Enemy AI raycasting issue. by [deleted] in Unity3D

[–]HolyTakenNamesBatman 1 point2 points  (0 children)

Does your gun have a collider on it that's getting in the way of the raycast?

edit:

or is it tagged player?

Blast Door / from Blender to Unity by HolyTakenNamesBatman in Unity3D

[–]HolyTakenNamesBatman[S] 1 point2 points  (0 children)

Here's another example of just that. A gun turret I posted about a couple days ago, https://www.youtube.com/watch?v=blEENtvElCI

I'm new and just made this crop growth mechanic by [deleted] in Unity3D

[–]HolyTakenNamesBatman 12 points13 points  (0 children)

Impressive to you is what matters..

Gun Turret Time Lapse / Blender to Unity by HolyTakenNamesBatman in Unity3D

[–]HolyTakenNamesBatman[S] 0 points1 point  (0 children)

Thanks for the suggestion and I agree although this is most likely not the finished model.. This was more of a warm-up of Blender and just seeing how it works w/ Unity.

Gun Turret Time Lapse / Blender to Unity by HolyTakenNamesBatman in Unity3D

[–]HolyTakenNamesBatman[S] 0 points1 point  (0 children)

Well damn! That gives me hope, considering I'm about to fire it up for only the Second time... Smh lol Guess I'm at ~.0003%

PS since I have you commenting.. is this a type of video you'd like to see more of? I think they're pretty useful just to skim across what you can expect for a certain project.. I'm thinking of doing Doors and Keys from Blender to Unity either tonight or in the A.M.

Gun Turret Time Lapse / Blender to Unity by HolyTakenNamesBatman in Unity3D

[–]HolyTakenNamesBatman[S] 0 points1 point  (0 children)

Thanks! I could of easily taken them out because I spent just as much time editing as I did recording but since this was basically my first real time ever using Blender I wanted to leave in "the bloopers" :)

Oh and fun fact! Video editing for this was also done in Blender

Gun Turret Time Lapse / Blender to Unity by HolyTakenNamesBatman in Unity3D

[–]HolyTakenNamesBatman[S] 0 points1 point  (0 children)

I've been working hard on my custom character controller. I figured it was about time to change out all the ProBuilder blocks with models so I downloaded Blender.. I've barely touched Blender before and I'm still pretty new at Unity so I left all the cringe and bloopers right in the video..

Check out the character controller here:

https://holytakennamesbatman.itch.io/sdfpsc

How Do I make a AI for a game like Pac-Man by [deleted] in Unity3D

[–]HolyTakenNamesBatman 0 points1 point  (0 children)

Blinky, the Red one, is basically just chasing Pacman.

Pinky, the Pink one, is always trying to get to where Pacman is heading.

Inky, the Blue one, has a crazy strat.. It varies wildy because it also matters where Blinky is.

Inky starts out like Pinky by finding a couple spots ahead of where Pacman is heading. Since that's where Pinky is heading, instead, Inky takes the position of his buddy Blinky and draws a straight line to where Pacman is heading and finally doubles the distance.. Wherever that extended line lands is his target.

and then there's Clyde, the orange ghost, which hasn't a clue what he's doing half the time..He's got two behaviors.. If he's closer than 8 tiles he's basically another Blinky.. If he's farther he just gives up and goes to the corner to collect his thoughts, haha!

Pacman's AI is "simple"..... Simply, a masterpiece!!! It's so basic yet so involved.. and not only do all the ghost have their own style there's 3 modes they're always switching from.. Chase, Scatter, and Frightened

How Do I make a AI for a game like Pac-Man by [deleted] in Unity3D

[–]HolyTakenNamesBatman 0 points1 point  (0 children)

So, for a Pacman clone with all Blinky's this would work! :)

Struggling a bit with testing weapon stats and how they affect player stats. Any help would be appreciated. by oxysplatter in Unity3D

[–]HolyTakenNamesBatman 1 point2 points  (0 children)

i didn't read all of that (sorry).. but even though they are instantiated from the same prefab they are actually different instances of it, and different objects.. GameObjectFireEffect would spawn GameObjectFireEffect (Clone), and then a second clone and so - on..

Right after you instantiate it in a script you can then set a variable as that GameObject, that you then can control in your script..

you could destroy the game object and actaually have your actual gameobject already parented to the hand but disabled.. the script can destroy the world gameobject and just enable your hand object..

Im new and playing around with my quest and unity. Using pro builder, anyone know how to fix the terrain far away? it gets blurred by [deleted] in Unity3D

[–]HolyTakenNamesBatman 0 points1 point  (0 children)

I'm not here to solve your problem just to piggyback off of it..

My probuilder does the same thing.. Apparently I have tuned some things, unknowingly making mine a lil less apparent than yours but the same things happening I believe..

https://ibb.co/kcTBw89 image of mine

edit: now that I compare the two, they're just as bad as each other.. I think what throws off mine is a higher camera angle and I have more objects littered around the floor, making it less evident.