a sound engine, with different bases on engine rpm. I will explain my idea! Script: using UnityEngine; using System.Collections; public class RealSonidoMotor : MonoBehaviour { public audioClip Low; public float fadeOutL = 3000; //(these are the rpm) public float EndfadeOutL = 7000; public audioClip Med; public float startM = 3000;//(volume starts from 0) public float fadeInM = 4000;//(Volume 0-1) public float fadeOutM = 6000;//(Volume 1-0) public float EndfadeOutM = 7000;//(volume 0) public audioClip High; public float startH = 5000; public float fadeInH = 7000; Drivetrain drivetrain; float volumeFactor; int i,k; AudioSource CreateAudioSource(AudioClip clip, bool loop, bool playImmediately, Vector3 position) { GameObject go = new GameObject("audio"); go.transform.parent = transform; go.transform.localPosition = position; go.transform.localRotation = Quaternion.identity; go.AddComponent(typeof(AudioSource)); go.audio.clip = clip; go.audio.playOnAwake = false; if (loop==true){ go.audio.volume = 0; go.audio.loop = true; } else go.audio.loop = false; if (playImmediately) go.audio.Play(); return go.audio; } void Start () { LowSource = CreateAudioSource(Low, true, true,Vector3.zero); MedSource = CreateAudioSource(Med, true, true,Vector3.zero); HighSource = CreateAudioSource(High, true, true,Vector3.zero); drivetrain=GetComponent<Drivetrain>(); } void Update () { if(drivetrain.throttle > 0){ if(Input.GetButton ("Throttle")){ if(this.drivetrain.rpm > 800){ {if (!LowSource.isPlaying) LowSource.Play();} LowSource.volume=1; } if(this.drivetrain.rpm > fadeOutL){ LowSource.volume = the problem is here, I want the volume down to 1-0 between floats "fadeOutL / EndfadeOutL" } } } } } ----------------------------------------------------------------------------------------- the vehicle has different gears: 1,2,3,4,5 and 6 making the next "gear" rpm slower increase as it does in reality .. any idea?
  10. Hi everyone, I have a door that opens and its rotated then, so the problem is there that the boxcollider which defines the area where you can open the door, moves to. So how can I make that this boxcollider does not move when the door moves? Thanks
  11. Hi everyone, I have a scene where the player can move and rotate a cube by touch. So the player can touch anywhere one the screen and move the cube but I wanna make a collider where the cube can go through. What is the best way to do that?
  12. This is the script I'm using "Credits To Andrew Gotow" Edited for extra features. The car will drive etc but starts in gear 0 "suppose to be neutral i guess" though you can get up to like 40MPH in gear 0.. then it goes to 1 then 2. And it gets stuck.. there is 6 gears for the car. I found that "rigidbody.drag = rigidbody.velocity.magnitude / 250;" Is causing the problem but removing this obviously increases the speed of the car dramatically and the car is uncontrollable.. So I'm pretty much stumped on what i am suppose to do...
  13. rpm I have a timer which rotates through the drivetrain (works perfect) I want to do is this .. every certain number of degrees to rotate the needle, play a sound, and "sound pitch" eg the needle is at 55 degrees (playing a sound) = idle rotating and exceeding 56 degrees (it plays another sound (low) and stops ringing above (idle)) and so susecivamente with other 3 sounds .. (med - high - limiter) the question is, how do I add the 5 sounds to script to rotate x degrees is activated and the previous sound stop playing (55 º - 56 idle play) - (56 º -100 º play low and stop idle) etc. .. here the script: if (tachoMeterNeedle) { tachoMeterNeedleRect=new Rect(tachoMeterRect.x + tachoMeterRect.width/2 - tachoMeterNeedleSize.x*0.5f , tachoMeterRect.y + tachoMeterRect.height/2 - tachoMeterNeedleSize.y*0.5f, tachoMeterNeedleSize.x, tachoMeterNeedleSize.y); pivot = new Vector2(tachoMeterNeedleRect.xMin + tachoMeterNeedleRect.width * 0.5f, tachoMeterNeedleRect.yMin + tachoMeterNeedleRect.height* 0.5f); if (RPMFactor<1f) RPMFactor=1f; if (drivetrain) actualtachoMeterNeedleAngle=drivetrain.rpm/(RPMFactor*10) + tachoMeterNeedleAngle; Matrix4x4 matrixBackup = GUI.matrix; GUIUtility.RotateAroundPivot(actualtachoMeterNeedleAngle, pivot); GUI.DrawTexture(tachoMeterNeedleRect, tachoMeterNeedle); GUI.matrix = matrixBackup; Total script also left to be seen and can help
  14. Hello how are you? would need to help me with something I do not understand. I am using unityCar, and everything is perfect, very good .. but I have a problem I do not understand and I can not fix ... I drive the vehicle at high speeds (350 kmh) and destabilizes the car loses grip of the road .. which when you want to turn left or right wheels lose grip .. unitycar have used some of you? someone had this error and fix it? I'm from Argentina .. forgive me if I do not understand .. I hope you can help if anyone has unityCar, and wants. Ask Me and I think a post for everyone. bye
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