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Hi, glad to hear that TheChairMaster64, the visuals of your game look great. Having events update player variables wasn't really tested, but the...
You can get this effect using a Render Texture with a fisheye/spherical refraction shader to distort the texture around the edges like a real...
Hi @ProBrStalker, that's a good idea. I currently have my head down finishing up some final features on the new FPS asset, but a Discord server...
Thanks JC_LEON, the first version of the new FPS kit will be FPS-focused and will include an improved codebase and workflow. The animation of the...
Hi everyone, just wanted to give an update on the new FPS asset. In my last post I mentioned I was working on the documentation, but there are...
Thanks, yes basic melee is implemented. You can swap out first person models and create new weapons pretty easily. Hi leandrovtd, there's a...
Hi OZAV, apologies for the lack of updates. I've had some personal things going on that have been taking my attention. I will have some more...
Ok, would you be able to send a screenshot or video of your NPC Spawner settings, or a copy of the project that is having this issue? I wasn't...
Hi, are you trying to use an NPC spawner in the demo scene, or have you set up an NPC spawner in your own scene? The NPC spawner shouldn't spawn...
It looks like this script is checking the camera with the MainCamera tag and getting the CameraControl.cs and ReconfigurePrefab.cs scripts up the...
Hi Franciscotx56, maybe a month, maybe later, The timeframe is kind of variable at this point due to unexpected personal stuff. I'm also working...
I am working on an updated version of the RFPSP that will be released as a new asset. I will post more news about it here, thanks. Hi...
Cool video SickaGamer, appreciate your support! Yes, sorry for the delay in my response. I've needed to take care of some personal matters. I...
Hi, apologies for the delay in my response. In my testing, RFPS runs in Unity versions 2018 to 2020 without errors aside from the PostProcessing...
Hi ProBrStalker, it looks like this script is interfacing with an API of some sort. I edited the script to work on its own without errors. If you...
Thanks, that's a good suggestion llJIMBOBll. This feature has been added so ADS speed is adjustable per weapon.
Sure paulojsam, since the upcoming asset is a new codebase, there would need to be new integrations, but there are similar naming conventions to...
Hi paulojsam, animations for the new FPS asset are finished, just working on the demo scene and documentation now. The initial version will be...
Hi alinuryt, in the PlayerWeapons.cs component, there is a variable called currentGrenade, which you can use to get the player's currently...
To add different zoom levels to the sniper scope view in RFPS, you'd need to create a new input event like "zoom in" or "zoom out" then change the...