Mar
19
2013

Fast Projectiles

Testing a script for fast moving projectiles (since normal physic objects always go through walls..) Current version info: – No colliders, rigidbodies or raycasts for the projectile – Just move the objects inside FixedUpdate() – Projectile gets the target point when clicked, it doesnt check […]

Mar
14
2013

Free Characters from Autodesk Labs

From Autodesk Labs: Project Pinocchio http://labs.autodesk.com/technologies/pinocchio Tried with one character and got it running in mecanim with just few clicks – the fbx was even in the right scale rightaway! (although hands and legs seems to be bit twisted) I’ll write some notes later.. — […]

Mar
13
2013

Three.js PlaneGeometry.js to Unity C#

Converted this THREE.js PlaneGeometry.js (by mr.doob) to Unity c# (its similar to CreatePlane from unity wiki, but more limited) Current version: – Using MeshTopology.Quads – Still some problems with the UV’s, if using more than one segments – Also currently all the variables are as […]

Feb
27
2013

Rusted Metal Shader From Blender

Converted this Blender rust material shader to Unity surface shader, looks ok.. Created the bumpmap in unity editor (copy rust texture, convert to normal map from grayscale), had problems trying to do it inside shader (from diffuse texture to o.Normal).. Progress: – Founded some info […]

Feb
21
2013

Terrain test (2)

New terrain test (looks better than the old terrain test). Still problems creating a splatmap in world machine (it becomes overbright >1), havent found any tutorial how to do it automatically in wm2 – searched the whole internet (twice). This version almost works, some color […]

Feb
15
2013

RAIN{indie} AI: Simple Waypoints Tutorial (1)

Made a small tutorial pdf while testing RAIN{indie} AI system. (its free and works with unity indie!) Going to try to implement it on the perlin dungeons later and have to try rest of the features too (like navmesh). Goal of the tutorial was to […]

Feb
5
2013

First impressions using UnityVS

Been using UnityVS some days now (only for simple scripting), heres few notes about it. *adding more notes later. (you can get a free trial version from here) UnityVS+VisualStudio2010+Unity4 Good Stuff: – Real autocomplete! (for unityscript also!) – AutoComplete. – Autocompl… yes, it saves a […]

Jan
31
2013

Fake SpotLight Shadows

Testing one idea for fake spotlight shadows. In the image, spotlight is at the wall, cylinder column is there to block light. (shadowmap size 1024×1024) Current version info: – Have to build the shadow texture manually..(later should be possible to do it all in script) […]

Jan
27
2013

Realm Of ..Something.. (proto)

Small test “game”. Using cave created with PerlinDungeonMaker (not created runtime, it was saved as a mesh) Mainly inspired from: rotmg See the PerlinDungeonMaker page for more details. TODO: – How to setup monsters..? (Current favourite: Random spawners that activate when player is near) – […]

Jan
26
2013

Save Mesh Created by Script in Editor PlayMode

Saving meshes (which were created by script)  in editor playmode was surprisingly simple, http://docs.unity3d.com/Documentation/ScriptReference/AssetDatabase.CreateAsset.html   Updated version: This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden […]

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