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[RELEASED] Ultimate Survival - The Complete Survival Template

Discussion in 'Assets and Asset Store' started by Winterbyte312, Nov 20, 2016.

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  1. Old_Wolf

    Old_Wolf

    Joined:
    Apr 3, 2017
    Posts:
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    Yes, the bug only exists in the 5.6 update, and effects the crafting, but on my rig I couldn't select inventory items either. Downgraded to 5.3 and all sorted.
     
  2. txarly

    txarly

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    Vondox likes this.
  3. CaptainMurphy

    CaptainMurphy

    Joined:
    Jul 15, 2014
    Posts:
    746
    Here is the updated code.
    Code (CSharp):
    1. using System.Collections;
    2. using UnityEngine;
    3.  
    4. namespace UltimateSurvival
    5. {
    6.     /// <summary>
    7.     ///
    8.     /// </summary>
    9.     public class TimeOfDay : MonoSingleton<TimeOfDay>
    10.     {
    11.         public bool ExternalTimeKeeping = false;
    12.         public static bool Sleeping = false;
    13.  
    14.         /// <summary></summary>
    15.         public Value<ET.TimeOfDay> State = new Value<ET.TimeOfDay>(ET.TimeOfDay.Day);
    16.  
    17.         /// <summary></summary>
    18.         public float NormalizedTime
    19.         {
    20.             get
    21.             {
    22.                 return m_NormalizedTime;
    23.             }
    24.             set
    25.             {
    26.                 m_NormalizedTime = float.IsNaN(Mathf.Repeat(value, 1f)) ? 0f : Mathf.Repeat(value, 1f);
    27.                 m_CurrentHour = (int)(m_NormalizedTime * 24f);
    28.             }
    29.         }
    30.  
    31.         public int CurrentHour
    32.         {
    33.             get { return m_CurrentHour; }
    34.         }
    35.  
    36.         private int m_CurrentHour = 6;
    37.      
    38.         private float m_NormalizedTime;
    39.  
    40.         //event for sleeping
    41.         public static event SleepHandler sleepForTime;
    42.         public delegate void SleepHandler(float time);
    43.  
    44.         public static void SleepForTime(float timeToSleep)
    45.         {
    46.             if (sleepForTime != null)
    47.             {
    48.                 Sleeping = true;
    49.                 sleepForTime(timeToSleep);
    50.  
    51.             }
    52.  
    53.         }
    54.  
    55.     }
    56. }
    57.  
    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. namespace SaltySeaDogs
    4. {
    5.     public enum TimeOfDay
    6.     {
    7.         Day,
    8.         Night
    9.     }
    10.  
    11.     public class TimeHandler : MonoBehaviour
    12.     {
    13.         private Tenkoku.Core.TenkokuModule tenkokuModule;
    14.         private Tenkoku.Core.TenkokuCalculations tenkokuCalculations;
    15.         private float currentTime;
    16.         private int currentDay = -1;
    17.         public TimeOfDay currentTimeOfDay;
    18.  
    19.         //sun calculations to find day state change
    20.         public float sunAzimuth = 0f;
    21.         public float sunAltitude = 0f;
    22.         private float sunriseTime = 0f;
    23.         private float sunsetTime = 0f;
    24.  
    25.         //time passage vars
    26.         private float startingTimeRate = 0f;
    27.         public float sleepTimeRate = 1000f;
    28.         private int hourToWake = 0;
    29.  
    30.         private void Awake()
    31.         {
    32.             tenkokuModule = GameObject.FindObjectOfType<Tenkoku.Core.TenkokuModule>();
    33.             if (tenkokuModule != null)
    34.             {
    35.                 tenkokuCalculations = FindObjectOfType<Tenkoku.Core.TenkokuCalculations>();
    36.                 UltimateSurvival.TimeOfDay.Instance.ExternalTimeKeeping = true;
    37.             }
    38.  
    39.             UltimateSurvival.TimeOfDay.sleepForTime += passTimeFast;      
    40.         }
    41.  
    42.         void passTimeFast(float timeToPass)
    43.         {
    44.             if (tenkokuModule != null)
    45.             {
    46.                 hourToWake = (int)(currentTime + timeToPass);
    47.                 while (hourToWake > 24)
    48.                 {
    49.                     hourToWake -= 24;
    50.                 }
    51.                 startingTimeRate = tenkokuModule.timeCompression;
    52.             }
    53.         }
    54.  
    55.  
    56.         // Update is called once per frame
    57.         void Update()
    58.         {
    59.             if (tenkokuModule != null)
    60.             {
    61.                 //time passage rate
    62.                 if (UltimateSurvival.TimeOfDay.Sleeping)
    63.                 {
    64.                     if ((int)currentTime == hourToWake)
    65.                     {
    66.                         UltimateSurvival.TimeOfDay.Sleeping = false;
    67.                         tenkokuModule.timeCompression = startingTimeRate;
    68.                     } else
    69.                     {
    70.                         tenkokuModule.timeCompression = sleepTimeRate;
    71.                     }
    72.                 }
    73.  
    74.                 //day changed
    75.                 if (tenkokuModule.currentDay != currentDay)
    76.                 {
    77.                     currentDay = tenkokuModule.currentDay;
    78.                     CalculateSunTime();
    79.                 }
    80.  
    81.                 //look for a time of day change
    82.                 if (currentTimeOfDay == TimeOfDay.Day)
    83.                 {
    84.                     //see if the time is outside of the daylight hours
    85.                     if (currentTime < sunriseTime || currentTime > sunsetTime)
    86.                     {
    87.                         currentTimeOfDay = TimeOfDay.Night;
    88.                         UltimateSurvival.TimeOfDay.Instance.State.Set(UltimateSurvival.ET.TimeOfDay.Night);
    89.                     }
    90.                 }
    91.  
    92.                 if (currentTimeOfDay == TimeOfDay.Night)
    93.                 {
    94.                     //see if the time is outside of the daylight hours
    95.                     if (currentTime > sunriseTime && currentTime < sunsetTime)
    96.                     {
    97.                         currentTimeOfDay = TimeOfDay.Day;
    98.                         UltimateSurvival.TimeOfDay.Instance.State.Set(UltimateSurvival.ET.TimeOfDay.Day);
    99.                     }
    100.                 }
    101.  
    102.                 UltimateSurvival.TimeOfDay.Instance.NormalizedTime = currentTime;
    103.             }
    104.         }
    105.  
    106.         private void LateUpdate()
    107.         {
    108.             if (tenkokuCalculations != null)
    109.             {
    110.                 currentTime = tenkokuCalculations.UT + 1.0f;
    111.             }
    112.         }
    113.  
    114.         public string ConvertToDisplayTime(float convertTime)
    115.         {
    116.             while (convertTime > 24f)
    117.             {
    118.                 convertTime -= 24f;
    119.             }
    120.  
    121.             int useHour = (int)Mathf.Floor(convertTime);
    122.             int displayHour = useHour;
    123.             float useMinute = (convertTime - Mathf.Floor(convertTime)) * 60f;
    124.  
    125.             string hourMode = "";
    126.             string setString = "hh:mm am";
    127.  
    128.             if (!tenkokuModule.use24Clock)
    129.             {
    130.                 hourMode = "AM";
    131.                 if (useHour > 12)
    132.                 {
    133.                     displayHour -= 12;
    134.                     hourMode = "PM";
    135.                 }
    136.             }
    137.  
    138.             setString = setString.Replace("hh", displayHour.ToString("00"));
    139.             setString = setString.Replace("mm", useMinute.ToString("00"));
    140.  
    141.             if (!tenkokuModule.use24Clock)
    142.             {
    143.                 setString = setString.Replace("am", hourMode);
    144.             }
    145.             else
    146.             {
    147.                 setString = setString.Replace("am", "");
    148.             }
    149.  
    150.             return setString;
    151.         }
    152.  
    153.         void CalculateSunTime()
    154.         {
    155.  
    156.             if (tenkokuCalculations != null)
    157.             {
    158.                 tenkokuCalculations.CalculateNode(2); //sun
    159.                 sunAzimuth = tenkokuCalculations.azimuth;
    160.                 sunAltitude = tenkokuCalculations.altitude;
    161.  
    162.                 //Calculate Sunrise time
    163.                 for (float xR = 12f; xR > 0f; xR = xR - 0.01f)
    164.                 {
    165.                     tenkokuCalculations.UT = xR;
    166.                     tenkokuCalculations.CalculateNode(2); //sun
    167.                     if (tenkokuCalculations.altitude <= 0f && tenkokuCalculations.azimuth < 200f)
    168.                     {
    169.                         sunriseTime = xR + 1.0f;
    170.                         break;
    171.                     }
    172.                 }
    173.  
    174.                 //Calculate Sunset time
    175.                 for (float xS = 12f; xS < 24f; xS = xS + 0.01f)
    176.                 {
    177.                     tenkokuCalculations.UT = xS;
    178.                     tenkokuCalculations.CalculateNode(2); //sun
    179.                     if (tenkokuCalculations.altitude <= 0f && tenkokuCalculations.azimuth > 200f)
    180.                     {
    181.                         sunsetTime = xS + 1.0f;
    182.                         break;
    183.                     }
    184.                 }
    185.             }
    186.  
    187.         }
    188.     }
    189. }
    190.  
    And one more section has to be updated. In the UltimateSurvival.PlayerSleepHandler class is a section in C_SLeep that gets replaced.
    Find this:
    Code (CSharp):
    1.             while(Mathf.Abs(TimeOfDay.Instance.CurrentHour - m_GetUpHour) > 0)
    2.             {
    3.                 TimeOfDay.Instance.NormalizedTime += Time.deltaTime * speed;
    4.  
    5.                 hoursSlept += Time.deltaTime * speed * 24f;
    6.                 speed = Mathf.Lerp(m_SleepSpeed, 0f, hoursSlept / hoursToSleep);
    7.                 speed = Mathf.Max(speed, 0.001f);
    8.  
    9.                 transform.position = Vector3.Lerp(transform.position, bag.SleepPosition, Time.deltaTime * 10f);
    10.                 transform.rotation = Quaternion.Lerp(transform.rotation, bag.SleepRotation, Time.deltaTime * 10f);
    11.  
    12.                 yield return null;
    13.             }
    Replace it with this:
    Code (CSharp):
    1.             TimeOfDay.SleepForTime((float)hoursToSleep);
    2.             while(TimeOfDay.Sleeping)
    3.             {
    4.                 transform.position = Vector3.Lerp(transform.position, bag.SleepPosition, Time.deltaTime * 10f);
    5.                 transform.rotation = Quaternion.Lerp(transform.rotation, bag.SleepRotation, Time.deltaTime * 10f);
    6.  
    7.                 yield return null;
    8.             }
    That should do it. Be sure to set the TimeHandler.SleepTimeRate to whatever you want first. That will replace the current compression in Tenkoku while you are sleeping, then put it back to whatever it was before the sleep cycle.
     
    EL_Cuco likes this.
  4. EL_Cuco

    EL_Cuco

    Joined:
    Jan 14, 2016
    Posts:
    130
    Thanks again

    As soon as I have a chance I'll try this.
     
  5. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Any ETA on V.2?
     
  6. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    You'll know later, more exactly, but for now, we still want to submit it at the end of April.
     
  7. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Ok great, I check the Trello for this all the time looking at updates. Really hype for all the stuff you got planned, this might become my go to asset for starting any game, heck it already is for FPS games!
     
    Winterbyte312 likes this.
  8. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
    449
    Hi All,

    After playing about for a while I added a custom script and some very small changes to a couple of US scripts to enable workbenches.



    Here is a short preview for the tutorial that I will be making this week.

    Thanks to Winterbyte for listening to my gibberish and support while I tried to hack apart his beautiful kit.

    If you guys are interested in Ultimate Survival or are using it for a project, pop over to discord and chat.
     
  9. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
    449
    oh and wait a few minutes and the audio should be back.... the less said about my youtube editing skills the better.
     
  10. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Hey guys,
    Im adding some buildable objects and im having some issues, the new objects are not connecting at the sockets correctly. When they snap together, the new object is several units higher than where it should be, given sockets connecting at each other.
    Any ideas?

    Thanks all,
    -Will
     
  11. Old_Wolf

    Old_Wolf

    Joined:
    Apr 3, 2017
    Posts:
    38
    To Will: work out how far it is out by, then offset it by the same amount when you instantiate it. Or you could move it's origin point to compensate.

    Winterbyte: Apart from vehicle options, would there be enough difference to worry about splitting the pack into two themes? Post apoc, or Island/Forest survival, the tools would be mostly the same apart from skinning. I'd say keep it as 1 package, but provide the extra functionality in it. with an appropriate price increase. Ultimate Survival...covers everything. IMHO of course :) Love your work.
     
  12. zombieslayer420

    zombieslayer420

    Joined:
    Dec 31, 2016
    Posts:
    31
    this is a asset flip its being sold http://store.steampowered.com/app/554900/?snr=1_620_4_1401_45

    and his unity name is saltymeow he is pretty much a dick when this creator of greenlight guardians confronted him he acted pissed and triggered then banned him and all the assets he flips he leaves bad rateings mostly saying there best for place holders
     
    Last edited: Apr 6, 2017
  13. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Ok the issue I was having was because the (Sockets) all had a scale of 1.4 instead of 1. I set them back to one and now its at the correct height.

    Thanks anyway,

    P.S. Saltymeow is a sad excuse for a developer, its funny that in the first few pages of this forum he tells Winterbyte to sell the asset for $100-$200 to prevent asset flips. He then makes an asset flip and SELLS is for $10 on Steam, F***ing hypocrites.
     
  14. kottabos

    kottabos

    Joined:
    May 3, 2012
    Posts:
    42
    was just looking around the trello list and noticed in .3 under inventory you have currency as a potential addition. I'm just curious what that might entail, are you thinking of perhaps adding a shop system of some form that would use it or some thing else? I know this is still a while off as you're working on .2 right now but I'm wondering where a resource like that might be heading in future updates.
     
  15. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    We haven't thought about currency yet. Currency would make sense if we implement Rust-like multiplayer, which supports many players. If we settle on the COOP path, we might get rid of the currency concept.
     
  16. kottabos

    kottabos

    Joined:
    May 3, 2012
    Posts:
    42
    fair enough, though if I could throw in my 2 cents I think some form of currency would be cool to have for even single player. imagine coming across a vending machine or passer by merchant, something along those lines. Though that being said that might fit better with your future apocalyptic version, but I still think it could be interesting here.
     
  17. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Exactly, the Post Apocalyptic version will contain currency, vendors, etc, it makes more sense (We're aiming for a Fallout 4 - feeling). We'll see, after v0.2, when we lay down all the possibilities and needs.
     
  18. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    How much is Post Apocalyptic going to differ from this version? Is it going to be the same system re-skinned for the theme (is completely fine if so)? And how much will it be because you can bet i'll be one of the first buyers regardless.
    -Will
     
  19. freakbyte

    freakbyte

    Joined:
    Oct 30, 2014
    Posts:
    3
    Talking about multiplayer. I hope you try keep it modular enough for us to roll our own networking solutions, be it unet photon forge or bolt. I really want to use forge remastered without having to do major rewrites :) Anyways, thanks for the great asset!
     
  20. robert301990

    robert301990

    Joined:
    Jul 1, 2014
    Posts:
    30
    Can I get the guns out and keep the bow and the spear ? I would like to make it easier.

    Thank you
     
  21. BeautifulRiver

    BeautifulRiver

    Joined:
    Sep 19, 2016
    Posts:
    47
    I followed the manual and MessyCoder on creating a buildable. I selected one support piece of the a socket of the Platform_Wood 1 and press 'Edit Piece Offset'; but nothing happen. The offset editor window does not show up and there is no error in the console. Any one know why or where should I start troubleshooting? Thank you.
     
  22. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    It'll be more than a reskinned version, we'll have ranged & smart enemies (savages, thieves, etc), currencies, a small town with NPCs, skill trees, vehicles, etc.
    The price will be the same for Wilderness and Post Apocalyptic, with a possiblity to upgrade to the "US : Bundle", which will contain both, we might change the approach.

    We'll take our time with the multiplayer update, I think we'll even push the deadline (currently it's in June), so we create something solid. Needless to say we're going to update it until it is as modular as it needs to be.

    Do you want the .blend files? Send a PM here if so, I'll upload them somewhere.

    Hmm, try and drag other pieces and let me know what happens. You can add me on Skype: cristian.pavel40, and when you see me online I'll show you through Team Viewer quickly.
     
    freakbyte likes this.
  23. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Any ideas on how I would go about adding more animal AI, I recently got a pack of woodland animals with animations and im trying to set it up. I noticed a tool for adding humanoid AI and that all the AI objects use the same components so should I use that or something else?

    Thanks
    -Will
     
  24. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
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    816
    Add my skype id: cristian.pavel40
    I'll show you how to add an animal through Team Viewer.
    It's 3 PM for me, I can help you between 7 - 8 PM.

    The way to add them is to follow the built in animals. There isn't a simpler way (eg. a wizard).
    v0.2 will be more solid in this regard, we'll see what we can do about adding a wizard for non-humanoid characters, but also create written and video tutorials. We're currently focused on v0.2 otherwise I would've created a video on animals for v0.1.
     
  25. kottabos

    kottabos

    Joined:
    May 3, 2012
    Posts:
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    I can't wait for that, should be a fun addition. I also like that idea of a US: Bundle but even if you don't I'll certainly be buying the Post apocalyptic one as well as i have really been enjoying Wilderness so far. Keep up the awesome work
     
  26. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Ok great, so I should just (for example) drop a boar into the scene and then drop the new animal (deer) into the scene and then go back and for between the two in the Inspector making them lineup with components,colliders,tags,etc? This worked for adding buildable objects (plus the tool). I also copied the animator controller from the Boar and dropped the Deer animations into the slots. The other issue I have is giving it the intelligence (partol,chase,eat) and making it work with the AI Brain script. But if what you say is true and all I have to do is follow the built in animals then im allready half way there and can figure the rest out this weekend.

    Unfortunately our timezones are very different, your 3pm was my 8am and Ill be getting home from the office around 11pm(your time)

    Thanks all,
    -Will
     
  27. EL_Cuco

    EL_Cuco

    Joined:
    Jan 14, 2016
    Posts:
    130
    @Winterbyte312

    I'm working on a script that enables and disables the health regeneration component in the Player Vitals but i can't find the Health Regeneration enable bool. I tried the Player Vitals script and all i see is Thirst, Hunger, and Stamina. Can you please point me to the right direction?
     
  28. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    PlayerVitals derives from EntityVitals which derives from GenericVitals. The health regen is in the GenericVitals script.
     
    EL_Cuco likes this.
  29. BeautifulRiver

    BeautifulRiver

    Joined:
    Sep 19, 2016
    Posts:
    47
    Thanks, I sent you an invitation already, hope to catch you soon.
     
  30. EL_Cuco

    EL_Cuco

    Joined:
    Jan 14, 2016
    Posts:
    130
    Thank you
     
  31. jbparis

    jbparis

    Joined:
    Apr 7, 2017
    Posts:
    5
    Hello ! I've bought your template. I'm kind of newbie in Unity; and i'm discovering with a lot of pleasures. Btw I have some probs to use my AZERTY keyboard in the game. I've tried to go to "project settings" & input manager but the changes are not working ingame. any ideas ? thanks.
     
  32. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Go to Tools/Ultimate Survival/Input Manager
     
  33. jbparis

    jbparis

    Joined:
    Apr 7, 2017
    Posts:
    5
    thanks ;) keep up the good work.
     
    Winterbyte312 likes this.
  34. Hlo_man

    Hlo_man

    Joined:
    Jun 5, 2015
    Posts:
    67
    i just like to know when 0.2 comes out would we have to pay $5 extra or $55 and when 0.3 comes out and we have already bought 0.2 would we pay $5 more or 60 ????? like if we already bought 0.2
     
  35. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    If you bought 0.1 you won't pay anything. All the updates will be free.
     
    Vondox likes this.
  36. Hlo_man

    Hlo_man

    Joined:
    Jun 5, 2015
    Posts:
    67
    coooooooooool
     
  37. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    We love Winteybyte
     
  38. Hlo_man

    Hlo_man

    Joined:
    Jun 5, 2015
    Posts:
    67
    hi i think the demo of the asset the u have on ur website is kind of bad cauz i was able to extract all the codes and i saw that the codes hasn't even change a bit from the main asset, so i think if u use unity webplayer it would be easier and if u want send me a pm to give u all the steps :) btw i already have purchased the asset and it is awesome
     
  39. Winterbyte312

    Winterbyte312

    Joined:
    Oct 25, 2016
    Posts:
    816
    Right, thanks, we'll try Unity Web Player in the future. Although the amount of people that can decompile the code and use it successfully (it won't have comments and proper formatting), is near 0. (I think)
     
  40. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Yeah, even after using Unity and coding for several years that sounds like a headache.
     
  41. Hlo_man

    Hlo_man

    Joined:
    Jun 5, 2015
    Posts:
    67
    yah i got errors but i am not a programer so i dont know how to really fix them
     
  42. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    And yeah we need a tool for adding in animal AI, or a tutorial even. There just too many components to match up, no rush I'll switch to something else in the meantime.

    -Will
     
  43. grosgames

    grosgames

    Joined:
    Mar 7, 2015
    Posts:
    13
    Great service thnx!
     
  44. DecayGame

    DecayGame

    Joined:
    May 15, 2016
    Posts:
    86
    I noticed that you used a kit for the characters equipment? How did you rig clothing pieces with the character
    and how can I add my own clothing?
     
  45. Flargy

    Flargy

    Joined:
    Sep 5, 2014
    Posts:
    8
    Hi,

    Just bought and installed the asset.
    I watched the videos.
    The asset looks fantastic.

    The screen seems zoomed in.
    I can not see the items (blueprint & weapons)
    and I can not see the text when I mine stone.

    Is there a way to fix this?
    (Its probably as something simple :p)

    Thanks.
     
  46. Will-D-Ramsey

    Will-D-Ramsey

    Joined:
    Dec 9, 2012
    Posts:
    221
    Adjust the cameras FOV (field of view)
     
  47. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
    449
    Hi Will, after 0.2 i will do a video on animals.
     
  48. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
    449
    Hi All,
    Here is a very basic tutorial for adding cars. You can make this clever by adding hitboxes on each component of the car and entity vitals and on destroy scripts.

    But this should be enough to get started.

    Ps. I am still sick, so sorry for my voice




    Does anyone know how to stop unity cars skidding?
     
    Last edited: Apr 11, 2017
    Vondox and mimminito like this.
  49. sebasfreelance

    sebasfreelance

    Joined:
    Aug 27, 2015
    Posts:
    217
    Thank you very much for the tutorial! very useful!!!

    Winterbyte, it still happens to me that when I first throw an arrow with the bow it freezes a second the game, this was not corrected in the update?

    And I do not know if this has been discussed before, but I can put lamps below the ground. If you want I'll make a video so you can see it.

    a greeting
     
  50. TheMessyCoder

    TheMessyCoder

    Joined:
    Feb 13, 2017
    Posts:
    449
    Hi,
    How are you creating your lamps?
     
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