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Realistic fps prefab uma
Realistic fps prefab uma








realistic fps prefab uma
  1. REALISTIC FPS PREFAB UMA CODE
  2. REALISTIC FPS PREFAB UMA FREE

Lower floating point precision might not even be an issue on mobile, but it’s something to be aware of.Īs far as out of the box touch controls, it’s a possibility, but it wouldn’t be for a while because I don’t have a way to test code on mobile yet. These pages describe the topic pretty well:Ī simple work-around would just be to place the player at the origin or around a -500 x or y position and have them move into positive x and y values, but not exceeding the range that causes spatial jitter. I’m looking into a fix for this, which involves moving all objects back to the origin, but it isn’t high priority because 2000² units is a decent amount of room to work with. If the player travels 1000 or -1000 units from the origin, positional inaccuracies (spatial jitter) start to show up. The only other issue I can think of would be if Unity has to use lower precision floating points on mobile. A decrease in the fixed time step might not even be noticeable on smaller screens. Still looking into whether it is my code or a quirk in how the physics are calculated In Unity. Ideally, the asset would use the default 0.02 fixedDeltaTime, but ragdolls and rigidbodies that have their parents modified during runtime seem to loose their interpolation. The rigidbody movements won’t be as smooth and the push forces would have to be lowered, but all runs well using both 0.01 and 0.02 fixedDeltaTime values. On an Intel 1.8GHz dual core, there hasn’t been a noticeable decrease in performance, but a 0.02 fixedDeltaTime value could be used for mobile development.

realistic fps prefab uma

As far as I know, the only part of the code that would affect performance on slower hardware is the fixed time step value, which is set to 0.01 (100 FPS) for smoother physics instead of the Unity default 0.02 (50 FPS). This asset was developed with a focus on the desktop platform and IOS compatibility hasn’t been tested as I don’t have access to the licenses, but we have tested for functionality and framerate independence on a variety of desktop systems with success.

REALISTIC FPS PREFAB UMA FREE

Weapon effects like bullet impacts, smoke, tracers, and ejecting casings with simple variables to control size, velocity, and ejection delay of shells.Įase of use through extensive documentation and commented code, simple drag and drop functionality of game objects into scenes, compatibility with version 3.5 and higher of Unity free and professional, and customization variables accessible from the inspector.Īn example sandbox scene with an improved default AI for testing.​Ĭlick to expand.Thanks ProjectOne, Q and E leaning is a good idea and I’ll add it to the list of upcoming features. Item pickups to place in your scene for ammo, health, and weapons that can either be static or moveable (and throwable) rigidbodies. Weapon behavior customization allows switchable auto and semi auto modes, shotguns, scoped weapons, accuracy handling, single shell reloading, and melee weapons by modifying the variables of one script instance from the editor - no additional scripting required to make a new weapon. Fully configurable sine bobbing based on player movement states is also supported. Player health management with damage from falling, enemy fire, and elevators is also included.Īdvanced weapon positioning using sine bobs, iron sights, weapon sway, position changes based on player movement state, and animation for actions like reloading and readying weapons.Ĭamera movement effects such as weapon fire, landing, and pain kicks, as well as camera view animation to accompany weapon actions like reloading.

realistic fps prefab uma

Player state handling for sprinting, crouching, and jumping movement states with seamless transitions, easily configurable speeds, and air manipulation. Pick up and throw objects, ride elevators and horizontal platforms, create physics puzzles, and climb ladders. and elsewhere.Full physics interaction with a rigidbody character controller that has mass in the game world. "Unity" and "Unity Asset Store" are trademarks or registered trademarks of Unity Technologies or its affilliates in the U.S. This website is not sponsored or affiliated with Unity Technologies or its affiliates. Purchasing assets through our links won’t cost you any extra money and will help fund the hosting and development of this site. The Dialogue System for Unity already includes Realistic FPS Prefab support.ĭisclosure: This website contains affiliate links, which means we may receive a commission if you click a link and purchase something through our website. If your project uses the Dialogue System for Unity, you don't need this asset.

  • Complete, thoroughly-documented C# source code.
  • Ability to save to PlayerPrefs or encrypted disk files.
  • Player's stats, inventory, position, and current scene.
  • This easy-to-use add-on for Azuline Studios' Realistic FPS Prefab saves the information listed below in saved games and when changing scenes:










    Realistic fps prefab uma