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Found 15 results

  1. Third update with major improvements including sound, environment, speedometer, and more! This post includes screenshots and video. Enjoy! https://imgur.com/a/r9XJVjS
  2. 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.
  3. 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; } }
  4. 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; } } }
  5. HELP !!! HI, my name is jack and im currently using unity 5 and want a simple either project file or code or some decent videos please help
  6. help me to fix that error SendMessage ApplyDamage has no receiver! UnityEngine.Component:SendMessage(String, Object) NewZombieAI:Update() (at Assets/New folder (9)/NewZombieAI.cs:83) This is my NewZombie cs File using UnityEngine; using System.Collections; public class NewZombieAI : MonoBehaviour { Transform target; //the enemy's target public float moveSpeed= 3; //move speed public float rotationSpeed= 3; //speed of turning public float attackRange= 3; // distance within which to attack public float chaseRange= 10; // distance within which to start chasing public float giveUpRange= 20; // distance beyond which AI gives up public float attackRepeatTime = 1.5f; // delay between attacks when within range public GameObject anim; public float maximumHitPoints= 5.0f; public float hitPoints= 5.0f; public GameObject Zombie_New; //public Transform AudioClip attack; private bool chasing= false; private float attackTime; bool checkRay = false; public string idleAnim = "idle"; public string walkAnim = "walk"; public string attackAnim = "attack"; int dontComeCloserRange = 2; private Transform myTransform; //current transform data of this enemy void Awake (){ myTransform = transform; //cache transform data for easy access/preformance ///zombie_New.anim.GetComponent.<Animation>().wrapMode = WrapMode.Loop; Zombie_New.GetComponent<Animation> (). wrapMode = WrapMode.Loop; Zombie_New.GetComponent<Animation> ().wrapMode = WrapMode.Once; //anim.GetComponent.<Animation>()[attackAnim].wrapMode = WrapMode.Once; Zombie_New.GetComponent<Animation> ()[attackAnim].layer = 2; //anim.GetComponent.<Animation>()[attackAnim].layer = 2; //anim.GetComponent.<Animation>().Stop(); Zombie_New.GetComponent<Animation> ().Stop(); } void Start (){ target = GameObject.FindWithTag("Player").transform; } void Update (){ // check distance to target every frame: float distance = (target.position - myTransform.position).magnitude; if (distance < dontComeCloserRange){ moveSpeed = 0; //anim.GetComponent.<Animation>()[idleAnim]; Zombie_New.GetComponent<Animation> ().Play(idleAnim); //anim.GetComponent.<Animation>().CrossFade(idleAnim); Zombie_New.GetComponent<Animation> ().CrossFade(idleAnim); }else{ moveSpeed = Random.Range(2, 3); //anim.GetComponent.<Animation>().CrossFade(walkAnim); Zombie_New.GetComponent<Animation> ().CrossFade(walkAnim); } if (chasing) { //move towards the player myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime; //rotate to look at the player myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime); transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f); // give up, if too far away from target: if (distance > giveUpRange) { chasing = false; } // attack, if close enough, and if time is OK: if (distance < attackRange && Time.time > attackTime) { //anim.GetComponent.<Animation>()[attackAnim].speed = 4.0f; Zombie_New.GetComponent<Animation> ()[attackAnim].speed = 1.0f; //anim.GetComponent.<Animation>().CrossFade(attackAnim); Zombie_New.GetComponent<Animation> ().CrossFade(attackAnim); target.SendMessage( "ApplyDamage", maximumHitPoints); attackTime = Time.time + attackRepeatTime; //GetComponent.<AudioSource>().PlayOneShot(attack, 1.0f / GetComponent.<AudioSource>().volume); } } else { // not currently chasing. //anim.GetComponent.<Animation>() [idleAnim].speed = 4; Zombie_New.GetComponent<Animation> ()[idleAnim].speed = 4; //anim.GetComponent.<Animation>().CrossFade(idleAnim); Zombie_New.GetComponent<Animation> ().CrossFade(idleAnim); // start chasing if target comes close enough if (distance < chaseRange) { chasing = true; } } } void OnDrawGizmosSelected (){ Gizmos.color = Color.yellow; Gizmos.DrawWireSphere (transform.position, attackRange); Gizmos.color = Color.red; Gizmos.DrawWireSphere (transform.position, chaseRange); } } NewZombieAI.cs
  7. I am trying to make an application which can livestream a football or a cricket match directly from [hotstar](http://www.hotstar.com/) or [starsports](http://www.starsports.com/cricket/index.html) or for that matter any website which shows live sports content. On a bit of research I have come to know these video players use m3u8 encryption and when we try to access this streaming content, we are getting access denied inside the unity player. We can embed any html5 web page. Also can run youtube live streaming content however are not able to decrypt these videos. Is there any particular strategy/method that can be followed to livestream sports content into unity player? Any inputs on direction to go forward would be appreaciated.
  8. Hello guys! It is monday again so time for another tutorial This time it is how to create breakable objects The system includes: *sounds *particles *how to spawn the broken object
  9. Hello guys and welcome to another tutorial! In this tutorial we are going to create a ground behaviour system! Somebody (I don't know who it was, I'm sorry) asked for it, so here it is! The system includes: *speed depending on the surface *footstep sounds depending on the surface *(you need to add your own variables to the script, because this is just the basic and for each game it is different ) I know it is a quick tutorial, but because I think it is boring to watch somebody programming I'm going to explain everything! If you want to use the script I'm using you can pause the video and take a little bit longer, or you can like my fb page and ask for the script I hope you guys like it! Also if you got any questions, just ask in the comments!
  10. Hello to all, We are interested in licensing (exclusive or non-exclusive) games which are done in Unity5, as Webgl games. In case you are able to have created games in older unity version, and you are able to port it to Unity5, but don't have the required license, we might help you with that in case the game is high quality work. Providing samples are required, or playable version of your current work in progress. Games which aren't viral, are prior. I represent Y8.com and Network. I'll check this forum quite often for the next few days/weeks, so feel free to write me a PM or leave a reply here. Thanks, Zoki.
  11. Hi fellas. Here is my demonstration of the AR15 that my project have. https://www.youtube.com/watch?v=i2lpGaZNWac Any comments? Update: New look after some advises from themars2011
  12. Hi There Hi guys. ( I don't know what I should write xD) My name is weard.. Zdzislaw ( corectly is Zdzisław) and I'am 16 years old. I'm interested in programing and making games, reading and so on But i need to say it :/... I'am weak programer ( very weak ) You will ask why? Becuse the onlies thing ( is that corect?) what I can write without thinking that it won't work is a script for loading level when sth is clicket by mouse button xD. And here I need to ask you guys to help explain me some things in C# programing like: what the hall is "string" and "args"? o.o xD I prefer to contact by skype 'Couse my computer is very weak and when i'm using 2 applications is getting laggy :/ That would be enought for now xD But please don't thing on me that i am next noob becouse I really want to be a good programer and for that I'am lerning something from making my first own game with some tutorial fro YT and unity site xD . But I feel bad with this I'am using a tutorial and I don't know why xD So guys would you help me with explaing this 'easy' language witch is C#. And don't be angry on me becouse of my bad english ( yes i know that xD). P.S in topic should be a 'greetings' not a ' greeting'
  13. Hi, ARMEDUNITY and everyone in this website. This is Freeman Org. was officially recently founded and Established on 28th September 2014 in a small town in UK, in Essex, Colchester by Ben Freeman. Expanding office soon to the capital city London as the main home of Freeman with two people and the main individual developer and app designer and the head of Freeman Technologies Ben Freeman, working hard to ensure that consumers get the best quality apps and games on any platform available worldwide. Creating application software first and foremost for Microsoft's platform Windows & Xbox One exclusively. Our goal is to expand platforms to iOS,Android, Steam, Mac OS X, Blackberry, PS4, Wii U and other platforms in the near future. Our goal of Freeman Org. is to bring the unique quality apps and games to all platforms for consumers to enjoy quality and enrich apps and games experinces to the next level. We serving 191 countires already since our debut app launch on the Windows Platforms!!!.
  14. Hello, I don't want that UI Buttons interact if you click on a transparent part of it. http://gyazo.com/4be83d3eaf7b651b0c0ac0b704822afa So the button just do something if I click on the USA for example not on the transparent part around it. I hope you understand my problem and can help me.
  15. Hey guys, well what better than a GIF to show u guys this problem when trying to make a Time Of Day or just moving the scene directional light around to create a dark scene, objects let the light pass trough them? [standard Scene, Standar Shaders..] Can't post gifs in here... oops. https://drive.google.com/file/d/0B2N5-0aMHx_fWWJYdTlwbzhsWlk/view?usp=sharing Am pretty sure you all are doing something to avoid this happening on your scene, tell us whats your solution?
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