【パブリッシャー丸ごとセール第102弾】9月13日 0:00 〜 9月19日(木) 23:59まで
WDallgraphicsのアセット50%オフ
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『Goblin Animated』$10.99 => FREE(9月19日 23:59まで無料)
クーポンコード:WDALLGRAPHICS
【September Surprise sale】⏰️ 9月5日 〜 9月18日 23:59まで 水曜まで
9月のサプライズセールが始まりました🎉 ゲーム開発に役立つ200以上のアセットが50%オフ
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※ 有効期限:2024年9月30日まで、複数回利用可能、セール品以外にも使えます
【Humble Bundle】 その他 ソフトウェアバンドルはこちら
『GAME CREATOR MEGA BUNDLE』 ⏰️ 9月11日(水) 3時まで
RPGツクールやUnity2Dゲーム開発に使える100以上のアセットバンドル
価格:$20で110アイテム
『LEARN TO CREATE GAME ART IN BLENDER 2024』 ⏰️ 9月24日(火) 3時まで
Blenderのスキルアップ。GameDev.tvのGDTVゲームアートバンドルコース(英語)
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A little warning for your safety
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First and foremost, this is a scripting asset that simulates the motion of a bow without an animator component.
Do not buy this asset with the expectation of getting anything other than the specified scripts. I don't want to mislead anyone.
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Now that we got that out of the way
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This asset is developed in order to standardize the procedure of rigging and animating a bow for Unity. Scripts included in this package simulates the movement and physics of a bow without an animator component.
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If you are not experienced in a modelling software and you don't have the time and energy to learn them like I don't, this asset is for you !
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If you are creating a game that has lots and lots of bow models, this asset is for you !
⇛ If you want your player stats to affect and interact with the movement of the bows like in a RPG game, this asset is for you !
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However, because of the way this C# script achieves this process, this script is not viable for a game that has more than 100 of these bows concurrently active in a scene ( Like a RTS game would have ).
★★★★★
Where this script really shines is the customizability aspect of it.★★★★★
❂ FEATURES ❂
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Realistic looking simulation of a bow being drawn and fired off.
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Three different types of script sets for your bows and projectiles. First one is the standalone version that doesn't require a bow user. Other two versions are developed in order to integrate the simulation of the bow with Humaoid character's animations. One with the animator states and the other ones use animator boolean parameters.
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Modular state like coding in order to allow users to easily add/remove functionality.
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Projectile and particle object pooling.
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Collision detection with different types of surfaces and on hit particles and sound effects.
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Clear documentation and the scripts are heavily commented and organized.
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