![shading weapon by raycast realistic fps prefab unity shading weapon by raycast realistic fps prefab unity](https://developerfreaks.com/unity/R/realistic-fps-prefab-7739/realistic-fps-prefab-7739-004-scaled.jpg)
- #Shading weapon by raycast realistic fps prefab unity how to
- #Shading weapon by raycast realistic fps prefab unity code
- #Shading weapon by raycast realistic fps prefab unity free
So there were some issues on how to handle that.Ī simple bool that says, have I touched the ground? didn't work because what if you hit it from the side.? What if the platform is floating and you run into it. I wanted you to be able to jump, but only be able to jump again after you've landed. I was messing around with prototyping a platformer and jumping was being an issue. Have you had to hack in a solution to a seemingly solved problem in an engine? What was it? And how did you do it? I used a raycast to hit the ground (and now I can easily do slopes and even curved ground!) - what did you do? I wonder if this is a common thing where an engine provides usefulish functionality that doesn't quite work for you. I have recently had a go at reinventing the platformer wheel in Unity via constant raycasts from the main character.
![shading weapon by raycast realistic fps prefab unity shading weapon by raycast realistic fps prefab unity](https://assetstorev1-prd-cdn.unity3d.com/package-screenshot/7d0a0bc2-3222-4074-863b-34859b055bc7_scaled.jpg)
Collisions you have to put in, but they interact via called functions that might not always react the way you want them to. In Unity, a lot of this is handled for you.
#Shading weapon by raycast realistic fps prefab unity code
So, I've found myself having to redo things that, in other 'less complete' engines (graphics/input boilerplate types like the XNA framework or playground.js) I would have to code in.ĢD universe? 2D colliders? Ok, time to make some rect.intersect calls to check for things, hard code some movement and render functions.
![shading weapon by raycast realistic fps prefab unity shading weapon by raycast realistic fps prefab unity](https://koenig-media.raywenderlich.com/uploads/2017/01/UFPS-feature.png)
Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you.
#Shading weapon by raycast realistic fps prefab unity free
Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams. Make sure you can rotate the barrel if you are rotating the barrel connector, that you can rotate the turret, and that it looks like a turret with a gun by adding materials.No show-off posts. Next add a cylinder as a child to the Barrel connector, and rename it to "Barrel." Resize it to (0.3, 1, 0.3), rotate it to (90, 0, 0) and position it at (0, 0, 1). The turret also needs a body, so add a cube as a child to the Turret with position (0, 0.25, 0) and sscale (1, 0.5, 1).Īdd an empty Game Object as a child to the Turret and rename it "Barrel connector." Position it at (0, 0.5, 0) in relation to the Turret so it sits on the top of the turret. Create an empty Game Object and rename it to "Turret." To this turret you should add a Line Renderer so we can display the bullet's path through the air. Now we need something that can fire bullets. Then create an empty Game Object called "Bullets parent" to which we will parent the bullets to get a less messy scene.
![shading weapon by raycast realistic fps prefab unity shading weapon by raycast realistic fps prefab unity](https://game-developers.org/wp-content/uploads/2020/03/1583703437_maxresdefault.jpg)
Then create a box and rename it "Target" and a sphere called "Bullet" with a scale of 0.1. First create a plane and rename it "Ground" and scale it to 5. In part 4 you will add the various forces that might affect the bullet, such as drag force and wind.īut before we begin we need a basic scene. So you have to build your own physics engine, but it's just a few lines of code, so don't worry. We will see that Unity's physics engine is not accurate enough if you want to hit a target with high accuracy. In part 3 you will learn how to improve the accuracy of the bullet. In part 2 you will learn how to calculate the angle you need to hit a target and display the trajectory path the bullet will take to hit the target. In part 1 (this part) you will create the basic scene you will need. You will also learn about Unity's physics engine, so if you are not into war you will also learn something new. You will need this tutorial if you are building a game where accuracy is important, such as a sniper game or if you are firing long-range artillery. In this tutorial you will learn how to make realistic bullets in Unity.