- #Realistic fps prefab gun shadowing unity how to
- #Realistic fps prefab gun shadowing unity plus
- #Realistic fps prefab gun shadowing unity free
I am sure there are many games made with them so I rely on my own game content to be unique enough to make playing the game different to any other and worth playing. Nothing new in a game containing a missile area and its all been done before.
#Realistic fps prefab gun shadowing unity plus
The level/scene actually contains a number of Zones including the RailRoad Station Zone as seen in the other screen shot and also Yes - another Zone which is actually meant to be a Siloh, plus a Forth Zone all in one level/Scene spaced out around the open world scene. Its actually called or intended to be what I describe as a Missile Base and what you can see extends rather more than you can see there - off camera view.
#Realistic fps prefab gun shadowing unity free
"Looking very polished! Love that silo base! Do you mind if I borrow the idea for one of my environment? (feel free to say "Heck No!" if there's room to make better then I will go for it sooner or later. Everything will be updated and improved as much as possible governed by the scale, complexity and performance nsidering I am aiming for consistent gameplay at 60fps in Unity Fantastic Mode in levels that are large and complex. Not sure about "Polished" as everything to date has much more work to be done all round, additions, updating and so on. One of the big changes was the move to mechanim for everything and that has changed the workflow with regards to animation, NPC and weapon replacement a fair amount, so there is relearning, but the combo of 1.1.2f1 seems stable. My only weapons so far in the game are knife, sword, sword/shield and bow and those have had model changes and been re-jigged to work with the UMA character and are OK. I have installed, but not yet started using, Dialogue Manager and Quest Machine but they are in there and no console errors and ready to use. Other packages I have working nicely in this are Gaia, CTS, Vegetation Studio, Enviro and HUD Navigation System. I am not using RFPS enemies, I am using Emerald 2.0.1 for the AI and enemies with characters from protofactor and it's good at the moment and working fine. I have swapped the player character with a UMA one as per the video a few posts ago.Īs to enemies and weapons. I'm using RFPS 1.44 and Unity 2017.1.2f1 and have no issues at this stage. As I don't wart the loop to have to run in undate() in the actual playlevel as I am pushing the bounds of performance as it is on those playing levels and don't want to add anything else. The game just automatically saves and loads from the start of the last level you were on before you stopped the game, were killed or took off the headset and where it says " load/save here" abouve on the chart, is where i would like to put the save/load point in the play through so that I can easily get the controller check loop integrated on each level.
#Realistic fps prefab gun shadowing unity how to
At present I can only figure out how to use the save system to save each scene (set to only save the scene/level the player is currently playing and then load from the start of that level when the player dies or comes back the the game.) So My question to you, is there a simple way to have the Save System for RFPS only save and load the splash scenes instead of all scenes? If so, then I could simply add my existing controller check and then when the player dies or reloads the game, then it would start at whatever spash scene is for the level they are on and everything would play from there automatically. But I need to add this sort of loop at the start of each level for Oculus store requirements.īelow is my play through acitecture map (made in paint so forgive the hand painted arrows) The way the script is setup it is its one the splash load screen for a level, checks for the controller and then if present loads the level and if not loads a secondary level that explains that the controller is not hooked up and exits. I currently have it setup so that it checks at the start of the game once at the beging of the game and never again. So my problem is that I need to do a controller check, basically on the start of each scene to make sure that when somebody comes back to the game, or sets the game in pause on mobile or loads up a game that is half way played through or some such, that a controller check runs once per start of the scene. I has sort of an RFPS and Save System Architecture question for you.