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UFPS : Ultimate FPS [ RELEASED ]

Discussion in 'Assets and Asset Store' started by VisionPunk, Mar 9, 2012.

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  1. bubbalovesponge

    bubbalovesponge

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    Well, I am going to perfect my mobile version for both iOS and Android and then post it somewhere so it stops getting removed.

    So far I have every aspect working for iOS from the ladder climbing, gun, aiming controls, crouch, jump, firing controls, interactions, running, improved the HUD, iOS/Android font sizing, etc. Next, I just have to see where is the best for the placement of everything. Works perfect in 1.44

    $Screenshot_2013-08-30-12-30-08.png
    Now just have to change some of the wording to the icons such as grabbing objects, etc.
    $Screenshot_2013-08-30-12-40-49.png
    Also scripting in a main menu, options controller, quit game option yes/no, etc.

    Would still love to help visionpunk and his team Platto77 but so far no word about that.
     
    Last edited: Aug 30, 2013
  2. uni7y

    uni7y

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    wow!! is looking great!!! do you have a tutorial for that?
     
  3. bubbalovesponge

    bubbalovesponge

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    Yes Going to write up another one and hope no one flags it for deletion.
    Just been testing it out and checking for bugs. Any one want to test this out on a Android mobile device????

    If you have an Andriod here it what I created.
    DOWNLOAD MY ANDROID MOBILE BETA TEST Need feedback how it looks and works on other android devices.

    A Bug I found and this is in the the orginal 1.44. grab a crate that has a health bubble. Throw it into the air and shoot it.
    Health bubble stays floating
    Also I found a few bugs in the core climbing script in 1.44 where you do not always climb the ladder correctly.
     
    Last edited: Aug 30, 2013
  4. TheStone

    TheStone

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    bubbalovesponge, dont make me suffer anymore!!! please!!!!!!!
     
    Last edited: Sep 4, 2013
  5. bubbalovesponge

    bubbalovesponge

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    I did email what I wrote to Plato77 to have them review it first since it seems impossible to get any beta testers.
     
  6. VisionPunk

    VisionPunk

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    Hey, just wanted to let you know we didn't ask to have anything removed. I think your posts were great. Don't know what's going on really :/
     
  7. TheStone

    TheStone

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    aha....
     
  8. TheStone

    TheStone

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    Bubba, I WANT TO BE A BETTA TESTER!!!!!
     
  9. bubbalovesponge

    bubbalovesponge

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    Very strange it is like someone flaged it. Seems everytime I post mobile script enhancements someone does that. Well I emailed you guys what I wrote up. Code clean up was not done yet, just a proof of concept, so let me know how it works andof course I will be coding more like crazy.


    Lets try this again. short tutorial to get you started. So I created a new script. vp_touch.cs and placed it the localplayer folder
    Code (csharp):
    1.     protected virtual void InputMove()
    2.         {
    3.         if(Input.touches.Length > 0)
    4.             {
    5.             int i = 0;
    6.             while (i < Input.touchCount)
    7.                 {
    8.                 Vector2 fingerPos = Input.GetTouch(i).position;
    9.                 Vector2 RealFinger = new Vector2(fingerPos.x, Screen.height - fingerPos.y);
    10.  
    11.                 if(rfire.Contains(RealFinger))
    12.                     {
    13.                     Player.Attack.TryStart();
    14.                     }
    15.  
    16.                 if(rpanel.Contains(RealFinger))
    17.                     {
    18.                     Vector2 delta = Input.touches[i].deltaPosition;
    19.                     itouch.x = delta.x * Time.timeScale;
    20.                     itouch.y = delta.y * Time.timeScale;
    21.                     }
    22.  
    23.                 if(rforward.Contains(RealFinger))
    24.                     forwardback=1;
    25.  
    26.                 if(rbackward.Contains(RealFinger))
    27.                     forwardback=-1;
    28.  
    29.                 if(rleft.Contains(RealFinger))
    30.                     leftright=-1;
    31.  
    32.                 if(rright.Contains(RealFinger))
    33.                     leftright=1;
    34.  
    35.                 if(rupright.Contains(RealFinger))
    36.                     {
    37.                     leftright=1;
    38.                     forwardback=1;
    39.                     }
    40.                 if(rdwnright.Contains(RealFinger))
    41.                     {
    42.                     leftright=1;
    43.                     forwardback=-1;
    44.                     }
    45.                 if(rupleft.Contains(RealFinger))
    46.                     {
    47.                     leftright=-1;
    48.                     forwardback=1;
    49.                     }
    50.                 if(rdwnleft.Contains(RealFinger))
    51.                     {
    52.                     leftright=-1;
    53.                     forwardback=-1;
    54.                     }
    55.  
    56.                 if(rjump.Contains(RealFinger))
    57.                     Player.Jump.TryStart();
    58.                 else
    59.                     Player.Jump.Stop();
    60.  
    61.                 if(rswitchgun.Contains(RealFinger))
    62.                     Player.SetNextWeapon.Try();
    63.  
    64.                 if(rzoom.Contains(RealFinger))
    65.                     Player.Zoom.TryStart();
    66.                 else
    67.                     Player.Zoom.TryStop();
    68.  
    69.                 if(rreload.Contains(RealFinger))
    70.                     Player.Reload.TryStart();
    71.  
    72.                 if(rinteracticon.Contains(RealFinger))
    73.                     {
    74.                     Player.Interact.TryStart();
    75.                     }
    76.                 else
    77.                     {
    78.                     Player.Interact.TryStop();
    79.                     }
    80.  
    81.                 ++i;
    82.                 }
    83.             }
    84.         else
    85.             {
    86.             forwardback=0;
    87.             leftright=0;
    88.             itouch.x = 0;
    89.             itouch.y = 0;
    90.             Player.Attack.TryStop();
    91.             Player.Interact.TryStop();
    92.             Player.Zoom.TryStop();
    93.             Player.Jump.Stop();
    94.             }
    95.  
    96.         Player.InputMoveVector.Set(new Vector2(leftright,forwardback));
    97.         forwardback=0;
    98.         leftright=0;
    99.         }
    Created an OnGUI
    Code (csharp):
    1.     void OnGUI()
    2.         {
    3.         // FORWARD
    4.         rforward = new Rect(Screen.width-Screen.width-20,Screen.height-233,256,105);
    5.         Texture2D forwardicon = Resources.Load("up_a", typeof(Texture2D)) as Texture2D;
    6.         GUI.DrawTexture(rforward, forwardicon);
    7.         // BACKWARD
    8.         rbackward = new Rect(Screen.width-Screen.width-20,Screen.height-84,256,111);
    9.         Texture2D backwardicon = Resources.Load("down_a", typeof(Texture2D)) as Texture2D;
    10.         GUI.DrawTexture(rbackward, backwardicon);
    11.         // LEFT
    12.         rleft = new Rect(Screen.width-Screen.width-20,Screen.height-128,128,44);
    13.         Texture2D lefticon = Resources.Load("left_a", typeof(Texture2D)) as Texture2D;
    14.         GUI.DrawTexture(rleft, lefticon);
    15.         // RIGHT
    16.         rright = new Rect(Screen.width-Screen.width+108,Screen.height-128,128,44);
    17.         Texture2D righticon = Resources.Load("right_a", typeof(Texture2D)) as Texture2D;
    18.         GUI.DrawTexture(rright, righticon);
    19.  
    20.             rupright = new Rect(Screen.width-Screen.width+155,Screen.height-210,50,50);
    21.             rdwnright = new Rect(Screen.width-Screen.width+155,Screen.height-55,50,50);
    22.             rupleft = new Rect(Screen.width-Screen.width,Screen.height-210,50,50);
    23.             rdwnleft = new Rect(Screen.width-Screen.width,Screen.height-55,50,50);
    24.  
    25.         rjump = new Rect(Screen.width-570,Screen.height-134,128,128);
    26.         Texture2D jumpicon = Resources.Load("jumpbutton_2", typeof(Texture2D)) as Texture2D;
    27.         GUI.DrawTexture(rjump, jumpicon);
    28.  
    29.         rreload = new Rect(Screen.width-698,Screen.height-134,128,128);
    30.         Texture2D reloadicon = Resources.Load("gun_2", typeof(Texture2D)) as Texture2D;
    31.         GUI.DrawTexture(rreload, reloadicon);
    32.  
    33.         rzoom = new Rect(Screen.width-826,Screen.height-134,128,128);
    34.         Texture2D zoomicon = Resources.Load("zoom_2", typeof(Texture2D)) as Texture2D;
    35.         GUI.DrawTexture(rzoom, zoomicon);
    36.  
    37.         rswitchgun = new Rect(Screen.width-954,Screen.height-134,128,128);
    38.         Texture2D switchgunicon = Resources.Load("gunswitch_2", typeof(Texture2D)) as Texture2D;
    39.         GUI.DrawTexture(rswitchgun, switchgunicon);
    40.  
    41.         rinteracticon = new Rect(Screen.width-442,Screen.height-134,128,128);
    42.         Texture2D interacticon = Resources.Load("touch", typeof(Texture2D)) as Texture2D;
    43.         GUI.DrawTexture(rinteracticon, interacticon);
    44.  
    45.         rfire = new Rect(Screen.width-205,Screen.height-500,200,200);
    46.         Texture2D fireicon = Resources.Load("target-icon-md_2", typeof(Texture2D)) as Texture2D;
    47.         GUI.DrawTexture(rfire,fireicon);
    48.  
    49.         rpanel = new Rect(Screen.width-905,Screen.height-545,900,505);
    50.         }
    Add new
    private Rect rforward;
    private Rect rbackward;
    private Rect rleft;
    private Rect rright;
    private Texture2D forwardicon;
    private Texture2D backwardicon;
    private Texture2D lefticon;
    private Texture2D righticon;
    private int forwardback;
    private int leftright;

    private Rect rupright;
    private Rect rdwnright;
    private Rect rupleft;
    private Rect rdwnleft;

    private Texture2D jumpicon;
    private Rect rjump;

    private Texture2D switchgunicon;
    private Rect rswitchgun;

    private Texture2D zoomicon;
    private Rect rzoom;

    private Texture2D reloadicon;
    private Rect rreload;

    private Texture2D interacticon;
    private Rect rinteracticon;

    private Texture2D movepanel;
    private Rect rpanel;

    private Texture2D fireicon;
    private Rect rfire;

    public Vector2 itouch;

    private GUIStyle style;
    private Font fontNormal;

    Tada, touch controls!!! also you can do the same to the grab, camera, interact, etc codes. Just simply do this:
    Code (csharp):
    1.         if(Input.touches.Length > 0)
    2.             {
    3.             int i = 0;
    4.             while (i < Input.touchCount)
    5.                 {
    6.                 if(ELEMENT_NAME.Contains(RealFinger))
    7.                     {
    8.                     // DO SOMETHING
    9.                     }
    10.                 I++;
    11.             }
    12.  
    Now i used Rect() and Texture2D instead of the gyutexture to make things go smoother on a mobile, but i'm sure you could do it several different ways.
     
  10. topofsteel

    topofsteel

    Joined:
    Dec 2, 2011
    Posts:
    975
    That's awesome! First thought was I really need to check out the demo scene's again, ladders, buttons??? Who knew!!! I have a Samsung Note 8 running 4.1.2. Unrelated to the controls, the sky gradient was separated and the dirt was 'cubed', for lack of a better description. The screen rotation puts the volume on the bottom on my device, but also the 'back' arrow away from my right finger, good and bad. The icons along the bottom were unrecognizable, my GUI gets that way when I allow the player to go full screen (would love to find a fix for that). The on screen move and aim were crisp. FPS with a touch screen is tricky. I was trying to shoot a cube a ways off and couldn't get a bead on it. So I was aiming with my left finger and shooting with my right. If my left finger was still aiming, the gun kept shooting. I would decrease sensitivity for zoom. If I went from forward to left or right strafe diagonally, there was a lag. And moving on a diagonal ('W' + 'D') was hard find. The ladder was hard to get onto. Really no criticism here, just commenting on what I saw. This is terrific. I just started experimenting with publishing to android. How did you learn? When I figure out the SDK setup and everything i'll need to get UFPS working also, so this is great!!!
     
  11. uni7y

    uni7y

    Joined:
    Jul 23, 2012
    Posts:
    287
    Thanks bubbalovesponge!! will play with it
     
  12. TheStone

    TheStone

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    May 18, 2013
    Posts:
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    Yes Bubbalovesponge, thank you, I will play with it too. but I cant make head or tail of it...
     
    Last edited: Sep 4, 2013
  13. Benji-John93

    Benji-John93

    Joined:
    May 2, 2013
    Posts:
    20
    Hey im having trouble undertsanding where exactly im supposted to put all of this code? i did make a new .cs script and pasted in ur code but i get errors
     
  14. bubbalovesponge

    bubbalovesponge

    Joined:
    Nov 8, 2012
    Posts:
    69
    Well I did not create it as a copy paste. I had the assumption some would have the basics of CS scripts.
    So to understand how to code for touch versus keyboard/mouse here we go.
    First, copy the cs script containing the name input This is located in the scripts/core/localplayer folder
    name as a new file like touch.cs now edit that new file and change the naming of that script to be the same as the file name.

    Next, do a find for input. these are the parts of the script that use keyboard commands look for the one called InputMove() look at what is coded there versus what I posted. You will see a difference. Instead of all the UFPS scripts using input. I remarks those out and replaced it with the Input.touches

    NOW here is the interesting thing. Now I used the Rect() and Texture2D, but I'm sure you can use NGUI like others do, but I wanted to fully understand and learn the core of the UFPS first.

    Mine is just a proof that this can be done. When UFPS releases a mobile version it will be awesome so just use this one as a hey how do you do it type thing.
     
  15. NightmareX91

    NightmareX91

    Joined:
    Aug 20, 2013
    Posts:
    1
    How can I allow weapons to receive world shadows without disabling the weapon camera? Doesn't feel right when I'm in a dark room with a technically full-bright weapon.
     
  16. Mauri

    Mauri

    Joined:
    Dec 9, 2010
    Posts:
    1,688
    How long does the sale last?
     
  17. TheStone

    TheStone

    Joined:
    May 18, 2013
    Posts:
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    /// <summary>
    /// move the player forward, backward, left and right
    /// </summary>
    protected virtual void InputMove()
    {

    // NOTES: you may also use 'GetAxis', but that will add smoothing
    // to the input from both Ultimate FPS and from Unity, and might
    // require some tweaking in order not to feel laggy

    Player.InputMoveVector.Set(new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")));

    }

    Nothing else.... with your explanation,

    https://www.assetstore.unity3d.com/#/content/4726 :roll:
     
    Last edited: Sep 4, 2013
  18. TheStone

    TheStone

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    May 18, 2013
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    Last edited: Sep 2, 2013
  19. MarioRuiz

    MarioRuiz

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    Nov 7, 2009
    Posts:
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    Oh it is SO not the same thing.
     
  20. jSoftApps

    jSoftApps

    Joined:
    Apr 14, 2012
    Posts:
    71
    Hey visionpunk. Is there a way to make it so the user can't move the camera but can still walk around?
     
  21. bubbalovesponge

    bubbalovesponge

    Joined:
    Nov 8, 2012
    Posts:
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    Sorry, I did not write mine as a project add-on to sell or what not. The visionpunk team are making an awesome mobile add-on, mine was just a yes it can be done type thing and posted some quick tutorials for anyone who wanted to get an idea.
    You will find out that Unity is awesome, but you really need to understand coding as well as know how to use unity or you will never get what you really want.
    For me, I stripped apart UFPS only to fully learn and understand so that i could write add on code that I wanted like a improved HUD, flashlight for night time effects, and also doing mobile.
    C# coding tutorials
    MSDN C# intrduction
    WIKI Unity3d
    WIKI Unity3d Scripts

    Also you can look at FPS Game Tutorial

    Virtual tutorial videos
     
    Last edited: Sep 3, 2013
  22. bubbalovesponge

    bubbalovesponge

    Joined:
    Nov 8, 2012
    Posts:
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    vp_FPCamera.cs
    protected virtual void UpdateMouseLook()

    To turn off the mouse camera you can remark out UpdateMouseLook() script inside that uses the Input.GetAxisRaw("Mouse X") Input.GetAxisRaw("Mouse Y")

    That controls the mouse camera.
     
  23. shkar-noori

    shkar-noori

    Joined:
    Jun 10, 2013
    Posts:
    833
    I have some ideas:

    1. open a blog or something that you will put some free source weapons eg. AK 47, and make them ready to use with UFPS, that will be greatly appreciated if you do some of them or/and all of them for free

    2. as you have crouch, it would be cool to add a feature like , lay on ground

    thanks in advance, UFPS is one of the most advanced packs out there :D
     
  24. TheStone

    TheStone

    Joined:
    May 18, 2013
    Posts:
    77
    Thank you Bubba,

    Yes I understand, it is that I wanted to bad a solution for mobile, I thought when you wrote "tutorial" is was a tutorial... thanks for the links.

    I been developing software ware for over 20 years...old school, I started on 1978, windows was not even out... with unity I am new, but learning fast, and I love it!!

    What I did was what I use to do always, place break-points and follow the stack-trace to learn the program flow... but I decided to work on other aspects of the game while I wait, for their release... if when I finish with my other stuff and nothing from these people I will start with your stuff, and or, the other packages.

    I am sure that they will come with something real cool, I bought other two packages with mobil support but I already spend so much time on integrating UFPS into my stuff that I dont want to start over...

    I am sure I am not the only one waiting for the add-on for the mobile... I just wish they will say more about it, I have placed several questions about it and never got any response...

    The stone.
     
  25. jellypixel

    jellypixel

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    Jul 16, 2013
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    wow cool will be test tomorror on my sony tablet
     
  26. superme2012

    superme2012

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    Can see what you mean by this, but its very easy to do.. you could create a blog with these weapons ready for UFPSC, just hit google warehouse, and stick to low polygon weapons.

    if you do "take the time" to do it then let us know, would be very nice to see a library of weapons ready to work on as templates for our games ;)
     
  27. shkar-noori

    shkar-noori

    Joined:
    Jun 10, 2013
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    yah I now but i just cant get to it, i tried some of the weapons, some of them are just too big, and when i resize them to prefab and set it up for UFPS , it goes back to original state and i just cant get to rotation and some stuff , but if i found a way to do everything i will post it out
     
  28. Goofy420

    Goofy420

    Joined:
    Apr 27, 2013
    Posts:
    248
    I'm using easytouch with ufps but can't find where the crouch base is except for fps_input. Anyone have a solution to toggle crouch rather than hold to crouch?
     
  29. superme2012

    superme2012

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    Nov 5, 2012
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    hmmm, I also had this problem when setting up a new weapon. I used 3D studio max, then import the arm weapon model (or block the same size) put the weapon in place and then export with the arm + weapon. Then its a case of tweaking the settings to get it in the correct position. this helps with getting the position and rotations correct. You can see some of my first weapon setups here (3 weapons): http://www.youtube.com/watch?v=2JEoxuMzu-k

    You will need an arm/hand for hand guns, with out a gun to match up with the vision punk arm and weapon.

    Tell you what, I will create a step by step tutorial on this today.. I have been hitting photon cloud for days on end and need a brake ;).. will post the update here and the tutorial will be on the forum.

    also question on the new weapon packs: Are the hands separated form the weapon?
     
  30. TheStone

    TheStone

    Joined:
    May 18, 2013
    Posts:
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    Hi Superme2012,

    I was trying easy touch with the UFPS, but never got it to work... can you explain real quick how was that you made it work... what I did was to drag the FPS into each of the joysticks and setup the y x, but once never worked for me...

    Thanks.
     
  31. Goofy420

    Goofy420

    Joined:
    Apr 27, 2013
    Posts:
    248
    This will interact when you touch the object:

    movement joystick:

    Buttons:

    etc, etc...

    $Unity 2013-09-04 05-11-44-95.jpg

    If anyone uses easytouch I can email you the changes for copy and paste
    I just started this last night so camera isn't done yet, but this returns accurate results

     
    Last edited: Sep 4, 2013
  32. bubbalovesponge

    bubbalovesponge

    Joined:
    Nov 8, 2012
    Posts:
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    Interesting, Yeah I would love to try that approach as well. Like the interface and on map camera you added, very cool indeed.
     
  33. TheStone

    TheStone

    Joined:
    May 18, 2013
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    Man this looks great!!! yes I use easy touch, but no idea how to implement it, I can see now.. hehe I am still learning lots of things.. like I am trying to place a health bar on leftTop, with a GUITexture but does not shows up...

    But if is not to much trouble I will love to have your code. I send you a private message.

    TheStone.
     
  34. superme2012

    superme2012

    Joined:
    Nov 5, 2012
    Posts:
    207
    Did a super quick draft of the gun model production process to work with unity and UFPSC:

    Its in the Vision Punk forum (http://forum.visionpunk.com/) under Scripts Mods -> Weapon Setting up that GUN *Draft

    For positioning under the UFPSC use "Position Springs" and "Rotation Springs" while the game is running.
     
  35. Goofy420

    Goofy420

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    Apr 27, 2013
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    I'm still having trouble getting the camera to respond to swipes. Debug shows it to be responding in lymbo, so it must be a simple overlook somewhere.
     
  36. Goofy420

    Goofy420

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    Apr 27, 2013
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    I had the size error when adding animated weapons. I had to open it in Max and save it in Unity size format 1 unit = 1cm I believe
     
  37. Goofy420

    Goofy420

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    Apr 27, 2013
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    248
    Yay, got the camera rotation to work with swipe
    Add the original code into the OnSwipe gester class and it works like a champ
     
  38. cjow

    cjow

    Joined:
    Feb 29, 2012
    Posts:
    132
    Hi.

    I'm looking for some info on how to correctly handle interaction (notably on pushing or pulling physics objects) and your docs refer to some examples in 'Scripts/Extras/Interactables' but those files do not exist. I'm trying to open and close doors by interacting with them rather than playing an animation or just triggering them. Could you point me in the right direction or give some advice?

    Thanks.
     
  39. Goofy420

    Goofy420

    Joined:
    Apr 27, 2013
    Posts:
    248
    Demo3 scene has a door that's interactive. Press f to open/close
     
  40. phato777

    phato777

    Joined:
    Dec 14, 2012
    Posts:
    138
    Wherever you read that, it must be outdated docs and need to be updated. The folder hierarchy has been restructured and the interactables can be found at Scripts/Gameplay/World/Interaction

    $Untitled_-_Tutorials_-_PC__Mac___Linux_Standalone.png

    There is also an example of what you want to do (door opening with interaction) in Content/Levels/DemoScene3
     
  41. VisionPunk

    VisionPunk

    Joined:
    Mar 9, 2012
    Posts:
    711
    I assume you've already read the manual chapter on the topic. I'm not aware of any quick and easy way to do this really, but one idea I had was to detect shadows being cast on some sort of volume around the weapon and changing its diffuse color accordingly. Or you could detect the brightness of the shadow map the player was standing on. There could also be shader based approaches I'm sure. Myself, I'd go with ditching the weapon camera. Lots more work setting everything up and tweaking the motions, but the end result is way more realistic from a geometric and lighting perspective.
     
    Last edited: Sep 4, 2013
  42. VisionPunk

    VisionPunk

    Joined:
    Mar 9, 2012
    Posts:
    711
    This is a completely different engine from UFPS if by engine you mean the gameplay layer and not Unity3D. If there is some of the same code in it I would be very interested to learn what code that is, since me and Phato777 wrote 95% of all code in UFPS from scratch ourselves (there are one or two classes derived from Unity examples but everything else is ours).
     
  43. VisionPunk

    VisionPunk

    Joined:
    Mar 9, 2012
    Posts:
    711
    If you mean having a 3rd person game with a fixed camera, yeah you could theoretically edit the lateupdate method of the camera class to set the camera to a fixed position every frame.
     
  44. VisionPunk

    VisionPunk

    Joined:
    Mar 9, 2012
    Posts:
    711
    Hello, I talked about how to implement prone in the official UFPS forum a while back. Could be done in minutes if you know how to work with states and presets.
    Regarding weapons, we have just announced a range of super high quality FPS weapons. The first one has already been submitted to Asset Store though it hasn't been approved by Unity yet. This won't be free, but it will be awesome ;)

    [video=youtube_share;2s2TXdTMUMs]http://youtu.be/2s2TXdTMUMs
     
    Last edited: Sep 4, 2013
  45. Mauri

    Mauri

    Joined:
    Dec 9, 2010
    Posts:
    1,688
    Nope, didn't got it. :/ Well, when the next sale is then. ^^
     
  46. TheStone

    TheStone

    Joined:
    May 18, 2013
    Posts:
    77
    I am trying to set up some gui on the scene, on my scene, but every time I use GameOject->GuiTexture... nothing shows up, any hints... :confused:

    Thanks.
     
  47. bubbalovesponge

    bubbalovesponge

    Joined:
    Nov 8, 2012
    Posts:
    69
    Avoid GameOject->GuiTexture in UFPS. Use NGUI asset or code using Rect() and Texture2d (at least how I did it.)
     
  48. TheStone

    TheStone

    Joined:
    May 18, 2013
    Posts:
    77
    hehe.. I have to learn then NGUI, I been looking at it, but havent spend much time on it.... maybe the quickest way is just to use RECT, that how we use to draw thing in the early windows programming... hehe

    Thanks.
     
  49. Goofy420

    Goofy420

    Joined:
    Apr 27, 2013
    Posts:
    248
    When will the weapon module be available?
     
  50. Goofy420

    Goofy420

    Joined:
    Apr 27, 2013
    Posts:
    248
    I used Necromancer and GUI.Labels but like you said they don't appear so I'm learning ngui. You picked it up for $40 last week didnt you?
     
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