Search Unity Unity ID A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. Currently my tank controls are based upon 3 parts: input, configuration and controller. The input part handles all user input. Planning is that later on this input part can be changed with ie. A network related input class.
Unity Asset – AQUAS Water Set v1.2.2 Requires Unity 5.2.1 or higher. AQUAS Water contains a set of 9 flat water shaders for all types of platforms, environments and games. It is highly customizable and feature rich to suit all needs and produce high quality results. Quick Setup AQUAS has been created to be as user friendly and quick to set up as possible and highly customizable at the same time. Not only does it come with a Quick-Setup window that can add AQUAS to your scene with a few clicks, it is also fully integrated into Gaia, which allows you to equip your Gaia terrain with full featured water within seconds! The usual workflow with AQUAS is to first create your scene, add AQUAS in the second step and then adjust water and underwater effects to fit your exact needs. AQUAS contains 4 mobile shaders for different performance levels and 5 high-quality shaders for web and desktop applications.
Rendering: – Multi-Light-Support – Distorted Realtime Reflections – Realtime Refraction – Depth Based Color Absorption – Self-Sustaining Fog System, that works with any custom lighting – Dual-layered caustic effects Underwater Effects: – Limited & Distorted vision – Bloom, Blur & Godrays – 3D Morphing Bubbles – Realistic Bubble Spawner – Advanced Wet Lens Effect Ease of Use: – Works out of the box (Demo Scene included) – Highly customizable – Quick Setup AQUAS works with Unity Free & Pro Note: Android and IOS are currently supported, Windows Phone is not. For performance evaluation on mobile devices please download the demo APK from the forum thread and read the FAQ. For more details visit official Asset Link: Download Unity Asset – AQUAS Water Set v1.2.2.
News, Help, Resources, and Conversation. A User Showcase of the Unity Game Engine.
![Based Based](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33148229/54b6750b771ad10962cf472634b48450287ba624.jpg)
Remember to check out for any 2D specific questions and conversation! Rules and Wiki Please refer to our Wiki before posting! And be sure to flair your post appropriately.
Chat Rooms Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there.
Helpful Unity3D Links Related Subreddits (New!) Tutorials. Beginner to Intermediate. 5 to 15 minutes. Concise tutorials. Videos are mostly self contained. Beginner to Advanced. 10 to 20 minutes.
Medium length tutorials. Videos are usually a part of a series. Intermediate to Advanced. Text-based. Lots of graphics/shader programming tutorials in addition to 'normal' C# tutorials.
Normally part of a series. Intermediate to Advanced.
10 minutes. Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained. Beginner to Advanced. 30 minutes to 2 hours. Minimal editing.
Covers wide range of topics. Resources CSS created by Sean O'Dowd, Maintained and updated by Reddit Logo created by from! I'm rewriting my character movement now. Replacing the standard Character Controller with a rigidbidy. Pretty much the only reason I do that is that I want to be able to tilt the player and the standard CharacterController is fixed to always be vertical. If that doesn't bother you it is a simple way to get stuff working. Only problem is you pretty much have to replace the physics with your own code.
![Based Based](https://d2ujflorbtfzji.cloudfront.net/package-screenshot/024756d8-a5b4-4b92-8e40-232582962beb_scaled.jpg)
Which there are much of to find under a google search. If you want high precision and an easy solution I'd go for the CharacterController.
If you want the player connected to the physics in the game in a more natural way, go for a RigidBody. Either way I would recommend to really think of what you need and take the easiest way out.:) that is unless you, like me, want to get into each detail of it and learn it thoroughly. I do have a github project that is built around a CC. That is what I am completely redoing now as it just didn't work good enough for me in the end. In it there is a lot of code that you might find interesting. (and a lot of bad code to:P) Shot me a pm if you want a link to it.