![]() Var cameraTargetPosition : Vector3 = character.position + initOffsetToPlayer + cameraAdjustmentVector * cameraPreview Ĭomment it out, add new line (to keep our camera directly on top of the player) AudioSource.Pla圜lipAtPoint (sound, hitInfo.point, hitSoundVolume) ġ1. var sound : AudioClip = MaterialImpactManager.GetBulletHitSound () Temporary fix: Comment out these lines from “AutoFire.js” MaterialImpactManager.GetBulletHitSound (UnityEngine.PhysicMaterial mat) (at Assets/Scripts/Managers/MaterialImpactManager.js:43)ĪutoFire.Update () (at Assets/Scripts/Weapons/AutoFire.js:56) MaterialImpactManager.GetMaterialImpact (UnityEngine.PhysicMaterial mat) (at Assets/Scripts/Managers/MaterialImpactManager.js:48) NullReferenceException: Object reference not set to an instance of an object ![]() sound = MaterialImpactManager.GetSpiderFootstepSound (physicMaterial) sound = MaterialImpactManager.GetMechFootstepSound (physicMaterial) audioSource.PlayOneShot (sound, Random.Range (0.8, 1.2)) sound = MaterialImpactManager.GetPlayerFootstepSound (physicMaterial) Temporary fix: Open “FootstepHandler.js”, comment out lines: MaterialImpactManager.GetPlayerFootstepSound (UnityEngine.PhysicMaterial mat) (at Assets/Scripts/Managers/MaterialImpactManager.js:28)” ![]() “NullReferenceException: Object reference not set to an instance of an object Some error from footsteps (it wants to check what material it hits?) From main camera, Delete script: “ReflectionFx” (so we get rid of the error.)Ĩ. From main camera, Disable script: Quality Managerħ. Create box (or empty gameobject ) at 0,0,0 (we use this as spawnpoint), Set tag to: SpawnpointĦ. Delete “Environment(static) “, “Environment(semi-static)”, “Environment(sounds)”, “Environment(dynamic)”, “MoodBoxes”, “Misc”Ĥ. Save your new scene as “2_MyGameScene_MP”ģ. – Paste it to Unity (in Window / Photon unity networking : Settings : Your app ID _ ) *Note: You need to trim extra leading or trailing spaces from the app id yourself, otherwise it wont workĢ. – You need to register for the free account: – Then from your account, Application Dashboard, you need to create new app ![]() If you have any feedback or issues when using the project please contact Andy by email: andytunit圓d.Simple steps for making your own top-down multiplayer scene from the Free Photon AngryBots Example This is a 'live' project meaning that assets, feature-usage, code, etc will likely be updated, changed and added in the future!įeel free to use anything from this project for whatever you are working on assets, code, shader graphs, etc! UI: For a Debug Menu for toggling settings at runtime: FPS Display, Post Processing, LWRP Low/Medium/High Quality Assets.Post Processing: FXAA, Bloom, Chromatic Aberration, Color Grading, Vignette.Prefab Workflows: Nested Prefabs for some objects such as the Player's Gun, Light Shards, etc.VFX: Shader Graph for environment effects such as Hose Extrusion, Emission Cycle, Hologram Glitch Effect.Camera: Cinemachine to follow the Player.Lighting: Scene Ambient, Realtime Directional & Additional Lights, Realtime Shadows, Reflection Probes.Realtime Planar Reflections and Blue Refraction Render Pass scripts are included in the project. Graphics: Lightweight Render Pipeline & LWRP's Lit Shader.Angry Bots 2 is an example Unity Project, developed by Unity Technologies, used to demonstrate several features:
0 Comments
Leave a Reply. |