Hi. I am planning to make a tank simulator game. My main program to do this is Unity Pro. Any tips?
Idea for game
Make it a futuristic hovering tank, that way you don't have to bother animating the tank treads
My portfolio: https://www.artstation.com/artist/marcusaseth
That is really cheap Marcus.
I would go for rotating wheels, and a lot.
Tank tracks are difficult its true, i really want it !, please give me.
S T O P C R I M E !
Visual Pro 2005 C++ DX9 Cubase VST 3.70 Working on : LevelContainer class & LevelEditor
I've never used Unity before, only Unreal
My portfolio: https://www.artstation.com/artist/marcusaseth
3 minutes ago, MarcusAseth said:I've never used Unity before, only Unreal
I cannot use unreal. It lags my game because i hame nvidia graphics card drivers.
8 minutes ago, MarcusAseth said:I've never used Unity before, only Unreal
Also, Marcus I have a problem. I got a car WASD turn script, but its all wobbly and all the keys are messed up. I hope your good with java
code:
//inspector variables
var speed:float=5; //speed of the car, tweek as needed based on your scale
var turnSpeed:float=180; //turn speed
function Update() {
//grab the input axes
var steer=Input.GetAxis("Horizontal");
var gas=Input.GetAxis("Vertical");
//if they're hittin' the gas...
if (gas!=0)
{
//take the throttle level (with keyboard, generally +1 if up, -1 if down)
// and multiply by speed and the timestep to get the distance moved this frame
var moveDist=gas*speed*Time.deltaTime;
//now the turn amount, similar drill, just turnSpeed instead of speed
// we multiply in gas as well, which properly reverses the steering when going
// backwards, and scales the turn amount with the speed
var turnAngle=steer * turnSpeed * Time.deltaTime * gas;
//now apply 'em, starting with the turn
transform.rotation.eulerAngles.y+=turnAngle;
//and now move forward by moveVect
transform.Translate(Vector3.forward*moveDist);
}
}