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    • By MiTi
      Dear everyone, this is my newest game, please check out and give me feedback. Thanks for your consideration.

      Overview: Cross n Puzz is a creative and addicting word puzzle game. It not only challenges your brain but also improve memory and other types of cognitive function.

      For IOS: https://itunes.apple.com/app/crossword-puzzle-image/id1435575074

      For Android: https://play.google.com/store/apps/details?id=com.caag.crosswordnpuzzle

      Game trailer: https://www.youtube.com/watch?v=stNuktpJH44&feature=youtu.be
      Crossword Puzzle Image Trailer Official.mp4  
    • By KevDev
      A Unity Asset for customizable lowpoly weapons and shields.
      - Full Version: http://u3d.as/1hvG
      - Free Version: http://u3d.as/1jZV
      You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
       

      View full story
    • By KevDev
      A Unity Asset for customizable lowpoly weapons and shields.
      - Full Version: http://u3d.as/1hvG
      - Free Version: http://u3d.as/1jZV
      You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
       
    • By KevDev
      [UNITY ASSET]
      Customizable lowpoly weapons and shields.
      - Full Version: http://u3d.as/1hvG
      - Free Version: http://u3d.as/1jZV
      You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
       
    • By mtjscott
      Hey, so i've created a disk in unity (2D mobile) that will be shot forward if you drag it back and the further you drag it from the start point the more force will be applied to the impulse similar to the 8ball pool drag to shoot mechanic on miniclip. However, when I applied a script that allows the main camera to follow the ball it broke the mechanic since the balls position is calculated through the camera in world space. So I created a bool that locks the camera in place until the ball is released so the calculation would happen before the camera starts to move. This works however the ball now rubber bands back and forwards close to the start position.
       
      If anything needs more explaining then i'd be glad to do so. I've only been coding for about a week so you'll have to bare with me. Any help is appreciated. Thank you very much.
       
      Here's What happens:
      https://gyazo.com/f211e50f32ac59437a93dad7295a14be
      (screencap gif of the game viewer)
       
      Here is the shoot script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shoot : MonoBehaviour { [SerializeField] GameObject Disc; [SerializeField] float multiplier; Vector3 initPos; private Rigidbody2D rb; public static bool ballIsReleased = false; bool recordingDistanceDragged = false; private void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); initPos = transform.position; } void OnMouseDrag() { recordingDistanceDragged = true; if(recordingDistanceDragged == true) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); } else { transform.position = initPos; } } void OnMouseUp() { ballIsReleased = true; } private void FixedUpdate() { if(ballIsReleased == true) { rb.AddForce((initPos - transform.position) * multiplier, ForceMode2D.Impulse); Debug.Log("ball is released"); recordingDistanceDragged = false; } else { ballIsReleased = false; } } }  
      Here is the camera follow script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraFollow : MonoBehaviour { private Vector2 velocity; public float smoothTimeY; public float smoothTimeX; public GameObject player; private void Start() { player = GameObject.FindGameObjectWithTag("Player"); } private void FixedUpdate() { if (Shoot.ballIsReleased == true) { Debug.Log("camera can move"); float posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX); float posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY); transform.position = new Vector3(posX, posY, transform.position.z); } } }  
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