Nice. I hope to see the possibility of pre-built game examples being put for sale to give that extra help to newer game developers or if someone would just wanna mess around with values like seeing say how many zombies their pc can handle on the zombie apocalypse map or how OP they can make a weapon, such and such.
This was vey helpful. I would like to see adding an objective icon to the HUD compass and its corresponding HUD world space objective icon. Then update the distance label based on the location of the player to the objective.
using UnityEngine; public class compass : MonoBehaviour { public Transform viewDirection; public RectTransform compassElement; public float compassSize; // Start is called once before the first execution of Update after the MonoBehaviour is created private void LateUpdate() { Vector3 forwardVector = Vector3.ProjectOnPlane(viewDirection.forward, Vector3.up).normalized; float forwardSignedAngle = Vector3.SignedAngle(forwardVector, Vector3.forward, Vector3.up); float compassOffset = (forwardSignedAngle / 180f) * compassSize; compassElement.anchoredPosition = new Vector3(compassOffset, 0); } } you're welcome
We're hoping to bring these to Unreal, but don't have anything to share at this stage. Purchasing on the Synty store, we provide a zip with all the sprites that you can use to set up your own UI outside of Unity.
Nice. I hope to see the possibility of pre-built game examples being put for sale to give that extra help to newer game developers or if someone would just wanna mess around with values like seeing say how many zombies their pc can handle on the zombie apocalypse map or how OP they can make a weapon, such and such.
using UnityEngine;
public class UICompass : MonoBehaviour
{
[SerializeField] Transform viewDirection;
[SerializeField] RectTransform compassElement;
[SerializeField] float compassSize; /*NorthXposition - SouthXposition*/
void LateUpdate()
{
Vector3 forwardVector = Vector3.ProjectOnPlane(viewDirection.forward, Vector3.up).normalized;
float forwardSignedAngle = Vector3.SignedAngle(forwardVector, Vector3.forward, Vector3.up);
float compassOffset = (forwardSignedAngle / 180) * compassSize;
compassElement.anchoredPosition = new Vector3(compassOffset, 0);
}
}
This was vey helpful. I would like to see adding an objective icon to the HUD compass and its corresponding HUD world space objective icon. Then update the distance label based on the location of the player to the objective.
Nice, what about hit direction when an enemy hits the player? 😁
Hey man Godot support when??!!!
No plans at this stage.
using UnityEngine;
public class compass : MonoBehaviour
{
public Transform viewDirection;
public RectTransform compassElement;
public float compassSize;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void LateUpdate()
{
Vector3 forwardVector = Vector3.ProjectOnPlane(viewDirection.forward, Vector3.up).normalized;
float forwardSignedAngle = Vector3.SignedAngle(forwardVector, Vector3.forward, Vector3.up);
float compassOffset = (forwardSignedAngle / 180f) * compassSize;
compassElement.anchoredPosition = new Vector3(compassOffset, 0);
}
}
you're welcome
Also non-humanoid monsters, slimes, bats, spiders etc
IS there any plans for a unreal engine pack version?
We're hoping to bring these to Unreal, but don't have anything to share at this stage. Purchasing on the Synty store, we provide a zip with all the sprites that you can use to set up your own UI outside of Unity.
@@syntystudios Thanks for the info, i will keep that in mind. Love the work so far
Por que abandonaram o danger close battle Royale?