RPG Builder by THMSV
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DOWNLOAD THE RPG BUILDER DEMO
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RPG Builder is a POWERFUL EDITOR that makes it possible to create your dream RPG without having to code!
60+ VIDEOS ON YOUTUBE
FEATURES & SYSTEMS:
Combat:
- Abilities (Video)
- AI (Video)
- NPC Spawner System (Video)
- Stats (Video)
- Talent Trees (Video)
- Target Combat
- Action Combat
- Pet System (Video)
- Bonuses (Video)
General:
- Load/Save System
- 4 Character & Camera Controllers (Video)
- Items (Video)
- Inventory
- Skills
- Level Templates (Video)
- Races & Classes (Video)
- Loot Tables (Video)
- Merchant Tables (Video)
- Currencies (Video)
- Crafting Recipes (Video)
- Crafting Stations
World:
- Minimap System (Video)
- Task & Quest (Video)
- Teleportation (Video)
- Coordinates (Video)
- Resource Nodes (Video)
- Interactive Nodes (Video)
- Game Scenes
- Graveyard System
UI:
RPG Builder is even helping you with your game UI, some panels such as Talent Trees are fully generated for you.
Fully Automated Talent Trees Showcase
- Talent Trees
- Action Bars
- Stat Bars
- Experience Bars
- Character Panel
- Inventory
- Skill Book
- Quest Journal
- Quest Tracker
- Game Events
- Options / Settings
- Crafting Panel
- Boss UI
- Advanced Screenspace Nameplates
- Combat Text System
- Pet Panel
- Player States (Buff/Debuff)
- Target UI
- Crafting Panel
- Merchant
- Developer Panel
- Items & Ability Tooltips
ROADMAP:
- Enchanting
- Socketing & Gems
- Randomized Item Stats
- First Person Controller
- Mounts
- Housing
- Game Modes
- Dialogues
- ARPG Looting Style
- World Map
- Interactive Minimap/Worldmap
- Integrations with popular assets
RPG Builder has 7 amazing Partners!
Make sure to check their work:
- Polytope Studio (Many Armors/Weapons in a great low poly style)
- MalbersAnimation (AAA Creatures/Animals and Animations)
- Gabriel Aguiar (Amazing VFX)
- PONETI (All the icons you need)
- Cafofo (All the sounds you need)
- RDR (Great Game UI & VFX)
- TitanForge (Very complete set of low poly models)
Price $75.00
Clasp knives rat vol pack by NikiYani
1) 3D-model is fully suitable for use in games, applications, as well as VR and AR.
2) The package has a full set of Unity textures.
3) The mesh has 4 levels of detail.
4) The model is fully ready for animation (Rigged).
All questions can be asked to me through the website: https://nikiyani.github.io
Link to my portfolio on Artstation: https://www.artstation.com/nikiyani
Link to my portfolio on Behance: https://www.behance.net/nikiyani
Link to my portfolio on Sketchfab: https://sketchfab.com/NikiYani
Textures (4096x4096):
1) Albedo
2) MetallicSmoothness
3) Normal
4) AO
Content:
1) The package contains 3 variations clasp knives
LODs:
1) lod0 - 3983 tris
2) lod1 - 2987 tris
3) lod2 - 1990 tris
4) lod3 - 955 tris
Formats:
1) .fbx
2) .png
Software used:
1) Blender
2) UVLayout
3) Substance Painter
4) Marmoset Toolbag
5) CrazyBump
6) GIMP
Price $12.00
Meerkat Animated by WDallgraphics
Include scene demo
39 Animations in root motion
Added extra folder with same animations in-place
2 Textures (4096x4096)
2 Materials
1 Prefab
1 Animator Controller
1 Skybox
2 Scripts
1 Scene demo
Low poly model
5618 quad polygons on this mesh
5747 vertices on this mesh
Textures
Meerkat_D
Meerkat_N
Animations List
attack (1626-1670)
attack2 (1673-1705)
backward (1025-1057)
die (2023-2050)
dig (1708-1768)
eat (1510-1623)
growl (1972-2020)
hit (2053-2083)
idle (0-40)
idletosit (283-303)
idletosleep (1338-1389)
jump (1232-1280)
jumpinplace (1283-1335)
lookleft (41-161)
lookright (162-282)
run (1187-1199)
runleft (1202-1214)
runright (1217-1229)
scratch (857-987)
sit (304-344)
sittoidle (559-579)
sittollokleft (345-451)
sittolookright (452-558)
sittostand (582-622)
sleep (1392-1416)
sleeptoidle (1419-1507)
sneak (1771-1835)
sneakleft (1838-1902)
sneakright (1905-1969)
stand (622-662)
standlookleft (774-854)
standlookright (691-771)
standtosit (662-688)
trot (1130-1146)
trotleft (1149-1165)
trotright (1168-1184)
walk (990-1022)
walkleft (1060-1092)
walkright (1095-1127)
Animation demo
Price $25.00
Clasp knife rat vol 3 by NikiYani
1) 3D-model is fully suitable for use in games, applications, as well as VR and AR.
2) The package has a full set of Unity textures.
3) The mesh has 4 levels of detail.
4) The model is fully ready for animation (Rigged).
All questions can be asked to me through the website: https://nikiyani.github.io
Link to my portfolio on Artstation: https://www.artstation.com/nikiyani
Link to my portfolio on Behance: https://www.behance.net/nikiyani
Link to my portfolio on Sketchfab: https://sketchfab.com/NikiYani
Textures (4096x4096):
1) Albedo
2) MetallicSmoothness
3) Normal
4) AO
LODs:
1) lod0 - 3983 tris
2) lod1 - 2987 tris
3) lod2 - 1990 tris
4) lod3 - 955 tris
Formats:
1) .fbx
2) .png
Software used:
1) Blender
2) UVLayout
3) Substance Painter
4) Marmoset Toolbag
5) CrazyBump
6) GIMP
Price $6.00
Vehicles by Mnemo by Mnemo
Price $10.00
2D Monster pack C by JKTimmons
- 10 Monster & 1 Effect
- Idle Animation
- attack Animation
- damage Animation
- walk Animation
TextureSize
-1024 x1024px
Artstation Link:
https://www.artstation.com/artist/jktimmons
YouTube Link:
https://youtu.be/NC3G6cPINoI
support: kjk75357@gmail.com
Price $7.99
MultipleTypesPlayerPrefs by The_9an
OVERVIEW
DateTime
Dictionary
Enum
List
Color
long
Json
Vector3
Bool
etc
Using MultipleTypesPlayerPrefs to save/get a value of above types from PlayerPrefs or EditorPrefs.
Also you can easily add type which you want to save/get from PlayerPrefs or EditorPrefs.
By default, MultipleTypesPlayerPrefs will use PlayerPrefs to save/get value.
If you want to use EditorPrefs to save/get value then you have to locate USE_EDITOR_PREFS in "Scripting Define Symbols".
Price $4.99
Worms Walking Effect by Maything Studio
These worms will carefully explore the world around them!
Worm walking after the formation of some very special pictures!
This is a full screen effect, you can only view or apply it in full screen!
Component include source code and instructions document!
I hope you like this effect!
Price $5.99
Dungeon 2 - Bonus Files 1 - Substance Painter files by Infinity PBR
Purchase this and get the main pack for free, or purchase the main pack, and get this for free.
Bonus Files:
⭐ Substance Painter source files
--------------------------------------
Check out more info & all of our models at InfinityPBR.com
--------------------------------------
If you do purchase this package, thank you very much! Please leave a rating and review so others can find out what's what about it! If you have any problems, requests or anything else, visit me at the forums.
Price $24.99
Dungeon 2 - Beta 1 by Infinity PBR
Our plan is to continually work on this pack, adding additional props, architectural meshes, prefabs for drag-and-drop building, and more.
--------------------------------------------------
Support, Questions, News & Updates
➡️ Discord | Unity Forum
--------------------------------------------------
Dungeons 2 is filled with meshes, prefabs, sounds, props, and more, ready for you to drag-and-drop to build your next dungeon. LODs are included, and efficient use of textures provides as small a footprint as possible.
Demo scene, which you can walk around in play mode, includes sample scripting for opening doors and triggering other objects, as well as audio management.
For those who used the first version of our Dungeon pack, many of the objects remain in this package. However, we have replaced many of the architectural objects, and will continue to update and replace objects as needed, while adding new objects.
--------------------------------------------------
Bonus Files - Free upgrade after purchase
⚡ Dungeons 2 - Bonus Files 1 - Substance Painter files
--------------------------------------------------
INFINITY PBR - MY PHILOSOPHY
Infinity PBR is the work of over a dozen artists each doing what they do best. I want to make the most versatile, highest quality assets for indie game devs, made the way I would want them to be for my own projects (actually, I do make them my own projects!). Each asset needs to be high quality, insanely customizable, and needs to feel real. Realistic animations and textures. There are some amazing assets on the store, and I believe that my packs are among the best.
Demos, tutorials, and more can be found at my Youtube Channel
CUSTOMIZE TEXTURES
Customize your textures using the included Substance Painter source files. Change out materials, or make other modifications like adding dirt, or shifting colors, in minutes. Export the finished textures from Painter, ready be used in Unity. Make the textures look they way you want them for your project.
MESH MORPHING
Exposed Blend Shapes allow for massive mesh morphing and customization. You can save settings in prefabs or script the shapes for in-game customization or randomization of your characters. Now you can spawn completely random enemies that all look different from each other.
CUSTOM RE-MIXABLE MUSIC
Music has been composed specifically for the characters we produce. The tracks are separated into layers and set up for use with the Unity Audio Mixer. Use this to mix your own tracks, and create the perfect sound for your game levels, and export all your mixes with a single click into game-ready .wav files!
A "Composers Mix" is also included if you do not want to mix your own track, and you can easily export the included mixes as well.
SOUND EFFECTS
Many of the animations now feature matching sound effects, along with a simple audio controller script that makes playing them and controlling things like volume, volume by speed etc easy. Nothing brings characters to life like high quality matching audio.
SOURCE FILES
Animation Rig | Substance Painter | Substance Designer
Animation Rig is provided in, usually, Maya or 3DS Max format, and can be used to create new animations that better suit your project.
Whenever possible, Substance Painter project files are included so you can drastically re-texture the models.
Please note: Source Files do not give you license to share or sell the animations or textures you create. If you're a highly skilled artist and interested in sharing or selling your work to the Infinity PBR community as add-on packages, please contact me.
CONCEPT ART
Extra High Resolution images are provided in layered photoshop format for customization. Use these on your Steam page, your manual, your website & other advertising material to bring your game to life before you have gameplay to show.
ANIMATIONS
• Barbarian: Attack 1 Left
• Barbarian: Attack 1 Right
• Barbarian: Attack 2 Left
• Barbarian: Attack 2 Right
• Barbarian: Attack 3 Left
• Barbarian: Attack 3 Right
• Barbarian: Cast Loop
• Barbarian: Death
• Barbarian: Kick Left
• Barbarian: Kick Right
• Barbarian: Put Back Dagger Left
• Barbarian: Put Back Dagger Right
• Barbarian: Running Jump 1
• Barbarian: Running Jump 2
• Barbarian: Take Out Dagger Left
• Barbarian: Take Out Dagger Right
• Barbarian: Taunt
• Bow: Shoot High Left
• Bow: Shoot High Right
• Bow: Shoot Straight Left
• Bow: Shoot Straight Right
• Crossbow: Shoot Left
• Crossbow: Shoot Right
• Generic: Attack 1 Left
• Generic: Attack 1 Right
• Generic: Attack 2 Left
• Generic: Attack 2 Right
• Generic: Cast 1 Loop
• Generic: Cast 2 Loop
• Generic: Cast 3 Loop
• Generic: Death
• Generic: Got Hit
• Generic: Grab Weapon From Back Left
• Generic: Grabe Weapon From Back Right
• Generic: Head Look Left Loop
• Generic: Head Look Right Loop
• Generic: Idle
• Generic: Idle Break
• Generic: Idle Combat Ready
• Generic: Put Weapon Back Left
• Generic: Put Weapon Back Right
• Generic: Run
• Generic: Walk
• Generic: Walk Backward
PARTICLES
Custom particles (magic spells etc) are included whenever appropriate. The package also includes our entire "Magic Spells & Particles Pack", so you can create your own magic spells. There are amazing particle packs on the Asset Store -- my particles are fine, but can't compete with those, I do urge all users to investigate which other particle packs fit their project.
LEGACY SHADERS & HDRP
Textures will work with legacy shaders (Unity 5 and beyond), and we now include HDRP versions as well.
POLYCOUNT & LODS
I suggest you use a tool like Mantis Online (google it, it's free) for creating your own LODs that fit your project/platform. While it may be convenient to have LODs ready to go, the reality is that poly count requirements are very unique to each individual project, and there is no way that I can create exactly what works for you.
--------------------------------------
Check out more info & all of our models at InfinityPBR.com
--------------------------------------
If you do purchase this package, thank you very much! Please leave a rating and review so others can find out what's what about it! If you have any problems, requests or anything else, visit me at the forums.
Price $24.99
Grid Hopping
Firestorm 6.4.12.67792 (15-Nov-2020) is now at Release Candidate stage and undergoing final QA testing. There are improvements to the handling of OpenSimulator “hop” addresses, especially to ensure that the current grid is inserted into Hypergrid addresses rather than always (incorrectly) using the original login grid.
This is an issue that has been outstanding for some time in virtual world viewers that support access to OpenSim. See, for example, Firestorm JIRA FIRE-10549. My own test page for hops has been tracking progress on this for over 7 years and is at http://www.aiai.ed.ac.uk/~ai/hg.html
To show you how far this has moved things forward in the latest Firestorm viewer… here are tests starting with a local login avatar (e.g. on AiLand) and a login avatar on OSGrid (a well used open grid) and then using the following hop addresses in the address bar. It includes hops to OpenSim software based on various versions including 0.8.2.1 (now over 5 years old code), 0.9.1.0, 0.9.1.1 and 0.9.2.0 dev (the latest in development version) grids, and even some grids with “Modified” code. Of course I deliberately avoided grids I know will fail (see later)… but note one of the hops is for OSGrid which separates the hg.osgrid.org GatekeeperURI and login.osgrid.org LoginURI and does assume the default :80 without including it in the address. PROGRESS
Start via your own local avatar login on a grid on any recent, properly configures Grid and region. E.g., for me that is an Ailand avatar login on AiLand…
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://grid.kitely.com:8002/Kitely%20Welcome%20Center/126/131/24
hop://lfgrid.com:8002/Stonehaven/128/128/25
hop://login.digiworldz.com:8002/Welcome/128/128/21
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
hop://hg.osgrid.org/Sandbox%20Plaza/128/128/25
hop://virtual.aiai.ed.ac.uk:8002/Openvue/128/128/29
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
Start via local OSGrid avatar login at, e.g., Vue-Port region…
hop://hg.osgrid.org:80/Vue-Port/123/128/26
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://grid.kitely.com:8002/Kitely%20Welcome%20Center/126/131/24
hop://lfgrid.com:8002/Stonehaven/128/128/25
hop://login.digiworldz.com:8002/Welcome/128/128/21
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
hop://virtual.aiai.ed.ac.uk:8002/Openvue/128/128/29
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://hg.osgrid.org:80/Vue-Port/123/128/26
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://hg.osgrid.org:80/Sandbox%20Plaza/123/128/26
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
hop://hg.osgrid.org:80/Vue-Port/123/128/26
Also note that due to a separate OpenSim/OSGrid issue, repeat returns to some 0.9.2.0 grids need TWO teleport tries to work. First reports “You appear to be already logged in. Try again”. Second always works. See http://opensimulator.org/mantis/view.php?id=8802
Problematic or Failing Grids/Regions
Grids that separate their LoginURI (e.g. login.zetaworlds.com:80) and GatekeeperURI (e.g. hg.zetaworld.com:80) are still problematic – and it may be that the Simulator Features OpenSim Extras GridURL is incorrectly set via the grid’s configuration. GridURL is set from the Robust GatekeeperURI overridden by the region’s config-include/GridCommon.ini GatekeeperURI.
hop://hg.zetaworlds.com/Welcome/128/128/25
hop://hg.metro.land:80/*Metropolis*/127/133/22
hop://hg.test.zetaworlds.com/Sandbox/128/128/25
OSGrid appears to work in hops and it is another example of a grid that separates its LoginURI (e.g. login.osgrid.org:80) and GateKeeperURI (e.g. hg.osgrid.com:80) but in its region config-include/GridCommon.ini it adds aliases to the GateKeeperURI to its LoginURI. This may indicate that the viewer is not yet properly picking up the GridURL/GatkeeperURI and using it for all Hypergrid teleports.
Some DreamGrid-based grids seem to have some issue and also fail… e.g., I cannot hop to one of my own experimental grids (not running all the time):
hop://ailsa.outworldz.net:8002/Expt/128/128/25
Some regions on OSGrid (e.g. Lani) will ALWAYS give “The region you tried to teleport to doesn’t exist anymore” message, which I am exploring with the region owner. OSGrid Lani region is not reporting its GridURL in SimulatorFeatures SimulatorExtrtas. It appears to be on OpenSim code from 2015.
E.g.
hop://hg.osgrid.org:80/Lani/161/137/30
to
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
Fails with “The region you tried to teleport to doesn’t exist anymore”
x-grid-info and x-grid-location-infox-grid-info://virtual.aiai.ed.ac.uk:8002/region/Sandbox/128/128/22
x-grid-location-info://virtual.aiai.ed.ac.uk:8002/region/Sandbox/128/128/22
Edit the logcontrol.xml file in the Firestorm install folder… on Windows for the 64bit Firestorm release that is for example C:\Program Files\FirestormOS-Releasex64\app_settings. Go to the bottom and see a line with “import” in it. COPY that line TWICE leaving those there now in place and change the extra lines to GridManager (no space) and SLURL.
You can then explore the way in which the viewer creates each hop or “SLURL” by searching for “#SLURL#” lines in the Firstorm.log files created for each run of the viewer which is put in a location such as C:\Users\yourname\AppData\Roaming\Firestorm_x64\logs.
You can also explore what information a Grid/Region is giving back to the viewer when teleports occur. This is communicated on a call by the viewer of “setSimulatorFeatures” (look for that string in the Firestorm.log file) and returned in XML format by the destination “root” or “main” region and each “child” region within the viewer draw distance range. This contains OpenSimulator specific parameters in an “OpenSimulatorExtras” section.
Temporary Mapping of Hypergrid Destination Region to Local MapHypergrid destination regions are temporarily mapped to the source grid local map at any value of X and Y < 32. This range is reserved so large regions can fit. Region corner is parked at y = 0.
Grid Hopping
Firestorm 6.4.12.67792 (15-Nov-2020) is now at Release Candidate stage and undergoing final QA testing. There are improvements to the handling of OpenSimulator “hop” addresses, especially to ensure that the current grid is inserted into Hypergrid addresses rather than always (incorrectly) using the original login grid.
This is an issue that has been outstanding for some time in virtual world viewers that support access to OpenSim. See, for example, Firestorm JIRA FIRE-10549. My own test page for hops has been tracking progress on this for over 7 years and is at http://www.aiai.ed.ac.uk/~ai/hg.html
To show you how far this has moved things forward in the latest Firestorm viewer… here are tests starting with a local login avatar (e.g. on AiLand) and a login avatar on OSGrid (a well used open grid) and then using the following hop addresses in the address bar. It includes hops to OpenSim software based on various versions including 0.8.2.1 (now over 5 years old code), 0.9.1.0, 0.9.1.1 and 0.9.2.0 dev (the latest in development version) grids, and even some grids with “Modified” code. Of course I deliberately avoided grids I know will fail (see later)… but note one of the hops is for OSGrid which separates the hg.osgrid.org GatekeeperURI and login.osgrid.org LoginURI and does assume the default :80 without including it in the address. PROGRESS
Start via your own local avatar login on a grid on any recent, properly configures Grid and region. E.g., for me that is an Ailand avatar login on AiLand…
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://grid.kitely.com:8002/Kitely%20Welcome%20Center/126/131/24
hop://lfgrid.com:8002/Stonehaven/128/128/25
hop://login.digiworldz.com:8002/Welcome/128/128/21
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
hop://hg.osgrid.org/Sandbox%20Plaza/128/128/25
hop://virtual.aiai.ed.ac.uk:8002/Openvue/128/128/29
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
Start via local OSGrid avatar login at, e.g., Vue-Port region…
hop://hg.osgrid.org:80/Vue-Port/123/128/26
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://grid.kitely.com:8002/Kitely%20Welcome%20Center/126/131/24
hop://lfgrid.com:8002/Stonehaven/128/128/25
hop://login.digiworldz.com:8002/Welcome/128/128/21
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
hop://virtual.aiai.ed.ac.uk:8002/Openvue/128/128/29
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://hg.osgrid.org:80/Vue-Port/123/128/26
hop://ai.vue.ed.ac.uk:8002/AiLand/128/124/26
hop://hg.osgrid.org:80/Sandbox%20Plaza/123/128/26
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
hop://hg.osgrid.org:80/Vue-Port/123/128/26
Also note that due to a separate OpenSim/OSGrid issue, repeat returns to some 0.9.2.0 grids need TWO teleport tries to work. First reports “You appear to be already logged in. Try again”. Second always works. See http://opensimulator.org/mantis/view.php?id=8802
Problematic or Failing Grids/Regions
Grids that separate their LoginURI (e.g. login.zetaworlds.com:80) and GatekeeperURI (e.g. hg.zetaworld.com:80) are still problematic – and it may be that the Simulator Features OpenSim Extras GridURL is incorrectly set via the grid’s configuration. GridURL is set from the Robust GatekeeperURI overridden by the region’s config-include/GridCommon.ini GatekeeperURI.
hop://hg.zetaworlds.com/Welcome/128/128/25
hop://hg.metro.land:80/*Metropolis*/127/133/22
hop://hg.test.zetaworlds.com/Sandbox/128/128/25
OSGrid appears to work in hops and it is another example of a grid that separates its LoginURI (e.g. login.osgrid.org:80) and GateKeeperURI (e.g. hg.osgrid.com:80) but in its region config-include/GridCommon.ini it adds aliases to the GateKeeperURI to its LoginURI. This may indicate that the viewer is not yet properly picking up the GridURL/GatkeeperURI and using it for all Hypergrid teleports.
Some DreamGrid-based grids seem to have some issue and also fail… e.g., I cannot hop to one of my own experimental grids (not running all the time):
hop://ailsa.outworldz.net:8002/Expt/128/128/25
Some regions on OSGrid (e.g. Lani) will ALWAYS give “The region you tried to teleport to doesn’t exist anymore” message, which I am exploring with the region owner. OSGrid Lani region is not reporting its GridURL in SimulatorFeatures SimulatorExtrtas. It appears to be on OpenSim code from 2015.
E.g.
hop://hg.osgrid.org:80/Lani/161/137/30
to
hop://fireandicegrid.net:8002/Welcome%20-%20Fire%20And%20Ice%20Grid/425/53/31
Fails with “The region you tried to teleport to doesn’t exist anymore”
x-grid-info and x-grid-location-infox-grid-info://virtual.aiai.ed.ac.uk:8002/region/Sandbox/128/128/22
x-grid-location-info://virtual.aiai.ed.ac.uk:8002/region/Sandbox/128/128/22
Edit the logcontrol.xml file in the Firestorm install folder… on Windows for the 64bit Firestorm release that is for example C:\Program Files\FirestormOS-Releasex64\app_settings. Go to the bottom and see a line with “import” in it. COPY that line TWICE leaving those there now in place and change the extra lines to GridManager (no space) and SLURL.
You can then explore the way in which the viewer creates each hop or “SLURL” by searching for “#SLURL#” lines in the Firstorm.log files created for each run of the viewer which is put in a location such as C:\Users\yourname\AppData\Roaming\Firestorm_x64\logs.
You can also explore what information a Grid/Region is giving back to the viewer when teleports occur. This is communicated on a call by the viewer of “setSimulatorFeatures” (look for that string in the Firestorm.log file) and returned in XML format by the destination “root” or “main” region and each “child” region within the viewer draw distance range. This contains OpenSimulator specific parameters in an “OpenSimulatorExtras” section.
Temporary Mapping of Hypergrid Destination Region to Local MapHypergrid destination regions are temporarily mapped to the source grid local map at any value of X and Y < 32. This range is reserved so large regions can fit. Region corner is parked at y = 0.
How Metric Validation can help you finetune your game
Over the past year, Unity Game Simulation has enabled developers to balance their games during development by running multiple playthroughs in parallel in the cloud. Today we are excited to share the next step in automating aspects of the balancing workflow by releasing Metric Validation, a precursor to our upcoming Optimization feature. In this blog […]
The post How Metric Validation can help you finetune your game appeared first on Unity Technologies Blog.
Gypsy for UMA 'Stunner Jane' by Arteria3d
3 UMA Wardrobe Items are included
Jacket
Dress
Upper Dress
POLYGON INFORMATION Jacket 8000k
Dress 10000k
HeadScarf 5000k
TEXTURE INFORMATION Albedo, Ambient Occlusion, Normal and SPEC maps are included at 4k each
HOW TO USE THIS PACK:
1. Download 'UMA' from the Asset Store. Link here:
Link UMA 2.5
2. Download the FREE 'Stunner Jane & John pack from the Asset Store.
Link Jane & John UMA Pack
3. After the pack has imported, select its folder, and select the UMA Tab top of the screen in unity, and select GLOBAL LIBRARY from this dropdown. Now, with the folder, you selected, drag it across to the global library window that has opened up to install this pack.
3. Download and import this pack you have purchased, The Gypsy Pack. After import, drag it across again to the global library window you opened in Step 2 above.
4. All now is imported
5. Open the Gypsy A Demo Scene that is provided with the pack, and a demo scene will run with the Stunner Jane UMA Avatar in, plus the Gypsy Costume pack will be displayed on its body.
6. There is also a prefab provided, that you can drag and drop into the 3d view too
Price $19.99
Gypsy B for 'UMA Stunner Jane' by Arteria3d
Featuring two separate wardrobes for the Skirt and Jacket.
The pack features 2 Costume items, making up the Gypsy B Outfit for UMA 'Stunner Jane' Avatar.
2 UMA Wardrobe Items are include
Jacket
Dress
POLYGON INFORMATION
Jacket 8000k
Dress 10000k
TEXTURE INFORMATION
Albedo, Ambient Occlusion, Normal and SPEC maps are included at 4k each
HOW TO USE THIS PACK:
1. Download 'UMA' from the Asset Store. Link here:
Link UMA 2.5
2. Download the FREE 'Stunner Jane & John pack from the Asset Store.
Link Jane & John UMA Pack
3. After the pack has imported, select its folder, and select the UMA Tab top of the screen in unity, and select GLOBAL LIBRARY from this dropdown. Now, with the folder, you selected, drag it across to the global library window that has opened up to install this pack.
3. Download and import this pack you have purchased, The Gypsy Pack. After import, drag it across again to the global library window you opened in Step 2 above.
4. All now is imported
5. Open the Gypsy B Demo Scene that is provided with the pack, and a demo scene will run with the Stunner Jane UMA Avatar in, plus the Gypsy Costume pack will be displayed on its body.
6. There is also a prefab provided, that you can drag and drop into the 3d view too
Price $19.00
Speed boats and Jet Skis by Clevchamps LLP
Features
• Select Your Owner Color
• Mobile Friendly
• Realistic Models
• Separate Parts
• Quality Texture
Models
• JetSki
• Hydroplane
• Hovercraft
• Catamarane
• Classic
• OffshoreRunaboat
Texture Size - 512x512
Catamarane - Trias: 4.9k Vert: 2.6k
Hydroplane - Trias: 8.8k Vert: 4.6k
Hovercraft - Trias: 4k Vert: 2.4k
Classic - Trias: 6k Vert: 3.2k
JetSki - Trias: 5.2k Vert: 2.9k
OffshoreRunaboat - Trias: 7k Vert: 4.1k
Price $10.00
Slot Machine Game Sound Pack by DAN.J SOUND
This package is optimized for Slot machine game.
Sound effects are carefully organized to each part of a game, and include short music effects.
This package will help you to realize the perfect sound for your project.
Pack Contents:
BGM ( wav, 44.1khz )
* 14 BGM tracks
SOUND EFFECT (wav, 44.1khz)
* 63 Slot machine Sound Effect
- Spin
- button
- symbol
- win( effect & BGM )
- reel
- Ambience
- wheel
- Sound effects for events taking place
Support :
danjsound1@gmail.com
Price $19.99
Damaged Road Materials by Casual2D
- 15 PBR Materials
- Texture Resolution: 4096 by 4096
- Texture Format: TGA
- Texture Type: Seamless Road Type Project Benefits
- My texture will enrich the color and road design aspects of your racing or adventure car game. Designed for 3rd Person. - Well Optimized Support email: Casual2d@protonmail.com
Support website: Publisher Website Demo:Demo Coming Soon! *NOTE*: I recommend you use this texture with this shader to get that popped look. Unity Asset Store Dx11 Tessellation Shader
Price $7.99
Mossy Road Materials by Casual2D
- 15 PBR Materials
- Texture Resolution: 4096 by 4096
- Texture Format: TGA
- Texture Type: Seamless Road Type Project Benefits
- My texture will enrich the color and road design aspects of your racing or adventure car game. Designed for 3rd Person. - Well Optimized Support email: Casual2d@protonmail.com
Support website: Publisher WebsiteCasual2d@protonmail.com
Demo:Demo Coming Soon! *NOTE*: I recommend you use this texture with this shader to get that popped look. Unity Asset Store Dx11 Tessellation Shader
Price $7.99