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    • By MintyLyton
      I'm looking for any team / people that need a programmer for their project. I'm looking to expand my portfolio which you can see Here. I'm more experienced with Unity but I can spend the time to learn new Engines if that's your preference. I have worked on Unreal Engine 4 before but I might take some time to re-learn it, if the project requires it. Feel free to DM here or use the contact info on my website. 
    • By davejones
      A developer I am working with has sent me a project that when packaged is in VR mode, however its not supposed to be. So when I package the project to windows in unreal engine 4, the screen is split in 2 as if its VR. Would anyone know how to get the project out of VR mode so that its just a 3D game? I have disabled VR  plugins and chekced through the project settinsg to untick any VR setting, but still not managed to get it out of VR mode. 
    • By ethancodes
      I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code.
      Here is the code for the pick up manager:
      // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp:
      public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active }  
      There is also a Base Pick Up:
      public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed. 
    • By D34DPOOL
      Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere   Programmers located Anywhere.
      Posted by D34DPOOL on May 20th, 2018
      Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :).
      What is required:
      Skill using C#
      Experience with Unity
      Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it
      Compensation:
      Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work.
      It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day!
       
      To apply email me at mangemason@yahoo.com
    • By davejones
      Is there a way to automatically change the start position of an animation? I have a bunch of animations set up on 3D models in unity. The issue is that I need to move the 3D models, however when I do so the animation start positions are not updated and I have to do it manually.

      Changing the transform of key frames is time consuming with the amount of animations I have, so I was wondering if there was a way to do it automatically?
    • By MoreLion
      hey all! We are looking for members for our Unity horror game! 
      Here’s the story:
      After a deadly virus plunges the world into chaos killing 85% of the human population there are now what they call “zones” these zones are watched very closely by the surviving government, people are checked every day for the virus, even if you touch the spit or any human waste or fluids of the victim who is infected, you will die. But one day, people in the west zone start to go missing, 1 woman goes outside the walls to uncover the mystery, is there more to the virus than meets the eye?, That is where your story starts.
      This game is not a long development game, I have loads other game ideas,
      I will also allow you to have a bit of creative freedom if you wish to add or share a idea!
      And no, it’s not a zombie game lol I feel like zombie games are too generic, in this game you will encounter terrifying beasts!
      There is some concept art one of our concept artists have made
      If interested email liondude12@gmail.com
    • By Canadian Map Makers
      GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project.

      Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance.

       

      We would like programmers and graphical artists to come onboard to (initially) create:

      A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces.
      A module where city infrastructure can be built on a real 3D interactive landscape.
      For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity.

       

      More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab).

       

      This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on.

       

      Best regards,

      Steve Chapman (Canadian Map Makers)

       
    • By Scouting Ninja
      So I have hundreds of moving objects that need to check there speed. One of the reasons they need to check there speed is so they don't accelerate into oblivion, as more and more force is added to each object.
      At first I was just using the Unity vector3.magnitude. However this is actually very slow; when used hundreds of times.
      Next I tried the dot-product check:  vector3.dot(this.transform.foward, ShipBody.velocity) The performance boost was fantastic. However this only measures speed in the forward direction. Resulting in bouncing objects accelerating way past the allowed limit.
       
      I am hoping someone else knows a good way for me to check the speed with accuracy, that is fast on the CPU. Or just any magnitude calculations that I can test when I get home later.
       
      What if I used  vector3.dot(ShipBody.velocity.normalized, ShipBody.velocity)?
      How slow is it to normalize a vector, compared to asking it's magnitude?
    • By MelonCollie
      Hi Everyone,

      My name is Bob Pepek, I'm an audio post production engineer for film / TV. I'm looking to try my hand at Game Audio. Did you know that great sound design is rarely ever noticed but is always felt by an audience? That's where I can help.
      I've worked as the dialogue editor and sound designer for Sprout / NBC's Saturday morning cartoon Astroblast. I sound design for the web-series Channelate (hosted by Explosm / Cyanide and Happiness). Though most notably work as the go-to sound designer for the hundreds of the LEGO Star Wars / Marvel / Ninjago product animations and mini-movies.

      My past sound design clients include NBC, ESPN, LucasArts, LEGO, Sprout Network, Disney, Sci-Fi Network, Walmart,  Sesame Street, The list goes on and on! Below I've included a link to my demo reel as well as other projects I have done sound design for:

      Sound Design Reel
      https://vimeo.com/214093302

      Other Work (Channelate, Explainer Vids, Ads)
      meloncollieproductions.com/work/

      360 Sound Designs (LEGO Star Wars / Avengers: Infinity War)
      https://www.youtube.com/watch?v=-Gdss2fANPQ
      https://www.youtube.com/watch?v=mj7Leyaq780
      https://www.youtube.com/watch?v=LJzPu_tw6eY

      Recent Film Work:
      https://www.youtube.com/watch?v=hbFXobIMAgM
      https://vimeo.com/273203490
      https://vimeo.com/229448486

      If you're looking for a sound designer I'd love to help out! Feel free to reach out at bobpepek@gmail.com. 

      Cheers,
      Bob
    • By Ds ds
      Hi, my name is Andres, I'm a programmer with a technician degree and a Diploma in C#, looking for a project in Unity to start my career in game development. I don't do it for a paid but a recognition and start a portfolio, preferably a 2D game. Thanks for read, have a nice day. 
       
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