character controllers in unity - unity3d

I have decided to learn Unity and ı started to watch videos in meanwhile on youtube.To create a character ,they need a package and the way importing that package is Assets>>İmport Package>>Character controller.I am doing the same but there is not any package named "character controller".My unity version is 5.1.1f1 and free version.Still working but can't find anything.Do you have any idea how can ı solve this problem?

you can import "unity sample assets" package and go to character and use first/third person character prefab based on your need.
BTW, stackoverflow is only for coding related questions, for other stuff use gamedev.stackexchange.

Related

javascript error airconsole generator and unity

Hi I am making a game on unity with airconsole and when I try to import the airconsole controls github repo to my unity project I get a lot of javascript errors, so I can't use the controller generator and it hinders me, A LOT.
Thanks in advance, you would save my skin.
Your HTML, CSS and JavaScript files, as well as all additional resources your controller will need (images etc.), need to be in Assets/WebGLTemplates/AirConsole so Unity will not try to compile them into C# or UnityScript.
Your controller HTML file itself can be somewhere else in the project, the file within Assets/WebGLTemplates/AirConsole will be updated automatically to match it as long as it is linked in the AirConsole Object in your scene.
If you add the plugin including example scenes into an empty project, you will see a working folder structure.
Edit/Update: in case you are getting errors along the lines of The type or namespace name 'ILGenerator' could not be found (or the same but with DynamicMethod) please see details on Reddit or StackOverflow.
Essentially: you have to set API Compatibility level o 4.x in your Player Settings for your selected platform.

blender importing three.js library

I have a problem while three.js library importing to Blender. I m using Blender 2.78 version. And I followed this steps...https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender
I tried to set up Blender programming.But still take this error."importer not include" Please help me.
enter image description here
So you want to import a model from three.js JSON-format into blender? Unfortunately that isn't supported. The message in blender is normal.
The only way I know of that (kindof) works is to use the THREE.OBJExporter to convert the mesh into the Wavefront OBJ-format which blender can read.
As the documentation says right at the bottom:
Currently there is no import functionality available.
https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender#importer
Going by the screenshot of your addon preferences, you have the three.js export addon installed and enabled, the "Importer not included" is only an informational message provided by the addon. You can see the message in the addon code here

Unity3d protect code

We have a code in a unity3d game that we wish to protect from decompilation(will be published in ios,android,webgl and unity plugin). How should we protect it? Should we write that part of code as unmanaged plugin(c++)?
It's not possible to release software that can't be reverse-engineered.
This is POSIBLE. Some packages have standart unity packager format. So.. If you use dynamic assets or if you use CodeContainers you need to protect your code.
So what you shoud do:
If you use dynamic assets packages: Make dll's from code or make one controller class.
If you use CodeConainers (JS) make main C# controller. After this you can extends classes or simply call methods.
PS: If you want to secure not code assets, you need make binary encoding. And when you load level or prefab you just decode this asset and use.
You could use obfuscation techniques, which allows you to protect your package from reverse engineering, but just from those, who is not VERY (i am talking about high-level reverse engineers, who could decompile your code and deal with ASM or could decompile your iOS/Android project) interested, in any case for Unity, iOS
You can obfuscate the your source code using the Remiix Obfuscator plugin in unity asset store.
It's free and easy to use and support many platform of build on unity(android, ios).

Using UnitySteer's SteerForPath in Unity3D

I tried asking this question on Unity Answers, but I don't seem to be getting an answer there, so I thought I'd try here
I'm trying to use the SteerForPath script in UnitySteer 2.5 with AngryAnt's Path 2.0 for a racing game, but I'm not sure how to: I can set up the waypoints in Path, but the SteerForPath script doesn't provide a way for a path to be linked to it in the inspector. Can anyone help me with how to link a waypoint path to UnitySteer's SteerForPath? It doesn't have to be AngryAnt's Path, but if it isn't it would be helpful if you could provide a tutorial or demo as to how to set up a waypoint path in that other system.
Thanks.
Are you referring to SteerForPath.cs in the Steering package from Arges-Systems? If so, you're better off using SteerForPathSimplified.cs
This version has a publicly available property for assigning a 'Path'. Though the Arges-Systems author does state (halfway down in comments) that his SteerForPathSimplified.cs is not necessarily designed to work with AngryAnt's code, but you should be able to quickly modify it to suit your needs.

npm package branding

I have written a library in CoffeeScript.
It is made to tie Backbone views with Backbone collections and models through Knockout view-models. It helps to easily develope admin web-interfaces, and i've used it in my project. Now it is time to open-source this package, but i stuck with name. Current name - "bbko" comes from BackBone + KnockOut, but it does not sound good does it?
I am not a native English speaker, so your help is appreciated.
P.S. I know, there is already a good alternative library - KnockBack. It is not the one i wrote )))
Do you need some name suggestions? How about one of the following:
knock-my-bone
backbone-mvvm
knockdown
power-knock
outback
back-boxing
You can also go the Substuck way and give your package a completely different name, for example:
Loot
front-party
sandwich
luckyboy
boxing
clown-fish
Ultimately, it doesn't matter how you name your module. If it's good people will use it, star in on NPM and GitHub and recommend it to other developers.