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About Eraz

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  1. Thanks for the help! I’ll have to look into that. Also, if it helps, I’m working on an AR game, and for it to work I need a separate gyroscope for controlling the game, since the phone’s gyroscope is used for moving the AR camera. Thanks again for the Fitbit idea, that might work for what I need.
  2. Hi, I’m currently working on making an iOS game in Unity, and I’d like to add support for some additional input to control the game. Is it possible to add input through a gyroscope that is separate from the phone the game is played on? What I’d like to do is have a special gyroscope “controller” for the game, which can provide input to Unity that is separate from the input provided by the internal gyroscope in the phone. Is this possible? Thanks!
  3. Thank you for explaining it. Sorry, I should’ve been more clear with what I was asking, but your explanation clears everything up. I’d been having trouble finding things on google about this, so I overthought it and I thought I’d need some crazy complicated network of multiple servers. Your explanation simplifies it so much and is really helpful, thank you!
  4. I want to add a system to my game similar to the housing system in a lot of RPGs. I want players to be able to purchase/rent properties with in-game currency. I also want these houses to exist separately from the rest of the game world, and act sort of like their own "server" or gathering place. I want players in multiplayer to be able to access their friends' homes, and I also want to make these homes customizable.
  5. In a demo I’m working on, I want players to be able to display 3D models (.fbx and .obj files) in the environment, allowing for others to view them. I don’t necessarily want the player(s) to be able to edit those models, but I wasn’t sure how to create a system to allow them to show them off to others.
  6. Hi, I’m currently looking to link a game(s) with another game. Essentially, I want to make it so that when playing Game A, the player can perform a certain action that causes Game B to launch, and Game A to close or minimize. Then, when the player quits Game B, Game A would open back up, preferably with the player where they were when they launched Game B. How would I go about doing this?
  7. I have the Vive controllers but I haven’t bought the Leap Motion equipment yet since I wasn’t sure if my idea would work or not. I’ll try contacting Leap Motion, and I’ll probably try to get my hands on their tech soon to test it out.
  8. Well, the idea I had was to create a game demo where a player would be able to press buttons with their individual fingers using Leap Motion, but then also allowing the player to use a gun, where the Vive controller’s trigger would allow them to shoot. However, I wasn’t sure if it’d be possible to use both simulataneously.
  9. I’m currently looking into implementing Leap Motion into a game I’m working on to allow players to interact using their hands. However, I also want the VR controllers (specifically HTC vive wands) to work. Would using Leap Motion interfere with input from the vive wands?
  10. Thank you! That looks super interesting, I’m definitely gonna have to check it out!
  11. When creating a game, particularly in Unity, is it possible to connect the game to an external device? I’m looking into ways to allow a device or devices to respond to player actions in-game, but I’ve had trouble finding sources on the subject. To help explain sort of what I’m looking into, an example of how I’d like to test out this idea is by having a physical LED light. That LED light would turn on in the real world when a player did a certain action. Is there any way to go about doing something like this?
  12. Thank you for the help, I’ll have to look into Unity’s pack files.
  13. Thank you for the help, I’ll have to look into cloud gaming and companies like OnLive. Currently, I don’t have an exact size worked out. However, I’m looking to see if it would be possible to create a game that could expand from, say, 20GB, to 50GB, and maybe even larger over time, without requiring the player to take the time to download the extra content.
  14. I had an idea, but I'm not really sure if it's possible, or what to look into. Essentially, my idea was to have players download a very small sized program that collects player input. Then, this input is sent to a massive server, processed, and the visuals are sent back to the player's computer, and displayed through the original small program. I had this idea when thinking of ways to get around update times. Many games these days are 50-70GB in size, and you'll find yourself downloading 10GB updates every now and then. What if instead of having player/client-side computers download an update, that update was downloaded to a massive server, and all content is simply streamed to the player? Is this possible?
  15. Thank you for the help! The "Open Engine" idea sounds very interesting. Using that method, would it be possible to allow players to host their own servers with their own mods, and then have other players join via the base or "vanilla" game, and download or load in the new modded content while joining? Or would it be absolutely necessary for the mod(s) to be downloaded separately prior to joining a modded server?
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