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Answer by team_eden

Because I'm trying to stay in a good mood today. And also, more people should post in JAVA! This script allows you to set both a click, and double right click, while differentiating if the left was...

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Answer by team_eden

> var lastDirY:float=transform.eulerAngles.y;>> if(inputZ == 0 || inputX == 0) { > transform.rotation.y=lastDirY; } Cheers!

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Answer by team_eden

then the position of your game object is reaching behind the cube? you need to set an anchor for your ray which is not part of your main object, as it apparently reaches farther away than the position...

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Answer by team_eden

You need to go into Unity>Edit>Project Settings>Quality and increase your "Pixel Light Count" to something like 100. Good luck

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Answer by team_eden

First you will need a 2nd image of the same size/resolution as a dummy image. Dummy image is the one that will be on your level floor. Now, the box that you show representing Where to color in, you...

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Answer by team_eden

Attach this to your cube. Also reference http://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html function Awake () {DontDestroyOnLoad (transform.gameObject); }

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Answer by team_eden

Unity has native libraries that must be included to function on your platform. Is one possible reason. GL

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Answer by team_eden

Add to your Canvas a component type Canvas Renderer, and set the resolution manually. This will scale the way you describe when done properly. You need to reference the unity docs regarding UI.Canvas...

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Answer by team_eden

There are assets in unity available for free such as 'Prototyping' which allow you to create simple shapes inside the editor. I suggest using this fashion, until you are satisfied, then start making...

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Answer by team_eden

This is not your fault, the server is simply confused by so many requests from the same ip address. I can verify this by connecting to the asset store from a different device at the same time...

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Answer by team_eden

For starters gameObjectChild.transform.SetParent(parent.transform, true); should be gameObjectChild.transform.parent=parent.transform; Instead of referencing the parent constantly, do it once, probably...

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Answer by team_eden

You can drag and drop items into exposed variables within the inspector, and they will stay persistent on play as long as they are part of the same prefab. You can try copying the component during...

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Answer by team_eden

Your raycast may be hitting a collider attached to the player, be sure that it is ignoring all the player and gun layers! That is my 2 cents, good luck!

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Answer by team_eden

Does this help? // Set this to the gameObject which contains the animation component var objectWithAnimationComponent:GameObject; var desiredAnimation: String="AnimationName"; function Update() {...

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Answer by team_eden

You could always take screen shots of a real model on top of a blue screen, and take screen captures as you rotate the model appropriately. Position the camera in your viewer as you would like it to be...

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Answer by team_eden

You can set the pickup to enabled again, it just has to be done from a separate object. Each time you create an object to be disabled, register it with a higher up parent, and when it needs to be...

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Answer by team_eden

Once you initiate your attack sequence, wait for the first collision, then turn your sword collider off until the attack sequence completes. Then back on again. Also make sure you do not detect sword...

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Answer by team_eden

Increase your thumbstick sensitivity threshold. Refer to your native library documents for how to include into unity. Something like GameState.GamePad.Thumbstick.Left.SensitivityThreshold=0.1; //...

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Answer by team_eden

You should be careful, and Particular, when and how you use collisions. Certain conditions need to be met, depending on which style of detection your going to use. Firstly, make use of debug.log, and...

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Answer by team_eden

Just add a script to your camera, and drag your ball as the target. var target:GameObject; // drag your ball onto this function Update() // set gameObject position the same as target, follow behind...

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