PropHunt-Mirror
PropHunt project made using Unity and Mirror Networking (by nicholas-maltbie)
FallingParkour
Multiplayer racing game made with Unity (by nicholas-maltbie)
PropHunt-Mirror | FallingParkour | |
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5 | 10 | |
6 | 18 | |
- | - | |
1.8 | 0.0 | |
almost 3 years ago | over 2 years ago | |
C# | C# | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
PropHunt-Mirror
Posts with mentions or reviews of PropHunt-Mirror.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-09-30.
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Am I blind or is Character Class Creation this hard?
I do have a multiplier networked character controller with prefab variations from a previous project. * mirror networking - look under Assets/Prefabs/Player - https://github.com/nicholas-maltbie/PropHunt-Mirror * mlapi - https://github.com/nicholas-maltbie/FallingParkour
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Combat Mechanics for Multiplayer Hide and Seek Game
I've played a lot of games with combat mechanics but I feel like a hide and seek game should work a little differently. Just as a test, I setup a game with my friend and they started moving and running around a lot as a smaller prop and it was almost impossible for me to be able to hit him reliably (movement in the game is pretty fast as of now). I'm willing to try and implement multiple combat, movement, and hiding mechanics but I'm not sure where to start. The project is open source and hosted on github (Just a hobby project so nothing too special) nicholas-maltbie/PropHunt-Mirror: PropHunt project made using Unity and Mirror Networking (github.com)
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Problems With MacOS Cross Platform Build
Here is the link to my whole repository if you want to know more about the individual configuration settings - https://github.com/nicholas-maltbie/PropHunt-Mirror
Commands used to build project, whole script here - https://github.com/nicholas-maltbie/PropHunt-Mirror/blob/main/Assets/Editor/ScriptBatch.cs
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Working on Open Source PropHunt like Project, looking for feedback on character movement.
Making a comment to note extra info (I'm not the best at reddit). Here is the project repo link - https://github.com/nicholas-maltbie/PropHunt-Mirror, the branch I'm currently working is feature/highlight-local with some extra features to highlight the objects that a prop is looking at (Adding as part of PR#25).
FallingParkour
Posts with mentions or reviews of FallingParkour.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-11-21.
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Diagram for Describing Physics Objects in Unity
That way they follow the ground but can still collide with objects attached to it. I even used this idea to make obstacle courses without having to worry about the player getting thrown off for a multiplayer game (that was this project https://github.com/nicholas-maltbie/FallingParkour). Happy to talk about it more if you have any other questions.
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3rd Person Controller - Updated
Feel free to steal some of my code it’s under a MIT license - https://github.com/nicholas-maltbie/FallingParkour/blob/main/Assets/Scripts/Character/KinematicCharacterController.cs
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Am I blind or is Character Class Creation this hard?
I do have a multiplier networked character controller with prefab variations from a previous project. * mirror networking - look under Assets/Prefabs/Player - https://github.com/nicholas-maltbie/PropHunt-Mirror * mlapi - https://github.com/nicholas-maltbie/FallingParkour
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MLAPI Spawned Object Limit
My project is open source here nicholas-maltbie/FallingParkour: Multiplayer racing game made with Unity (github.com)
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Started as a bug, but it's too fun to give up now
I was frustrated by the lack of a character controller and documentation online so I made my own (people sold them for like $60 on the asset store, I don't want to pay that for a silly project with friends). Here is the source code for the character controller if you're interested KinematicCharacterController.cs. I'm going to try and make a series of short videos explaining how it works.
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Opinions on Mirror and MLAPI
Here is the specific PR with the changes - Switch Networking Library to MLAPI (#39) · nicholas-maltbie/FallingParkour@39cb0f3 (github.com)
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Making an Open Source Project Similar to Fall Guys - Feedback Welcome
Just added a new game mode and looking for feedback on how the player controls and implementation of the existing game modes. Any advice or ideas are welcome. This is an open source project hosted on GitHub at https://github.com/nicholas-maltbie/FallingParkour.
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Hexagons!
Here is a link to the current code https://github.com/nicholas-maltbie/FallingParkour/blob/feature/broken-floor/Assets/Scripts/Environment/Hexagon/RadialHexagonGrid.cs
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Made a new update for my open source hobby project - Falling Parkour Update v0.0.17
Open source project is hosted on GitHub here - https://github.com/nicholas-maltbie/FallingParkour
What are some alternatives?
When comparing PropHunt-Mirror and FallingParkour you can also consider the following projects:
OpenKCC - Open Source Kinematic Character Controller for Unity
Recolor-Shader-Example - Example Showing How a Recolor Shader in Unity Works
Scrolling-Shaders-Example - Animating scrolling shaders example in unity using URP