We're also doing the same for the vertical axis. We're then using these input values to create a three dimensional vector for the direction we want the character to move. We're setting the direction on the X axis to our horizontal input, the direction on the Y axis to zero as we don't want the character to move up and down, and the direction on the Z axis to our vertical input.
Next, we're changing the position of the character based on the movement direction by accessing the object's Transform and using the Translate method to move it in the direction we want. We want to be able to control how fast the character moves, so we've created a public variable for the speed.
We're then multiplying the direction by this speed. We're also multiplying by Time. First of all, we're checking if the character is moving by checking that the movement direction is not zero. If it is moving, we want the character to rotate to face the direction it's moving. To do this, we're setting the forward direction of the transform to the movement direction.
The character now turns immediately to face the direction of movement. While this is much better, the instant rotation feels a bit unnatural. We can make the rotation look much smother by having the character rotate to the desired direction over a period of time. We want to make the character rotate towards the movement direction at a specific rate, so we've added a public variable for the rotation speed.
The game is still in its early stages, but they plan on having some exciting boss fights, way more opponents and a nice story to tell along with it. Oh, and who could forget about the sex scenes of course! Upon getting there he realizes that he might be in for more than he bargained for as the weirdly distorted city is full of monster girls all with their eyes set on him.
Alpha 1. The first character is a shopkeeper. She offers potions and hints to secret passages. There is no sex scene with her that I know of yet. There might be one added in the future.
The second character is a wolf girl. She is the second enemy added to this game, with 5 different animated sex scenes. This enemy only comes out at night, which can be changed in the hallway with the book and lamp.
This is a good one and very promising to me. Played it from F95Zone before and even tho it only got one monster atm. It is animated, with captions and after being humilated you wont get a game over screen right ahead but an afterscene getting captured and inprisoned in the same style.
There might come a relationship mechanic in the future. Attach the camera to any object or set it to follow any object, with a wide range of options and behaviors. Easily manage 3rd-person action-adventure orbit cameras with an industry-proven sophisticated orbit camera rig, With numerous controls for orbit speed, shape, recentering, damping and input type. Blend multiple Free Look cameras depending on game events for incredible control. Cinemachine supports a number of 2D-specific features, including orthographic rendering and 2D framing, where you can compose, track and follow objects.
Setting up a powerful 2D camera is incredibly easy. Easily target a group of objects and adjust the weight and influence of each object in the group. Target Group provides dynamically configurable ways to track, compose, and adjust FOV and even camera position based on what multiple subjects are doing.
Specify how any two cameras will blend together. Useful in state-machine type setups where sophisticated blending relationships are desired.
The Impulse module provides a complete camera shake system. Setup Impulse sources on objects and the camera will respond appropriately based on scale and distance with a 6 dimensional shake that you can hand-craft or procedurally generate. Customize your shots by mixing between up to 8 virtual cameras, and control the mix manually, through Timeline, or by code. Mixer is an incredibly versatile system where multiple camera attributes can be combined to create the perfect shot under varying conditions.
Easily manage and automate wall and object avoidance for any Cinemachine camera without any need for code. Collider provides multiple methods to help keep your camera from getting tangled with things in the world. Define interior boundaries for your cameras that automatically prevent the camera from leaving specific volumes or areas, all with lower overhead than colliders.
Easily add handheld motion or any other type of shake to cameras without keyframing or using presets or manual controls. Easily control the priority of cameras in large state-machine setups so that the most desired camera plays in any scenario. Automatically and always get the subject the right size on screen in scenarios where the positions of characters could be variable. Camera will dynamically set zoom to ensure subjects are the desired screen size, no matter what.
Great for interactive dialog scenes. Create custom looks for each Cinemachine camera and blend between them. Cinemachine supports post-processing profiles and will cut or blend those settings along with whatever the cameras are doing.
Get additional resources and information, such as the OctaneRender for Unity roadmap. You can increase the number of seats by purchasing through one Unity account, and assigning seats to other intended users. Just select the users you want to add and enter their Unity account information. Shortly after your purchase, you will receive an email from Unity Technologies that contains a link to download the OctaneRender plug-in. You can download OctaneRender for Unity on that page.
Render speed scales linearly with additional GPUs. You can switch selected plug-ins on a monthly basis through the OctaneRender account portal. Load your scene in the Unity Editor. Once loaded, you will be prompted to accept an account bridge to link to your Unity account, which will install OctaneRender. You can find a list of hardware suggestions based around different uses of OctaneRender here. With OctaneRender Studio, you can also choose 1 additional plugin, and with OctaneRender Creator, you can choose up to 3.
You may also select OctaneRender Cloud. You can read more here. Not yet. The OctaneRender Recorder lets you save batch renders from Play Mode, allowing you to compile multiple timelines into one sequence. However, it is not yet possible to play through the game and record a session smoothly.
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