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Found 164 results

  1. 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 .
  2. please i need help i want to Reverse Engineering apk unity game.
  3. 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:
  4. 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; } }
  5. Help me ( Animation Recoil )

    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; } } }
  6. 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!
  7. 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.
  8. Gun camera reload shake

    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?
  9. 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.
  10. Fps kit ww2 (Help/Photon)

    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.
  11. Unity Labs Demo

    Can anyone please upload the Unity Labs Demo? It has been removed from the asset store.
  12. 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...
  13. Arctic Territory is a remake of a shut down fps game made by webzen in 2013. Our team has been working on the project for one year. Very top quality first person shooter and will be released in 1 month website : arcticterritory.host youtube channel : https://www.youtube.com/channel/UC3yBFkUwEZlDHw3Gso45d2w
  14. Just wanted to show off a Tutorial I have going on a Inventory System. using ScriptableObject/Loading at Runtime an later so You how to save the data it stuff..
  15. Some Simulators Here

    [Google Translate Detected!] Hello! I'm making a game of driving a trolley. I'm trying to make this game realistic, so in this game there will be a simulation of real electrical circuits of the post-Soviet transport. Just below you can see the screenshots \ [Belarussian trolleybus BKM 32100D] [BKM 32100D and soviet trolleybus ZIU 682G] Also i have a modeller))
  16. Passionate Unity C# programmer

    Hello everyone, I am Vadim. Do you not have the knowledge of C# or simply can't find the time to write scripts for your future game? Well, here I am offering to write any Unity C# script you need in no time for as low as 5$, and maximum 15$ for very complex scripts. If you are not be satisfied, you get all your money back guaranteed. So nothing to lose right. I am a Unity C# programmer with 2+ years of experience, very passionate about game development and have developed many different games 2D and 3D. SERVICE LINK: http://www.fiverr.com/technographicpc/write-you-a-unity3d-csharp-script You can also have a look at a small 2D game I have created alone a few months ago: http://gamejolt.com/games/haunted-rescue/221410 Thanks for reading!
  17. DeadWay FPS Update 1#

    Hello everyone today we present the first update of the game that we are developing with Unity 3D, DeadWay, the game is still a beginner, but we work hard to improve every day. Stay tuned!
  18. Hey guy I wanted to show off a way of Scripting a controller and Inputs. This neat little way that gives you the ability to Delete more Scripts without Breaking things. Like a common script name health. we deleting that would be very bad because it would break your damage code. Because Some were in your Project you ref the health script. Well if You watch I Show you a More flex able way to Deal with that Problem. I could delete my soldier code and soldier Inputs and it's Never Throws a Error I hope you enjoy and Like, smash the sub,an have a great day.
  19. I wanted more flex able classes in my project for Health/Player/Enemy and had more types called get Compontent<Health>(); <--- sucked So I changed it because sometimes you can't use the same code for everything sadFace. So I made a video Explaining how I Over come this problem and I can Now Delete something with breaking the stuffings out of my project
  20. Hello Everybody, I Would like your help in participating in this survey that I am sharing on behalf of my team. That is Xtranormal Activists. The team itself is fairly new with limited publicity (Were working on that) but is pared up with experienced developers and content creators focusing on creating games, Outsourcing and Tools development working with the unity and unreal engine. The purpose of the survey is to find patterns and preferences that are common among many persons involved in the game industry and by segment the creative industry. Also to provide help to game developers with limited resources but a strong desire to learn and make there dreams a reality with effort on their part. Thank you for reading, now the survey: https://surveyplanet.com/58bc93dc1b114214b20d0893
  21. Single Camera Setup

    I always hated using 2 cameras in my fps projects. well because it just seem silly. So for a long time I just took it for what ever.. but Now I found a way thats light enough plus some other cool things working with Cameras. So I'm going to share in this video.so that you can help yourself as well. Hope this helps you enjoy.
  22. Hey! I just posted an update #1 video of project i've been working on named "Rageous world". Keep in mind that this is still in early stages of development and some things are place holders. To-do list: - map design - better AI - More weapons - Better zombie model - shop - zombie spawners - maybe multiplayer - main menu - pause menu (Tell me what i should add or fix)
  23. 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?
  24. Sticking to one game idea?

    So I completed my first year at uni back in early may, since then I have been working back at my old job as a Unity3D Developer. So for the past almost 2 years I have only been doing either graded work with C++ or using Unity to make programs for someone else and I really need to get my motivation back to work on my own games and get back into the Indie scene. My issue is that when ever I try to think of a game idea I end up with 10 different ideas, pick one, then after 2 weeks decide one of the other ideas was better, try that one, then give up because of limitations in my skills (I am a programmer so when I start needing Art and Animation) I loose motivation as I can't make it look nice or sound nice etc. As I am use to working professionally I never have to worry at work, we have a team of artist/animators that make what ever art assets we need. Due to this my standards have become really high, all the project I've worked on have been created by a team of seasoned artists and there is no way I can replicate that. I was wondering if anyone else find this to be a issue and how they get around it? I have so many ideas but just can't get motivated to see it all the way through!
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