ethereum-unity-boilerplate | Unity3D Boilerplate project used demonstrate | Game Engine library

 by   ethereum-boilerplate C# Version: v1.1.0 License: MIT

kandi X-RAY | ethereum-unity-boilerplate Summary

kandi X-RAY | ethereum-unity-boilerplate Summary

ethereum-unity-boilerplate is a C# library typically used in Gaming, Game Engine applications. ethereum-unity-boilerplate has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Unity components and hooks for fast building of web3 games. With this SDK you can build web3 games for mobile, desktop, Xbox, Playstation and other platforms. This boilerplate allows you to authenticate users using crypto wallets on any platform. This boilerplate is built on moralis-dotnet-sdk and Moralis. Also has its own context provider for quick access to chainId or ethAddress. There are many components in this boilerplate that do not require an active web3 provider, they use Moralis Web3 API. Moralis supports the most popular blockchains and their test networks. You can find a list of all available networks in Moralis Supported Chains. Please check the official documentation of Moralis for all the functionalities of Moralis.
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              ethereum-unity-boilerplate has a low active ecosystem.
              It has 257 star(s) with 131 fork(s). There are 13 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 15 open issues and 53 have been closed. On average issues are closed in 12 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ethereum-unity-boilerplate is v1.1.0

            kandi-Quality Quality

              ethereum-unity-boilerplate has no bugs reported.

            kandi-Security Security

              ethereum-unity-boilerplate has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              ethereum-unity-boilerplate is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              ethereum-unity-boilerplate releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            ethereum-unity-boilerplate Examples and Code Snippets

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            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            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 23:22

            I 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().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            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 07:08

            You 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:

            Source https://stackoverflow.com/questions/71723584

            QUESTION

            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            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 23:15

            The 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.

            Source https://stackoverflow.com/questions/71328720

            QUESTION

            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            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.

            Source https://stackoverflow.com/questions/71180866

            QUESTION

            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            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 13:14

            Don'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:

            Source https://stackoverflow.com/questions/71100649

            QUESTION

            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            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 07:54

            This is because of you are calling the spawn function from client. You should call it in server.

            Source https://stackoverflow.com/questions/71010816

            QUESTION

            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            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 03:20

            On 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:

            Source https://stackoverflow.com/questions/71003599

            QUESTION

            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            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 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:

            Source https://stackoverflow.com/questions/70903111

            QUESTION

            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            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 00:26

            YourGraphic.setScrollFactor(0,0);

            Source https://stackoverflow.com/questions/70794747

            QUESTION

            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            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 20:32

            You 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

            Source https://stackoverflow.com/questions/70139918

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install ethereum-unity-boilerplate

            💿 Install all dependencies:.
            Unity Hub
            Visual Studio
            Open Unity Hub
            Click on the 'NEW' button and create a new project
            When the project opens, open Edit->Preferences->External Tools (on MAC this is Unity->Preferences->External Tools) and make sure "Script Editor" is set to your installed Visual Studio instance. IMPORTANT: This step must be done before importing the package.
            Navigate to the folder you downloaded the package to. Drag and drop the package into the Unity project.
            Open MoralisWeb3ApiSdk->Example and double-click on the DemoScene object.
            In the "Hierachy" panel under DemoScene select "MoralisSetup".
            In the "Inspector" section find the sub-section titled "MoralisController".
            If the "MoralisController" sub-section is not expanded, expand it.
            Using the information from your Moralis Server, fill in Application Id, Server URL, and Speedy node Url (make sure this is for POLYGON MUMBAI for the demo to work properly).
            NOTE If, after importing but before running the package, you see an error that describes something as "unsafe", it is probably due to a block of code in Nethereum SCrypt.cs. Open Build Settings then Player Settings Scroll down. Check the box titled "Allow 'unsafe' code". Rebuild your game.
            Run the application by clicking the Play icon located at the top, center of the Unity3D IDE.
            Click on the "Authenticate" button to authenticate to Moralis using your Wallet.
            To walk around use the mouse for direction, the 'W' key to move forward and the 'S' key to move backwards. In desktop and WebGL builds use the 'SHIFT' key with the 'W' and 'S' keys to run. Use the space bar to jump Use the Left mouse button to swing your sword.
            Open the chest by bashing it with your sword. Inside is a game object that is also an NFT, you can claim this by clicking on it. Watch your wallet for the transaction request!
            NOTE Your wallet must be connected to the Polygon Mumbai test network and your account will need some funds. Use the Polygon Faucet to send yourself test funds.
            NOTE You can claim the NFT only once per address. If you re-run the demo after claiming the NFT, it will not be in the chest. Examine the AwardableController.cs file to see how this is done. You can change the code so that the mug still shows but trying to claim it will only waste gas as the one award per address is also re-enforced at the contract level. Yes, you can view your claimed NFT in Opensea.io and other NFT viewers if connected to the Polygon Mumbai network. If you examine the Metadata for the NFT you will see that in addition to the noraml PNG there is a URL for an Unity3D Prefab that can be programmatically loaded in Untiy 3D games and a link for a .fbx file that can be loaded in most 3D modeling applications and game engines including Blender.
            Note the purpose of the demo is to show how to authenticate with and interact with Moralis and Web3 in a Unity3D game. Other than looking around, slaying the orcs, openning the chest and claiming the NFT, there is not a lot to do.
            IMPORTANT If you want to create WebGL builds or want to run the Demo in WebGL, please read the Web3GL section prior to running the demo in WebGL.
            2020.2
            2020.3.26 (latest)
            2021.2.5

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