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Alright, so after a lot of struggle and pain, I'm giving up on the custom trigger-free hangar loading system. I've had issues with setting the...
Quick update: I've added the code to store fighters in a ship and assign their data when they are re-launched from the ship. This hasn't been...
I loved the official web game! Floating around underwater made me paranoid that some big sea monster would come and attack (what were those things...
New update! Only backend stuff to make sure things are optimized this time around. I combined the selection system and GUI management into two...
Very cool, I feel like the giant attractor beam could be a great element for an alien abduction horror game, randomly appearing and trying to...
Perfect assessment! Good luck on this! You have my support!
Pretty neat to see how optimized it is and how smooth it runs, especially on my pitiful Pentium G2020! The only performance drop I noticed was...
Updated the webplayer to the newest version again. The frigates (I should start calling them by their correct scaling terminology) are now...
Very cool! Got 92% on my first try, so it feels like it has a pretty good difficulty level in case you add more levels to it.
Updated the webplayer with a new background color and a button to toggle fullscreen. I was having issues with that because I tried setting the...
Added a webplayer link to the second post. I'll be using that to post the most recent version whenever I can because it's a lot easier to build...
Added some engine effects to the cruisers to make sure the system works, and this is what I got: [IMG] Throttle-able engine effects are now a...
[IMG] Got a playable build done! The biggest package is the Linux version at 155 MB, so there shouldn't be free space concerns. I guess I enabled...
Got railguns working last night (basic setup) and I refined their operation this afternoon. [IMG] The very ugly placeholder model(s). I threw...
Webplayer Version (23 January 2014) Standalone Version (8 January 2014): Features:Ships: Fighters Large Ships (a.k.a. battleships) Weaponry:...
So, recently I've become more and more dissatisfied with the RTS genre. I love the concept, but with 3D graphics developers should be doing a lot...
A bit of a necro (ok, it's a pretty big one), but I've gotten multiple requests to update/redo the script, so I cranked it out in about 30...
Unless moving forward requires fixing broken things, that's a good plan. My combat is as simple as aiming towards the target and firing the...
I tried using colliders for my targeting system too, but it ended up being unreliable when the target for a ship was null and would take several...
So I got some basic collision avoidance set up for my fighters, and by basic I mean BASIC. All they do is a spherecast and turn towards their...