UnityZombies | high graphics FPS zombie survival game | Game Engine library
kandi X-RAY | UnityZombies Summary
kandi X-RAY | UnityZombies Summary
A high graphics FPS zombie survival game I'm creating using the Unity engine, GIMP, Vegas and other tools, based on the classic Nazi Zombie series, with realistic, attention to detail animations, high quality weapons and 3D sounds. (Weapon, Tree, House, FBX, prefabs preprovided by unitypackages without decent animations / scripts. I have created every animation and script). dev v1.0 added house prefabs added first player controller and WASD movement, mouse look movement, jumping added light, made scene pitch black added grass to the plane added ACR prefab, added a custom skin created animations for ACR firing, ADS, walking, reloading, jumping, shooting whilst ADS, drawing added sounds to the animations coded animations with correct keybindings added crouching feature added raycast and bullet hole feature finetuned ACR animation times and smoothened animations fixed ACR animation bugs and logic errors. dev v1.0.1 added zombie prefab and added walking animation fixed walking animation resetting and zombie not dying when idle created zombie spawn point added navmesh and zombie pathfinding added blood particle effect when bullet hits zombie implemented basic zombie hp system added zombie dying animation and coded it in. dev v1.0.2 fixed zombie mesh not disappearing upon death (created separate mesh object) coded in 15 different zombie dying and hit sounds. dev v1.0.3 added M24 prefab created and coded animations for M24 firing, ADS, reloading added sniper scope animations and on screen crosshairs fixed thread times and fine tuned animations in time with raycasts added reloading whilst looking through scope animation added sounds to the animations. dev v1.1 changed skybox added trees added lightning, wind, rain and fog fixed frame rate issues made foliage move in the breeze added more zombie spawn points. dev v1.1.1 added wall guns coded wall gun player sensor and weapon pickup controls added text alert to the GUI when player is on the sensor added weapon switching and a weapon manager fixed being able to draw 2 weapons at once fixed all weapon booleans being stuck in erroneus states when switching weapons configured mystery box prefab added 3D spatial blend to all sounds and adjusted zombie dying sounds rolloff. dev v1.1.2 added colt prefab and added custom texture created and coded colt ADS, shooting whilst ADS, reloading, draw, firing animations added colt reloading, ADS added new bullet hole system (10 different bullet holes and animations based on surface, tagged all game objects with respective tags) added muzzle flash and smoke added weapon bullet hole flying and impact sounds with 3D spatial blend added 3D spatial blend to all weapon sounds fixed shooting whilst reloading issue on colt fixed player moving with mouse pan fixed shooting whilst rapid pressing r on all weapons added distortion and screen shaking when firing colt ADS improved m24 and colt ADS animations by animating camera as well as weapon. added barrier prefab created window barrier animation created and programmed sensor for zombie and player near window added text alert to the GUI when player is on the sensor and fixed issue with it not going away added fix board animations and a single remove board animation fixed various bugs with animations not working and zombies not coming into the window once all the boards have been knocked down fixed zombies standing on ledge whilst taking down boards added sounds to tbe boards being taken down with 3D spatial blend and adjusted rolloff adjusted rolloff for zombie gib sounds fixed remove board animation not working and finetuned timings fixed rebuild barrier alert not going away when barrier is built added bullet hole information to the boards and retextured them added more remove board animations cloned another barrier into the scene for the other window Spawnwall -> hit.transform.parent.gameObject means all windows can be managed dynamically with the same script created more space in the house, removed some objects removed mesh renderer from window quad replaced object message system using direct variable accesses, reduced code clutter fixed barrier animation repeating fixed barrier board not coming back added delay to rebuilding barrier added souds to rebuilding the barrier with correct rolloffs and 3D spatial blend separated ACR aim and sway animations to camera and gun to allow for both animations at the same time, adds realistic sway when ADS fixed ACR raycast, made child of gun fixed ACR shooting whilst reloading logic error adjusted lighting and effects configured g18 prefab. dev v1.1.4 added weapon sway mechanic for M24 and colt added zombie attack animation to the zombie animator state machine and programmed trigger fixed R3 distance vector for attack animation added player hit sound and blood screen effects added basic player HP and regeneration system added zombie attack sounds with appropriate rolloff adjusted zombie attack animations and attack range added rain patter sounds to the scene with appropriate rolloff (logarithmic) added basic player death animation and game over sequence hid cursor during game configured spas13 prefab added MK23 pistol, wallbuy, raycast, complete set of animations and sounds (still glitchy atm) zombies can now attack through window, yet to add different animations barriers are now built when the game begins. to do list: legs -> crawler add crawler system head - > head comes off shooting things on table add more zombie death animations make blood more realistic - stain window climbing (player + zombie animations) ammo system -> all gun empty mechanics buy more ammo system at wallgun score / point system puddles on the ground player soldier body and see feet fix m24 reloading sound, prevent firing whilst reloading fim m9 smoke repeating, dynamic time collateral damage fix gun switching issue scope still zoomed in fix draw animation issues add walking and jump animations to the 2 new guns adding better floor terrain fix crouching issue causing superjump stuff leaking out of barrels, basket moves keep bullet holes (perhaps) fix colt smoke zombie spawning speeds (configure round system) zombie run animations and speeds and zombie hp system fix issue reloading whilst buying a weapon buying weapon sound shake when firing (colt not aiming and m4 not aiming, acr both, mk23 both) put ACR over to the new system with aiming, change animations, stop it from shooting when reloading stop looking through walls issue change to press and hold E rather than just pressing E like the text says (perhaps) fix stupid bullet line issue on fabric fix not reloading when crouching get mystery box working gun draw issues -> no animations fix ACR draw, off the bottom of the screen add zombie footstep sounds and other sounds add zombie runner, instantiation with increaing frequency fix jump height fix delay to hit down board initially fix stuck zombies fix glitch spots and revamp map navmesh, prevent climbing out of window fix dead zombies knocking down barrier add zombie taking down barrier animations, attack through window animations gun draw sounds fix ACR aiming when walking animation ACR gun sway ADS fix ACR aiming in speed fix and shooting whilst doing it fix ACR flash and smoke player death -> improve animation blood animations fade and HP regenerates -> improve current basic system weapon move when walking -> remove all idles and make scripted - weapon bob add character bob add map constraints add door functionality and animations improve game over sequence, remove blood etc fire empty animations and sounds mk23 improve animations and scripts, ADS sway , ads shake when fire, coord it all fix mk23 aim whilst buy move whole project over to c# add spas13 and g18 into the game fully revamp and tweak all weapon animations and fix inaccuracies and glitches on all tweak weapon damage add perks revamp zombie replace linear interpolation with collider.
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QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.
Main Program Script:
...ANSWER
Answered 2022-Apr-03 at 07:08You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main
:
QUESTION
I'm currently attempting to create a first-person space flight camera.
First, allow me to define what I mean by that.
Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.
What I have so Far
So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:
...ANSWER
Answered 2022-Mar-02 at 23:15The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.
The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).
Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.
It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.
QUESTION
I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:
...ANSWER
Answered 2022-Feb-19 at 01:11- The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
- If you change the code to
AddChild(copynode).Duplicate();
you can see it adds all 5 invisible nodes.
QUESTION
When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.
I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.
...ANSWER
Answered 2022-Feb-13 at 13:14Don't #include "entity.h"
from game.h
and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.
Example:
QUESTION
helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.
...ANSWER
Answered 2022-Feb-10 at 07:54This is because of you are calling the spawn function from client. You should call it in server.
QUESTION
I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.
Here is the enemy code:
...ANSWER
Answered 2022-Feb-06 at 03:20On your _on_PlayerBullet_body_entered
you a body
that has a reference to whatever the Area2D
collided with, you can use it to communicate with it.
For example, you can call a method on it. Which could, of course could be queue_free
:
QUESTION
I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!
...ANSWER
Answered 2022-Jan-29 at 09:00The Scene has a property children
(link to documentation)
You can get all Sprites, with the command:
QUESTION
I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:
...ANSWER
Answered 2022-Jan-21 at 00:26YourGraphic.setScrollFactor(0,0);
QUESTION
I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.
Is There Any Way To Make My Game Look Good Using In Ursana Engine?
...ANSWER
Answered 2021-Dec-11 at 20:32You have to add lights and also apply lit_with_shadows_shader
to entities that will receive shadow.
See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight
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