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Channel: Answers by "ThePersister"
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Answer by ThePersister

Looks like your problem is somewhere in this vicinity: foreach (GameObject gridCube in gridCubesList) { if(gridCube != null) { gridTrigger trigger = gridCube.GetComponent();...

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Answer by ThePersister

Alright, got it, there are multiple issues with this, but you did a great start :3 It was easy to pick up, so good job on that :) You've intended for the Orbs to be picked up, adding combo to a visible...

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Answer by ThePersister

Here's a simplified version of your code, a bit neater as well, with some commments. using UnityEngine; using System.Collections; public class gridTrigger : MonoBehaviour { Collider lastCollider; void...

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Answer by ThePersister

Well first of all (first if => false and GetKeyup => GetKeyUp): function Update() { if (Input.GetKeyDown("Fire1")) { if (light.enabled == false) light.enabled = true; } if...

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Answer by ThePersister

The code doesn't seem to be incorrect, I take it you haven't gotten any errors, otherwise you probably would've told us. I noticed you use: spike[r].GetComponent().atstart(); spike[r] indicating that...

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Answer by ThePersister

This one should be reasonably easy to answer :) Hitting a certain layer leads to the usage of a LayerMask. Normally, you'll only be hitting that / those layers. To invert a LayerMask, add a cute "~"...

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Answer by ThePersister

I tried it out myself and I also had a tough time finding a way to Increase / Decrease Radius without changing the Speed. I did manage to simply increase the Speed without changing the radius, which...

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Answer by ThePersister

Well, you could have the game technically start already (Load the scene), but have there be a loading screen viewed to the player. In an IEnumerator you can instantiate the objects with small delays...

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Answer by ThePersister

Jeric Miana was right, please accept an answer to close this question :) You have 2 Options: - Change the name of the script in code to "MoveMousePlayer" instead of "MovePlayer" - Change the name of...

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Answer by ThePersister

Hmmm, tough one. If you'd like to track down your perfomance issues, I'd suggest using the Unity Profiler, look up some tutorials on Youtube, etc. Once you get the hang of the profiler, you can track...

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Answer by ThePersister

Well, you can do it like this, follow the tutorial: https://www.youtube.com/watch?v=VwgDfVs8TNI Or if you want to have another go at NGUI, try this tutorial, it has less audio, but a clear result:...

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Answer by ThePersister

Ok, this one is reasonably tough. If I understand correctly, you're trying to get the "GridPositions" of each block between Green Marker 1 and Red Marker 2. So, for example, if you have: - Green Marker...

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Answer by ThePersister

Oh, this was actually a lot easier than I expected, haha. If you want to rotate as long a you have your MouseButtonDown, then, instead of using "GetMouseButtonDown(0)" (which only calls once per click)...

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Answer by ThePersister

It's hard to guess the details of your collision from only the scene views, so maybe more details would help. One thing you should know is that marking a Collider as "Trigger" will have it ignore...

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Answer by ThePersister

I'll give a shot at answering this question, but if I get it wrong, please add images of your scene and add your code, which would give us better insight of the situation. One thing you should know is...

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Answer by ThePersister

For most camera jitter related issues, FixedUpdate instead of Update is the answer. :)

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Answer by ThePersister

Hey there! I got a mail about your reference to this question. :) I have searched around a bit, and even though I haven't developed in iPhone / iOS that much myself, I managed to find something really...

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Answer by ThePersister

I have tuned the lights a bit. I used to have spot lights, but I figured point lights have a better overall feather effect to prevent the overlapping for the most part. Tweaking around a lot with that...

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Answer by ThePersister

I've solved it! See code at far bottom of this post :) The logic was almost sound, but not close enough ;) Making a straight level, I noticed how every bullet my tower would shoot would land just...

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Answer by ThePersister

For most camera jitter related issues, FixedUpdate instead of Update is the answer. :)

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