Aleksander Naumenok

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

132 Neutral

About Aleksander Naumenok

  • Rank
    Newbie
  1. Unity Line renderer in unity and making a beatiful rope.

    It sounds like you are trying to dynamically simulate rope and for that, you will need physics. I am afraid line renderer will not be sufficient for that kind of purpose. Now there is out to be something on the asset store that would let you simulate rope. You can also try making rope with help of particles.
  2. The Incredible Lightness of Being An Ark Developer

    I remember waiting for weeks for buildable saddle platforms. It was worth the wait, if only foundations were not required. Foundations on platform saddles ruin the aesthetics and look really fugly.   P.S. Hope you guys are planning to resolve pillar onto pillar clipping before full release.
  3. I am having trouble understanding what you are trying to achieve. Optimization? Memory use reduction? Draw call reduction? CPU load reduction? Most common practice for developers is to avoid overusing instantiate and destroy command as much as possible as it will bog down your system. Especially for bullets and stuff, google around and you will find a few useful guides. https://www.microsoft.com/en-gb/developers/articles/week04jul15/5-common-mistakes-made-in-unity/   "Normal practice" for me is to create a monster prefab for a player and one for enemy. However if you wish to use a single prefab for both the enemy monster and player monster you will have to do some changes upon instantiating them. Like assigning camera script and feeding it a camera object as well as adding newly created game object to a monsterPlayer layer. Layers are a good way to differentiate between factions without having to use "GetComponent<YourScript>().getFaction()" and other cumbersome code.   Once again, am not really sure what you are on when you talk about sharing mesh. When you import a game model and create multiple prefab with said model as base, all prefabs will use the same mesh. So at any point you can open imported 3D model, change whatever you desire with it and these changes will apply to all prefabs. Same goes for material, if you create 1 material and give it a texture you can assign it to as many prefabs as you wish.
  4. Well, you can set up a table of prefabs and pick one from the table to spawn.   GameObject[] prefabs = new GameObject[6]; Once the script is attached to a game object in your scene, you should be able to expand prefabs and see 6 slots. Drag and drop your monsters in the slots in whatever order you desire, say alphabetic. When you need to instantiate a monster, use "int monsterIndex" to select a monster from the table. "GameObject o = Instantiate(prefabs[monsterIndex], Position, Rotation) as GameObject;"   Alternatively you can have a single Monster prefab with 6 monster children and toggle active on the child you wish to use. "GameObject o = Instantiate(yourMonsterPrefab, Position, Rotation) as GameObject;" "o.transform.getChild(monsterIndex).gameObject.setActive(true);"
  5. Fracture plug-in/script for Maya

    Hello folks, I am a student from Norway who has been desperatly looking for a script or plug-in that can fracture mesh Maya into small pieces. Its for a game project we are doing, we want to create a city enviroment where you can destroy buildings and walls. But we need to pre-fracture our meshes before we can apply any kind of destruction in Unity (save for a few plug-ins that can do it for us on runtime in Unity).   I tried different things like Apex and DMM for Maya. Apex is not supported in unity and I had trouble exporting my fractured mesh with DMM. Also some voronoi based scripts that did not work in Maya 2013 because they were outdated.  Need help badly :( Anyone?