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Danny Yohandri
3D Artist & Game Designer - Designer
Jakarta, Indonesia
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Aug 14, 2018 6:13 AM
Porrith SuongYep you can use variables to hold a NavMeshAgent & Physics Components. You just want to be careful with how you're moving the vehicles. (You can perform pathfinding with the NavMeshAgent and direct your physics in the direction of the path generated, but you shouldn't have both move the vehicle.)
I agree... I think, I'll do that way.
Porrith SuongYep you can use variables to hold a NavMeshAgent & Physics Components. You just want to be careful with how you're moving the vehicles. (You can perform pathfinding with the NavMeshAgent and direct your physics in the direction of the path generated, but you shouldn't have both move the vehicle.)
Yes... the vehicle movement in my video only move using physic function. I just get the path from the navMesh to pointing the direction. And thanks for your feedback. I really appreciate it!
Porrith Suong
a day ago
@everyone Yep, waypoints are much more efficient for mobile games as you just need an array of Vector3 / float3, for a little more dynamism with your agents, you can certainly use NavMeshes for Pathfinding (e.g. you want the tanks to hide behind some structure while avoiding other agents).
Porrith Suong
2 days ago
Yep you can use variables to hold a NavMeshAgent & Physics Components. You just want to be careful with how you're moving the vehicles. (You can perform pathfinding with the NavMeshAgent and direct your physics in the direction of the path generated, but you shouldn't have both move the vehicle.)
Aug 12, 2018 3:57 AM
Rong Zhang
2 days ago
Danny YohandriOh yes... almost forgot. The pointer still part of the screen object (canvas), not the world object.
Cool! That's what I wanted to know haha
Danny Yohandri
4 days ago
Oh yes... almost forgot. The pointer still part of the screen object (canvas), not the world object.
Danny Yohandri
4 days ago
Rong ZhangHi Danny!!!! That zoom! And it looks very smooth. But I'm not sure how the pointer works, how do you control where the pointer goes?
For the gun pointer, I just create a ray cast from the gun barrel/ gun axis to forward transform of it. The hit.point from the ray will give the Vector3 coordinate , then I convert the coordinante using Camera.WorldToScreenPoint() function so I will have Vector2 coordinate base on the screen. I using this coordinate to control the pointer UI. So, when the turret rotating, it also moving the pointer. (Im sorry for my English, if I mispelled some word).
Rong Zhang
4 days ago
Hi Danny!!!! That zoom! And it looks very smooth. But I'm not sure how the pointer works, how do you control where the pointer goes?
Danny Yohandri
posted a post
Aug 12, 2018 3:57 AM
Danny Yohandri
published the project
Aug 8, 2018 2:17 PM
Sci Fi Tank - Game Ready
Low poly sci fi tank. Baked texture, diffuse and ambient oclusion. Separated part : - Turret Base (Turret is rotateable). - Gun Axis ( For gun elevation). - Gun Barrel (For muzzle impact effect). - Main Chassis. - Wheel (Each...
Showcase
Jul 31, 2018 11:11 PM
Low poly sword model. Available in .blend files. Free to download.
Visit : https://www.cgtrader.com/free-3d-models/military/melee/low-poly-sword-a6e54fb2-3067-4d1c-8e75-344b3f4e8623

Danny Yohandri
16 days ago
Rong ZhangHey Danny! This is great! Thank you for sharing with us!
You are welcome. Feel free to download.....
Rong Zhang
16 days ago
Hey Danny! This is great! Thank you for sharing with us!
Danny Yohandri
posted a post
Jul 31, 2018 11:08 PM
Low poly sword model for action/ rpg /rts unit. Free download at : https://www.cgtrader.com/free-3d-models/military/melee/low-poly-sword-a6e54fb2-3067-4d1c-8e75-344b3f4e8623

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Hi! I'm graphic designer and indie game developer. I m really excited to meet all professional...
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