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Discussion in 'Assets and Asset Store' started by AngryPixelUnity, Nov 20, 2016.
That message from the bottom?
You can deactivate the "message displayer", go to In-Game GUI --> Canvas --> HUD --> Message Displayer (disable the game object).
thank you , sorry i was pressing F5 on page 38
@Winterbyte312 can i made a foundation swimming on water?
Yes, but the feature is not built-in, however it's difficult to implement. You have to add a script on your foundation which moves it in sync with the water.
The idea is interesting. I have PlayWay water and with this comes a water physic script to allow objects to swim.
I can test your idea and give you Feedback. But i can't promiss, that it will work.
all you need for water buildings would be a buoyancy script.
it is possible to using easy save?
About that custom weapon tutorial you made, can I use the existing FPS arms that comes with Ultimate Survival Asset?
Are those animations for the winchester made in Cinema?
You cannot use that weapons kit with Ultimate Survival FPS arms.
You can contact the asset creator directly though, however on his thread he says the arms cannot be changed (or at least he won't)
okay... hmm so if I buy a weapon from asset store i have to make sure it has fps arms included...(?)
How do I pro spawn system work without the time script? Giving spawn on enemies every 15 minutes or so ...
No, you can add other weapons to US. See the other page on this thread and there are conversations about how you can do that.
My reply was about models that already have arms.
Okay cool. Tought so that it have to work, I would just duplicate the whole Pistol with everything and just change everything to my custom and place the new weapon in hand and delete the one that was there.
Thanks Im gonna start to read thrue the forum now
I wish the updates would come in shorter periods
I'd rather wait a bit if it means the product is a bit more polished. many developer just rush their updates and then you have to wait for a fix.
Hi developer.compatibile terrain? https://www.assetstore.unity3d.com/en/#!/content/69650
Every Terrain is compatible. Terrain is specific to Unity, they are all the same. You just have to adapt the GUI a bit to fit better.
@Winterbyte312 Hi i added new animals but can't change sound effects ? I can't find in Inspector also even i change animal max health it will die by 2 hit.
Hi, go on the AIBrain script and click the actions under the action list. There you'll find the action files, in which you can change the sounds.
To modify the animal overall health, play with the "Resistance". Not the max health. If Resistance = 1 it'll be invincible for example.
Yes there'll be no problem.
Create a coroutine and make it run at your set interval. Each iteration spawn your enemies.
private IEnumerator SpawnEnemies()
// Spawn logic...
yield return new WaitForSeconds(m_TimeInterval);
Hi! What do you think - will be in time with the release of 0.2 by the end of May? The list of innovations has increased, has it postponed the deadlines?(I do not hurry, the asset has not yet bought, I do not know if I will have time to upgrade from $ 50)
A question that probably interests many:
Why do you add many cards to 0.2? Perhaps many would like to see the main innovations at once, and the rest in 0.21-0.23, for example.
im sorry, i have a question about socket for new buildable object.
i added cube to wheel then i can build cube now,
but i want to make voxl block like auto adjuston 6 aspects.
now im using 'out of ground height 50' instead of socket.
sorry for my bad english.
Please add autogeneration icons from the models
You know it's not that easy to convert a model to png.
First problem would be, what kind of model type is it? obj or FBX or 3DS or maybe something else ? Then you need to write the converter, which is no easy task. The only tool even doing this right is ReaConverter and it costs $50. Good tool, but somewhat expensive for a few icons.
You could just maker a model viewer in unity and make a screenshot. Here is a quick code. The script has to be in the "Editor" folder in Assets:
public class ModelViewer : EditorWindow
static void ShowWindow()
gameObject = (GameObject)EditorGUILayout.ObjectField(gameObject, typeof(GameObject), true);
if (gameObject != null)
if (gameObjectEditor == null)
gameObjectEditor = Editor.CreateEditor(gameObject);
gameObjectEditor.OnPreviewGUI(GUILayoutUtility.GetRect(512, 512), EditorStyles.helpBox );
We'll move a few not-so-important features to 0.2x if necessary.
Hmm, 6 aspects? Like in Minecraft? Auto-rotation based on where you're looking?
Let me know more of what you need I'll help.
and about 0.2 deadlines..?
have soome one using easy save for saving the game ?
why bother since a saving system is coming in 0.2f ?
really ? I think it come 0.3?
and when it come for 0.2f it need 4 weeks to aprroved the asset here so about July
Somehow I doubt a release this month. Dont know but its a feeling...
We'll submit the asset at the end of the month. It'll be approved faster I'm sure, in a few days. The first version always takes longer to be checked and approved.
So... how actually can I setup a speedtree for chopping ?
I can´t figure out to which object I should attache the script. If added to the collision objects, loting works but the object of course does not destroy the speedtree object.
If attached to the speedtree parent object, nothing happens at all.
And since I´m here... How can I disable the key prefs window in the top right ? It´s not in the canvas or the player and camera objects.
Thanks in advance !
submit with mobile optimization? you will be able to meet the deadline? all roadmap's 0.2 will be added?
Thanks ! I wasn´t even able to find that in the forum search
@Winterbyte312 How attack system work because my new animals don't hit player. They have Attack Animation Ragdoll everything they physics work also they die like other animals. But they can't hit player. Attack animation playing but player not take any damage why ?
@OkeanixTR Did you change the Layer to "Entity" ?
Yes. It is duplicated by Boar. Only changed some numbers of resistance health etc. and added new armature
Do you have the Events on the Attack Animation ? OnAnimationDamage and PlayAttackSounds ?
I found solution i have to change animation clip source take but my new animal models does not have source take option. I have to search how to fix it.
EDIT: Well only fast solution i play boar attack animation (not moving anything) in 999x speed and than play wolf animation so it will take damage. I don't know which bugs gonna create by this.
Are there any known problems with Playmaker ?
Because my game starts in pause mode as soon as the Playmaker GUI object is (auto) added into the scene. The pause mode cannot be disabled.
Any idea ? Is this probably known ?
@Winterbyte312 How difficult would it be to use the "Surface Identity" to tell the building system if some parts can be built at specific places or not ? I'd like to have some building parts to be only built on rock surface, for example.
after update to 0.2 and add saving system
is my working data gonna crash?
Quick tutorial for those wanting to reload from key press.
Takes ammo from inventory automatically.
@TheMessyCoder How would you implement some sort of spoiling for food ?
Go in the BuildingHelpers script, and where the raycast is performed, get the surface data, and make sure you only validate the placement if the surface is of a certain type(s).
To get a surface data you use GameController.SurfaceDatabase.GetSurfaceData(). And you pass the RaycastHit struct that the Physics.Raycast() method returned.