
Here is the first video test of this process:Ĭocos2d – detecting iPhone, iPhone HD, iPad and iPad HD The explosion trigger is just a P hysics.Raycast from the camera to the ground and the explosion goes off at the ground hit point. It then destroys itself and the new ragdoll version of the zombie is affected by the Rigidbody.AddExplosionForce function that the explosion object has on it. When the explosion hits the zombie it checks that it is hit by an explosion object (using a tag name) and then if it is an explosion object that has hit the zombie, the zombie object creates a ragdoll version of itself in its current location from the prefab. The zombies have a rigidbody attached to them and a box collider that is use as just a trigger. I just created a ragdoll zombie prefab so I could create it over and over when I needed it. I then starting to think it would be nice to change from the Mecanim system to the Ragdoll system when the zombie get hit by the explosion. The video demo below has 200 zombie that are destroyed by explosions and respawner. I then created a NavMeshAgent version of the zombie and saved it as a prefab so I could use it later by spawning the zombies on the go. I had a zombie running around my scene in no time at all after watching the about tutorial on the system. I was very happy to see how easy it is to set up a character with the new Mecanim system. I decided to see what I could do with the Mecanim animation system, the Navmesh system (Pro version only) and the ragdoll system. So I have had some time to play with the new version of Unity 3D (version 4) and I decided to play with the new Mecanim animation system and how it works with a NavMeshAgent and a Ragdoll.įor a good starter video tutorial and demo scene on the Mecanim animation system go here:
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With access to free and paid quality music apps that now talk to each other on iOS, the world of creating music has really opened up, not only for musicians but for us game developers as well. With a growing community of supported music apps the options are endless – Enter AudioBus, another fantastic app that lets music apps on iOS talk to each other. It is so easy and quick to make music you can spend the extra time creating more background tracks and changing what plays in your game over time.īut that is not where it stops. Now just have your game engine loop the file and your background soundtrack is complete.

Once you are happy with the sound, save it and export the file to your Mac. Then change the filters and mix away until you have exactly the sound you want. Tap out your drum beat, move your finger around to play your bass and keyboard. With a wealth of sounds, tempo and key changes availability you can create a background music masterpiece to suit your needs. Propellerhead has a fantastic app available called Figure and at 0.99c it is very affordable. With the fantastic array of music apps available on iOS now, you can create music for games or anything else and it has never been easier. You could pay someone to create the music for you but why not do it yourself? So you have programmed your game and you are ready to submit it for sale.
