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 'wave'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Introduce yourself
    • Discussions
    • Showcase
    • Need help?
    • Seeking team members?
    • Offtopic
    • unity3D | Example Projects
    • unity3D | Scripts
    • unity3D | Shaders
    • unity3D | Tutorials
    • 3D models
    • Animated 3D Models
    • Graphic design
    • Textures
    • Sounds
    • Other
    • FPSKit Download
    • FPSKit Modifications/Tutorials
    • FPSKit WIP/Showcase
    • Discussions / Bug reports
    • Sell
    • Request
  • Photon's Tutorials
  • Busy People's Introductions
  • Mars' Modular Multiplayer Photon FPS Kit's Topics
  • Mars' Modular Multiplayer Photon FPS Kit's Reviews
  • Photon's Photon General
  • Photon's Showcase
  • Mars' Modular Multiplayer Photon FPS Kit's Updates
  • Mars' Modular Multiplayer Photon FPS Kit's Tutorials


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


  • Community Calendar

Facebook URL

Twitter URL

IndieGoGo URL

Kickstarter URL


GreenLight URL



Found 3 results


    Hello there. I want to do the wave system, can you help? I have a code that I know, but when the seconds are over, the zombies are coming, and when I kill all the zombies I want to start a new wave using UnityEngine; using System.Collections; using System.Collections.Generic; public class Spawner : MonoBehaviour { public Transform destination = null; // Color of the gizmo public Color gizmoColor = Color.red; //----------------------------------- // All the Enums //----------------------------------- // Spawn types public enum SpawnTypes { Normal, Once, Wave, TimedWave } // The different Enemy levels public enum EnemyLevels { Easy, Medium, Hard, Boss } //--------------------------------- // End of the Enums //--------------------------------- // Enemy level to be spawnedEnemy public EnemyLevels enemyLevel = EnemyLevels.Easy; //---------------------------------- // Enemy Prefabs //---------------------------------- public GameObject EasyEnemy; public GameObject MediumEnemy; public GameObject HardEnemy; public GameObject BossEnemy; private Dictionary<EnemyLevels, GameObject> Enemies = new Dictionary<EnemyLevels, GameObject>(4); //---------------------------------- // End of Enemy Prefabs //---------------------------------- //---------------------------------- // Enemies and how many have been created and how many are to be created //---------------------------------- public int totalEnemy = 10; private int numEnemy = 0; private int spawnedEnemy = 0; //---------------------------------- // End of Enemy Settings //---------------------------------- // The ID of the spawner private int SpawnID; //---------------------------------- // Different Spawn states and ways of doing them //---------------------------------- private bool waveSpawn = false; public bool Spawn = true; public SpawnTypes spawnType = SpawnTypes.Normal; // timed wave controls public float waveTimer = 30.0f; private float timeTillWave = 0.0f; //Wave controls public int totalWaves = 5; private int numWaves = 0; //---------------------------------- // End of Different Spawn states and ways of doing them //---------------------------------- void Start() { // sets a random number for the id of the spawner SpawnID = Random.Range(1, 500); Enemies.Add(EnemyLevels.Easy, EasyEnemy); Enemies.Add(EnemyLevels.Boss, BossEnemy); Enemies.Add(EnemyLevels.Medium, MediumEnemy); Enemies.Add(EnemyLevels.Hard, HardEnemy); } // Draws a cube to show where the spawn point is... Useful if you don't have a object that show the spawn point void OnDrawGizmos() { // Sets the color to red Gizmos.color = gizmoColor; //draws a small cube at the location of the gam object that the script is attached to Gizmos.DrawCube(transform.position, new Vector3 (0.5f,0.5f,0.5f)); } void Update () { if(Spawn) { // Spawns enemies everytime one dies if (spawnType == SpawnTypes.Normal) { // checks to see if the number of spawned enemies is less than the max num of enemies if(numEnemy < totalEnemy) { // spawns an enemy spawnEnemy(); } } // Spawns enemies only once else if (spawnType == SpawnTypes.Once) { // checks to see if the overall spawned num of enemies is more or equal to the total to be spawned if(spawnedEnemy >= totalEnemy) { //sets the spawner to false Spawn = false; } else { // spawns an enemy spawnEnemy(); } } //spawns enemies in waves, so once all are dead, spawns more else if (spawnType == SpawnTypes.Wave) { if(numWaves < totalWaves + 1) { if (waveSpawn) { //spawns an enemy spawnEnemy(); } if (numEnemy == 0) { // enables the wave spawner waveSpawn = true; //increase the number of waves numWaves++; } if(numEnemy == totalEnemy) { // disables the wave spawner waveSpawn = false; } } } // Spawns enemies in waves but based on time. else if(spawnType == SpawnTypes.TimedWave) { // checks if the number of waves is bigger than the total waves if(numWaves <= totalWaves) { // Increases the timer to allow the timed waves to work timeTillWave += Time.deltaTime; if (waveSpawn) { //spawns an enemy spawnEnemy(); } // checks if the time is equal to the time required for a new wave if (timeTillWave >= waveTimer) { // enables the wave spawner waveSpawn = true; // sets the time back to zero timeTillWave = 0.0f; // increases the number of waves numWaves++; // A hack to get it to spawn the same number of enemies regardless of how many have been killed numEnemy = 0; } if(numEnemy >= totalEnemy) { // diables the wave spawner waveSpawn = false; } } else { Spawn = false; } } } } // spawns an enemy based on the enemy level that you selected private void spawnEnemy() { GameObject Enemy = (GameObject) Instantiate(Enemies[enemyLevel], gameObject.transform.position, Quaternion.identity); UnityEngine.AI.NavMeshAgent n = Enemy.GetComponent<UnityEngine.AI.NavMeshAgent>(); n.destination = destination.position; Enemy.SendMessage("setName", SpawnID); // Increase the total number of enemies spawned and the number of spawned enemies numEnemy++; spawnedEnemy++; } // Call this function from the enemy when it "dies" to remove an enemy count public void killEnemy(int sID) { // if the enemy's spawnId is equal to this spawnersID then remove an enemy count if (SpawnID == sID) { numEnemy--; } } //enable the spawner based on spawnerID public void enableSpawner(int sID) { if (SpawnID == sID) { Spawn = true; } } //disable the spawner based on spawnerID public void disableSpawner(int sID) { if(SpawnID == sID) { Spawn = false; } } // returns the Time Till the Next Wave, for a interface, ect. public float TimeTillWave { get { return timeTillWave; } } // Enable the spawner, useful for trigger events because you don't know the spawner's ID. public void enableTrigger() { Spawn = true; } }
  2. Hey guys! I've been working on a project for the few past weeks, I've made it into a Unity Package (Sort of like an Asset). It's part of my freelancing work. Here's a showcase video on the my project: If you're interested in checking the full list of features the project has OR want to support my freelancing you can go to: https://sellfy.com/p/F2VH Any comments are welcome. Thanks for stopping by.
  3. Hello everyone! Wave Survival Multiplayer is for whoever wants to kickstart their project as fast as possible, but without poor quality gameplay or lack of features. Spend less time on the burdensome technical requirements of making your game and dive into the fun stuff, let me take care of the boring parts for you! With Wave Survival Multiplayer you get the complete package: from zombies that will try to eat you and your friends brains to a nicely custom designed multiplayer lobby. Stop worrying about the hard part about making games, and jump straight to implementing your ideas. Let creativity be your only barrier! Price for the package: only $11.99 Feel like taking a better look at it? Check it out at Sellfy: https://sellfy.com/p/F2VH/ Thanks!