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Found 3131 results

  1. New Here So...HI all

    Hey all im Norvik i really like games but recently want to create them yes i know it takes a lot of people to make a single game but right now im just focusing on the 3d aspect of it i tried c# i kinda understood a bit of it but it didnt catch my attention right now im doing 3d work in Blender and later on i would like to at least prototype my ideas into Unity the thing is i think i hate coding and the other day i saw something called Uscript (visual Scripting) can someone tell me if thats a good way to go ?
  2. Pleb's Sled Devlog - Week #1

    The first week of developing our new game Pleb's Sled. We are going to post development vlogs weekly so stay tuned!
  3. Hi GameDev folks! We're back with another about for Avatar SDK. Today we are releasing the official Avatar SDK Unity plugin! The Avatar SDK for Unity is a robust plug-n-play toolset which enables developers to integrate realistic AI-powered user-generated avatars into their Unity-based applications. With Avatar SDK Unity plugin you can allow players to create their own avatars in your application or integrate the SDK into your production tools and processes, i.e. 3D character design and animation. Since the beta release, we’ve added some very exciting features like support of facial blendshapes, detailed facial features (eyes, mouth and teeth) and hair recoloring, reduced the avatar cloud computation time and introduced the new “offline” version of the Unity plugin. See the full list down below. We now offer the plugin in two flavors: “Cloud” and “Offline”. The “Cloud” version requires an external server for avatar generation and the “Offline” version supports local avatar calculations on a client machine. Key features of the Avatar SDK for Unity (applicable to both cloud and offline versions): Automatic generation of a color 3D face model from a single selfie photo in 5-10 seconds (!). Works best with selfies, but can be used with any portrait photo. Shape and texture of the head model are unique for each person, synthesized with a deep learning algorithm crafted by computer vision experts Head models support runtime blendshape facial animations (45 different expressions) Generated 3D heads include eyes, mouth, and teeth Algorithms synthesize 3D meshes in mid-poly resolution, ~12k vertices, and ~24k triangles Six predefined hairstyles with hair-recoloring feature (many more available on request) Avatar generation API can be used in design-time and in run-time, which means you can allow users to create their own avatars in your game Cloud version is cross-platform, and offline version currently works on PCs with 64-bit Windows (support for more platforms is coming soon) Well-documented samples showcasing the functionality. A quick demonstration of the how the plugin works: And here is an example of the facial expressions that you can create with our blendshapes: Availability Cloud Unity plugin To get the Cloud Unity plugin, sign up or sign in with at https://accounts.avatarsdk.com, choose a plan (Free, Indie, Plus, Pro) depending on how many avatars per month you need, then go to the Unity3D plugin tab on the Developer page and click “Download”. Please note, that the cloud version requires a small payment for every generated avatar to keep the servers running. Check the pricing here: https://avatarsdk.com/#pricing. A few important changes in pricing: While we’re still offering a Free plan for our Cloud SDK, from now on all 3D models will be watermarked with an Avatar SDK logo. Our existing users will still be able to generate models without watermarks until the 15th of January 2018. Please make sure to sign up for a non-free plan before this date to continue using Avatar SDK for any purpose other than testing or evaluation. In celebration of the Black Friday, Cyber Monday and the upcoming holiday season, we’re offering a 60% discount for our Indie plan! Sign up before December 6, 2017 11:59 PM EST and get a full set of features for just $20/month! If you sign up for this plan now you can stay on it after the offer expires. The discount applies to the monthly payment only, the extra avatars prices are the same. Offline Unity plugin Unlike the Cloud version, the Offline plugin is unlimited, so you can generate as many avatars as you need for your project. The Offline plugin is available by request, please contact us at support@itseez3d.com. As always, if you have any questions or feedback about the Avatar SDK, please feel free to reach out to us! itSeez3D team
  4. Hi everyone! Today we have something interesting to share with you. We have recently realized that Project SpaceVille can be much more than just a game. We’ve started to look at Project SpaceVille as a didactic way for people who have poor social skills to acquire and develop social skills. We’ve decided to work even harder on our Artificial Intelligence system so that we can actually recreate neighbors with very specific personalities to match the majority of people that you could have to deal with real life. The goal is for you to be friends of them and learn what you’d need to do to become friends of that person. Of course this is something very generic since everyone is different. We already have contacted some psychologists who became very interested in our idea. Especially since Project SpaceVille isn’t age restricted. And nowadays almost everyone has a smart phone so it’s very accessible. They say it could be used from introverted people to even the refuges and we’ve created the analogy of “going to another planet”. We've discussed this with many people during the Web Summit and they all thought it was a very interesting concept. What are your thoughts on this matter? On another topic, we’ve been sharing some content on our social media! Have you checked it out? The links are down below, leave us a 👍👍👍 But meanwhile here's a peek on something we've been working on: See you soon, The FAXIME Team Follow us and keep updated at: Facebook: https://www.facebook.com/FaximeGames Instagram: https://www.instagram.com/faximegames Twitter: https://twitter.com/FaximeGames Pintrest: https://www.pinterest.pt/faximegames SoundCloud: https://soundcloud.com/faximegames
  5. Hello, I'm developing a roguelike game. Currently it's in a playable state and I think it's a high time to show it and hopefully get some feedback. The game has following features: - turn based - procedurally generated levels - tons of loot - spells system - trading system - some quests - some limited crafting - door/key/lever mechanics - quite a lot of different (look/behaviour) monsters Trailer: Demo: http://kotogames.com/wp-content/uploads/2017/11/OuaD_demo.zip Regards, Tom
  6. Hello, I have a full experienced team that looking for a composer and another 3d designer, im expecting as much from you there are other people in this server that can help you we have a determined team, we have done many things in our game there is more information in the discord about everyone and there skills there region and about the game, if you join the discord pm asap https://discord.gg/b2teN3m
  7. Mobile SoS Platform: Android Genre: Board Link: Google Play This games sharpen memory and test your strategies to place S-O-S pattern within time limit and serve 3 difficulties as Easy, Normal, and Hard. Goals of the game is to put S-O-S words in patterns (Horizontal, Vertical, and Diagonal) alternately with enemy. Features: Single Player Multiplayer Achievements Leaderboards Screenshot: Link: Google Play Please help us improve this game with review
  8. Hello! I am a game development student in my second year of a three year program and I would like to start building my portfolio. I was thinking of creating some games to show what I can do to potential employers since I wont have any work related experience when I graduate. But as I'm sure you all know there are tons of ways to approach developing/designing a game and I'm curious if anyone had any insight as to any "standards" that come with this? Is it okay to use game engines like Unity, Unreal, Game Maker etc? Or would it be better to make a game from scratch to better show case your skills? Any and all advice will be greatly appreciated!
  9. Hello 2D Artists, I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active. The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects. The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background. I intend to add more objects so the amount I'd like to add will be extended. My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business. Please reply with a few past examples of your art below and I'll be in touch!
  10. Hi I have set up my TcpClient to connect to my server and that works fine. But i am a bit confused how i read messages from the network stream with it continuously running via async, without ever closing the connection ? My TcpClient Manager class has: public async Task<bool> Connect(string address, int port) { try { await _tcpClient.ConnectAsync(address, port); IsConnected = true; return true; } catch(Exception e) { Debug.Log(e); return false; } } public async Task<int> Read(byte[] readBuffer) { if (!IsConnected) return -1; using (var networkStream = _tcpClient.GetStream()) { try { var bytesRead = await networkStream.ReadAsync(readBuffer, 0, readBuffer.Length); return bytesRead; } catch (Exception e) { Debug.Log(e); IsConnected = false; return -1; } } } So i thought to just run a co-routine and call Read constantly to get the most recent message, but that doesn't make much sense to me since a co-routine would be blocked with the await. How is this actually done? The MS Docs don't have very good Async examples with the TcpClient class so i don't know fully get how to keep calling Read correctly.
  11. Issue: Scope

    Description; I am a designer currently working on the video game Colony 7. The purpose of the blog is to address the issues of the game's development and to address any solutions or alternative methods to better prepare for the arrival of inconveniences in the future or how to avoid them entirely. The blog also addresses my individual performance. The team is made up of two programmers and four level designers but all do not necessarily combine roles during development. The game is being developed in Unity (2017.1.1f1 onward) with a development time of 13 weeks for a college allocated task. It is week 10 of development time for Colony 7 and the game's build has had a profoundly obvious issue that has escaped all team members thus far. Scope. We have all suffered from our ambition to create a game with too many mechanics and small features that are not critical to the core of Colony 7's gameplay. Though despite our intended vision I can confirm that everyone had the same expectation and understanding of what the game is meant to be. As a designer I understood the risks and necessities of shortening the project and it's assets and narrative quality in order to respect the deadline in week 13. The game's initial ideas and representation is still understood and the team is now preparing to secure on level of the game alongside a main HUB World. The intention was to have five completed levels with finalised aesthetics alongside the HUB World but our desirable goals now has us considering that two completed worlds with certain objectives would be satisfactory before the due date. This is our solution to the consequences of our scope. We have all decided on this new goal and are restricting our asset creation and secondary functions to our gameplay. Both designers and programmers are confident in out time management as we have all delivered our task's results on time and have contributed every week to the game's finalised build. Our intentions were not realistic in the time given for our project we have identified as the biggest issue thus far. Our game simply does not have time to feature a fully functioning set of mechanics due to having only two programmers in our studio team. As a designer I have experienced this issue twice during my education and have implemented my new strategies to Colony 7. I accept the consequences my team has faced and will improve upon my initial and early planning with a team by studying what the idea needs establish as a project, what goals are realistic and small so that any further development is is additional and how reliant is the project on it's asset pieces and how is this work best split amongst team members. More unexpected halts in progression will be addressed with future blogs throughout Colony 7's development time and the next blog is expected to be the final for game Colony 7.. Thank you for your time and feedback is appreciated. Colony 7 Designer.
  12. Light vs Dark-Header.png

    From the album Light vs Dark

    © ZiZuLot

  13. Landscaping

    From the album Nuit Gaming

    Landscaping back ground maid in Unreal 4.18
  14. My first mobile game made with unity iphone: https://itunes.apple.com/us/app/aa-countdown/id1314223584?ls=1&mt=8 android: https://play.google.com/store/apps/details?id=com.mr.AACountDownI appreciate every suggestion
  15. count.png

    From the album GamesInABox 3D

    https://play.google.com/store/apps/details?id=simple.gplay.GamesInABox
  16. select_en.png

    From the album GamesInABox 3D

    https://play.google.com/store/apps/details?id=simple.gplay.GamesInABox
  17. Udemy Course Sale

    I just saw their courses were knocked down to $10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well. https://www.udemy.com/courses/search/?q=Unity&src=ukw - Eck
  18. slogy logotr.png

    From the album Slogy

    first and only logo , for now

    © ZiZuLot

  19. I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere. secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again. Looking forward to your answers, i have to submit this project in a couple of days. please help! (Working on Unity 3D) Thanks
  20. Hi, everybody!

    Hi! We are Evil Corporation Games, an indie studio, which was founded in 2016. In April 2017 our first game project - Star Story: The Horizon Escape (a text turn-based adventure RPG with 24+ alternative endings) was released on Steam. We are currently working on our next game - TERRORHYTHM. That will be rhythm + beat'em up action in the style of cyberpunk. In this blog we will inform you about our game projects and the latest news about it. First post we would like to dedicate to our first project call "Star Story: The Horizon Escape". It was released on Steam 05.09.2017 (http://store.steampowered.com/app/610310/), then it was published on itch.io, g2a.com and gamersgate.com. Was a work experience with chrono.gg. Soon Star Story will be available on kinguin.net and greenmangaming.com also. It’s a text turn-based adventure game with elements of RPG. The plot is developing in accordance with the actions of the player; there are 24+ alternative endings of an exciting adventure. Trailer: A spaceship of archeologist Van Click crashes, and he finds himself on the last unexplored planet in the whole galaxy called “Horizon”. As the Hero is trying to get out from this planet, he meets various inhabitants of unknown locations; he has to struggle for life encountering extremely aggressive species of Fauna and resolving various puzzles. The end of this eventful flee from the Horizon planet depends only on the player’ choice. In this game we have mixed the mechanics of dialogues, choices, turn-based battles, puzzles, crafting and technology researches. Work on this game lasted 1 year. And before an official release Star Story took the first prize in the nomination «Best PC game» according to Indie Cup 2017 and got the first place in the Deconstruction Workshop at the White Nights St. Petersburg 2017 conference. As it our first post, in honor of it we would like to share 5 STEAM keys to Star Story for our very first readers and friends here: FZGMK-9HVVZ-R6HY4 6RYY4-VBX2Z-67X2B 3VGHH-Q8YY9-LTW73 J4CRJ-ZAZFT-X8FIV HG8RV-IQ8Y4-IEH8A Very soon we will post the early details of our new project making, that will be released Spring 2018.
  21. Hey guys, As the title says, I'm trying to control a desktop game by using my mobile phone as a controller. I created two scenes, one that acts as a server, other as a client. Server has this code: void Start () { Test = "Nothing yet happened"; NetworkServer.Listen(25000); NetworkServer.RegisterHandler(888, ServerReceiveMessage); } private void ServerReceiveMessage(NetworkMessage message) { StringMessage msg = new StringMessage(); msg.value = message.ReadMessage<StringMessage>().value; if (!String.IsNullOrEmpty(msg.value)) { Test = "Message received"; string[] deltas = msg.value.Split('|'); Horizontal = Convert.ToSingle(deltas[0]); Vertical = Convert.ToSingle(deltas[1]); TestScript.MoveForward(Vertical); TestScript.RotateAroundY(Horizontal); } else { Test = "Nothing received"; } } And client this: private void Connect() { client.Connect(IPAddress, 25000); } void Start () { client = new NetworkClient(); Connect(); } void Update () { #if UNITY_ANDROID MobileTouches = Input.touches; if (MobileTouches.Length > 0) { for (int i = 0; i < MobileTouches.Length; i++) { if (MobileTouches[i].phase == TouchPhase.Moved) { Horizontal = MobileTouches[i].deltaPosition.x; Vertical = MobileTouches[i].deltaPosition.y; }else if(MobileTouches[i].phase == TouchPhase.Stationary) { Connect(); } } } #elif UNITY_EDITOR Horizontal = Input.GetAxis("Horizontal"); Vertical = Input.GetAxis("Vertical"); #endif thumb.Translate(Vector3.up * Vertical * Time.deltaTime); thumb.Translate(Vector3.right * Horizontal * Time.deltaTime); SendControllerInfo(); } static public void SendControllerInfo() { if (client.isConnected) { StringMessage msg = new StringMessage(); msg.value = Horizontal + "|" + Vertical; client.Send(888, msg); } } Ip address is hard coded, I just replaced it with the "IpAddress" variable. The code itself builds fine, and when I try to run in on a desktop computer, it works as expected (just a simple movement of an object on the server screen). However when I try to publish the client scene to a mobile device (Android), it doesn't connect to the server. They are both connected to the same network. Can anyone tell me what the problem might be? Thanks
  22. Welcome to Day 38! Today, we’re going to talk about the limitations of mobile VR and make some changes in our game to fix things. We’ve already started to fix some things, specifically adding event triggers to our enemies, but there’s still many more things to solve! Here’s a quick list of things I want to tackle from what we encountered 2 days ago: From a technical limitation: We can’t move We only have one input which is clicking Some actual technical problems: The enemies are all black color We don’t have any of our UI’s anymore We’re going to address these problems over the next couple of days. Today, we’re going to focus on the technical limitations of Mobile VR, today’s priorities are: Discussing how to change our game design to accommodate our new limitations Implementing our new designs Edit, Important Note: After playing around with the Cardboard in Unity today and looking at this article about Google Cardboard’s inputs. It seems that we don’t have to use Google VR SDK. Unity already has most of the internal integration necessary to make a VR app Everything we had already works, the reason why there I initially thought there was a problem is, because of how we did raycasting. Specifically, our raycasting code targeted where our mouse/finger was touching, not the middle of the screen! More on this later. Step 1: Changing the Game to Fit our Mobile Limitations Like mentioned before, in the Google Cardboard, we have 3 limitations: We can’t move our characters position We only have tapping as an input to interact with the game Our cursor will always be in the middle of the screen Even for the Daydream Viewer, we will have the first 2 limitations. However, with the new Daydream Standalone device coming out, we’ll have World Space, finally allowing us to track the player’s movements without requiring external devices like what the Vive does! Anyways, back on topic. Considering these 3 limitations, here are my thoughts of what needs to be changed in our game: Because we can’t move, we should place our character in a more centered location for the enemies to reach us Because we can no longer run away, we should make the enemies weaker so that we don’t get swarmed Because we only have one input, we can shoot, but we can’t reload, we should get rid of the reload system Essentially, we’re going to create a shooter with our player in the center with enemies coming from all around us. Step 2: Implementing Our New Designs Now that we have everything we want to do planned, let’s get started in the actual implementation! Step 2.1: Placing the Character in the Middle Let’s place the character in the middle of where our spawn points are set. After playing around with it, I think the best spot would be at Position: (100, 1, 95) Select Player in our hierarchy. In the Transform component, set our Position to be X: 100, Y: 1, Z: 95 Step 2.2: Making the Enemies Weaker Next up, let’s make the enemies weaker. In the Enemy Health script component attached to our Knight, Bandit, and Zombie prefab, let’s change their health value. In order of our health, the order of size from largest to smallest is: Zombie > Knight > Bandit. Let’s set the health to be: Zombie: 4 HP Knight: 2 HP Bandit: 1 HP Here’s how we change our health: In Assets > Prefabs select our prefabs, in this case, let’s choose Zombie. In the Inspector, select the Enemy Health (Script) component and change Health to be 4 Do the same change with the other 2 prefabs. Step 2.3: Remove our ammo system Now it’s time to back to our Player Shooting Controller (Script) Component that we disabled yesterday. I want to keep the animation and sound effects that we had when shooting our gun, however, I’m going to get rid of the ammo and the need to reload. Here are my changes: using UnityEngine; using System.Collections; public class PlayerShootingController : MonoBehaviour { public float Range = 100; public float ShootingDelay = 0.1f; public AudioClip ShotSfxClips; public Transform GunEndPoint; //public float MaxAmmo = 10f; private Camera _camera; private ParticleSystem _particle; private LayerMask _shootableMask; private float _timer; private AudioSource _audioSource; private Animator _animator; private bool _isShooting; //private bool _isReloading; //private LineRenderer _lineRenderer; //private float _currentAmmo; //private ScreenManager _screenManager; void Start () { _camera = Camera.main; _particle = GetComponentInChildren<ParticleSystem>(); Cursor.lockState = CursorLockMode.Locked; _shootableMask = LayerMask.GetMask("Shootable"); _timer = 0; SetupSound(); _animator = GetComponent<Animator>(); _isShooting = false; //_isReloading = false; //_lineRenderer = GetComponent<LineRenderer>(); //_currentAmmo = MaxAmmo + 10; //_screenManager = GameObject.FindWithTag("ScreenManager").GetComponent<ScreenManager>(); } void Update () { _timer += Time.deltaTime; // Create a vector at the center of our camera's viewport //Vector3 lineOrigin = _camera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f)); // Draw a line in the Scene View from the point lineOrigin in the direction of fpsCam.transform.forward * weaponRange, using the color green //Debug.DrawRay(lineOrigin, _camera.transform.forward * Range, Color.green); if (Input.GetButton("Fire1") && _timer >= ShootingDelay /*&& !_isReloading && _currentAmmo > 0*/) { Shoot(); if (!_isShooting) { TriggerShootingAnimation(); } } else if (!Input.GetButton("Fire1") /*|| _currentAmmo <= 0*/) { StopShooting(); if (_isShooting) { TriggerShootingAnimation(); } } /*if (Input.GetKeyDown(KeyCode.R)) { StartReloading(); }*/ } private void StartReloading() { _animator.SetTrigger("DoReload"); StopShooting(); _isShooting = false; //_isReloading = true; } private void TriggerShootingAnimation() { _isShooting = !_isShooting; _animator.SetTrigger("Shoot"); //print("trigger shoot animation"); } private void StopShooting() { _audioSource.Stop(); _particle.Stop(); } public void Shoot() { //print("shoot called"); _timer = 0; Ray ray = _camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));//_camera.ScreenPointToRay(Input.mousePosition); RaycastHit hit = new RaycastHit(); _audioSource.Play(); _particle.Play(); //_currentAmmo--; //_screenManager.UpdateAmmoText(_currentAmmo, MaxAmmo); //_lineRenderer.SetPosition(0, GunEndPoint.position); //StartCoroutine(FireLine()); if (Physics.Raycast(ray, out hit, Range, _shootableMask)) { print("hit " + hit.collider.gameObject); //_lineRenderer.SetPosition(1, hit.point); //EnemyHealth health = hit.collider.GetComponent<EnemyHealth>(); EnemyMovement enemyMovement = hit.collider.GetComponent<EnemyMovement>(); if (enemyMovement != null) { enemyMovement.KnockBack(); } /*if (health != null) { health.TakeDamage(1); }*/ } /*else { _lineRenderer.SetPosition(1, ray.GetPoint(Range)); }*/ } // called from the animation finished /*public void ReloadFinish() { _isReloading = false; _currentAmmo = MaxAmmo; _screenManager.UpdateAmmoText(_currentAmmo, MaxAmmo); }*/ private void SetupSound() { _audioSource = gameObject.AddComponent<AudioSource>(); _audioSource.volume = 0.2f; _audioSource.clip = ShotSfxClips; } public void GameOver() { _animator.SetTrigger("GameOver"); StopShooting(); print("game over called"); } } I’ve kept what I commented out, here’s the clean version of our script. using UnityEngine; using System.Collections; public class PlayerShootingController : MonoBehaviour { public float Range = 100; public float ShootingDelay = 0.1f; public AudioClip ShotSfxClips; public Transform GunEndPoint; private Camera _camera; private ParticleSystem _particle; private LayerMask _shootableMask; private float _timer; private AudioSource _audioSource; private Animator _animator; private bool _isShooting; void Start () { _camera = Camera.main; _particle = GetComponentInChildren<ParticleSystem>(); Cursor.lockState = CursorLockMode.Locked; _shootableMask = LayerMask.GetMask("Shootable"); _timer = 0; SetupSound(); _animator = GetComponent<Animator>(); _isShooting = false; } void Update () { _timer += Time.deltaTime; if (Input.GetButton("Fire1") && _timer >= ShootingDelay) { Shoot(); if (!_isShooting) { TriggerShootingAnimation(); } } else if (!Input.GetButton("Fire1")) { StopShooting(); if (_isShooting) { TriggerShootingAnimation(); } } } private void TriggerShootingAnimation() { _isShooting = !_isShooting; _animator.SetTrigger("Shoot"); } private void StopShooting() { _audioSource.Stop(); _particle.Stop(); } public void Shoot() { _timer = 0; Ray ray = _camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)); RaycastHit hit = new RaycastHit(); _audioSource.Play(); _particle.Play(); if (Physics.Raycast(ray, out hit, Range, _shootableMask)) { print("hit " + hit.collider.gameObject); EnemyMovement enemyMovement = hit.collider.GetComponent<EnemyMovement>(); if (enemyMovement != null) { enemyMovement.KnockBack(); } } } private void SetupSound() { _audioSource = gameObject.AddComponent<AudioSource>(); _audioSource.volume = 0.2f; _audioSource.clip = ShotSfxClips; } public void GameOver() { _animator.SetTrigger("GameOver"); StopShooting(); print("game over called"); } } Looking through the Changes We removed a lot of the code that was part of the reloading system. We basically removed any mentions of our ammo and reloading, however, I kept the changes involved with the shooting animation, shooting sound effects, and shooting rate. There were only 2 changes that were made: I changed the input we use to shoot from GetMouseButton to GetButton(“Fire1”), I believe this is the same thing, but I’m making the change anyways. Either option returns true when we’re touching the screen on our mobile device. I also changed our Ray from our raycasting system. Before casted a ray from where our mouse was located at, which before we fixed at the center. However, after we got rid of the code that fixed cursor to the middle, we needed a new way to target the middle. Instead of firing the raycast from our mouse, we now fire the raycast from the middle of our camera, which will fix our problem with our mobile device. Go ahead and play the game now. We should be able to have a playable game now. There are 2 things that will happen when we shoot: We’ll shoot a raycast and if it hits the enemy, they’ll be pushed back The enemies trigger event will detect that we clicked down on the enemy, so they’ll take some damage At this point, we have a problem: if we were to hold down the screen, we’ll push the enemy back, but they’ll only be hit once! That’s because we only have that deals with an OnClick event, but not if the user is currently selecting them. We’re going to fix this problem tomorrow, but I’ve done a lot of investigation work with raycasts now and want to take a break! Step 2.4: Changing the ScreenManager script One more thing we need to do before we leave. The Unity compiler would complain about a missing reference with our ScreenManager, specifically with the MaxAmmo variable that we got rid of. Let’s just get rid of it: using UnityEngine; using UnityEngine.UI; public class ScreenManager : MonoBehaviour { public Text AmmoText; void Start() { { PlayerShootingController shootingController = Camera.main.GetComponentInChildren<PlayerShootingController>(); //UpdateAmmoText(shootingController.MaxAmmo, shootingController.MaxAmmo); } } public void UpdateAmmoText(float currentAmmo, float maxAmmo) { AmmoText.text = currentAmmo + "/" + maxAmmo; } } And we’re good to go! Technically speaking, we won’t be using this script anymore either. Conclusion And another day’s worth of work has ended! There’s a lot of things I learned about VR, such as: we don’t need ANYTHING that the Google VR SDK provides! Unity as a game engine already provides us with everything we need to make a VR experience. Google’s SDK kit is more of a utility kit that help make implementation easier. The TLDR I learned today is that we don’t have to be fixed on using Unity’s Raycasting script, we don’t need it. We can continue to use what we already have. However, for the sake of learning, I’m going to continue down re-implementing our simple FPS with the Google Cardboard assets! We’ll continue tomorrow on Day 39! See you then! Day 37 | 100 Days of VR | Day 39 Home
  23. so i have this 2D point and click game wherein you play as teenage boy being forced to deal illegal drugs in exchange for your kidnapped sister. the game is currently in production and the game somehow has very few challenges to it according to testers. now, im kinda looking for suggestions regarding some puzzles that i could integrate onto the game. the game's theme is somehow dark, serious and true to life. something that happens in real life perhaps. some of the mechanics i have is item interaction and dialogue system where responses would vary and affect certain outcomes. comments and suggestions would be very much appreciated. thanks!
  24. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. Talent Needed Unity Engine Programmer Website Administrator Community Manager 3D Animator Revenue-Share This is the perfect opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Currently the crowd-funding campaign is scheduled for the year 2018. Your understanding is dearly appreciated. Thank you for your time! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  25. My Firts Game

    I'm Learning how to create games from codding, as i develop my game i'm learning c# as well, so here is my first game, is a game text, i hope your coments, for this my first game to improve the next versions of this game, and new games. The Game is in Spanish. For the Unity Version 5.5 the game run in firefox or IE. https://www.gamebucket.io/game/43be1184-f374-4fbb-9209-809f151f94ec Thanks.