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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

Hi There @Brylos, made an example for you. Here's the unity package so you can just open that in your project and see it for yourself. If this answer helped, please accept it, it'd be much appreciated!...

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Answer by ThePersister

Hey @Fahryem, I actually found another issue with this idea, silly of me to only realise it now. Whilst the second textbox is inactive, its update won't be called. So forget what I've said before! You...

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Answer by ThePersister

Hi there friendly @Gotal. Based on your code. Perhaps this helps? If it does, please accept my answer! :) Otherwise, elaborate and I could try again. using UnityEngine; using System.Collections; public...

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Answer by ThePersister

Have you checked whether the tag is actually "player", it's usually "Player", since that's a default tag. If you're sure you enter the method, then maybe the force you apply is too small. So check...

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Answer by ThePersister

Rigidbody.velocity is a Vector3 because it's not only an Amount of speed, it's also a Direction. If you wanted an object move forward for example, you would apply the following: using UnityEngine;...

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Answer by ThePersister

**UPDATE** Hey @Furcifer-bellator. I've updated the script and added a unity package for you. To update the Text component, you Have to set textComponent.text = totalAttributePoints every time you...

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Answer by ThePersister

Hey @Czar-Man, I upgraded the package for you! This was actually quite a bit tougher than I thought! **Preview:** https://gyazo.com/3cbbd5e7615946210b4a4e37fc31ade2 **Updated Package:**...

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Answer by ThePersister

Heey there @RanecSlof, I set up a little example scene for you to mess around in, check out the Ball and the Player. https://www.dropbox.com/s/gig63ycufhsyvnk/PlayerPushBall.unitypackage?dl=0 Here's...

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Answer by ThePersister

Hi @Biggerplay, @nestordu and others interested as well. Here's an example scene, using the code below: https://www.dropbox.com/s/uxsoj802z1sphpn/FadeImageInOut.unitypackage?dl=0 Try it without...

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Answer by ThePersister

Hi there @Jude-Perera, **Specular** in materials is what allows for that puddle look! I've created a little example scene for you!...

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Answer by ThePersister

Hi @Kennyist, This code ran fine for me: using UnityEngine; using System.Collections; namespace aNameSpace { public class Test : MonoBehaviour { private bool debug = true; void Update() { if( debug )...

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Answer by ThePersister

Hey @revolution5, I've made an example scene for you with a round system according to your code. https://www.dropbox.com/s/x5i1zcddq0gebeo/RoundSystemExample.unitypackage?dl=0 ***(Don't forget to check...

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Answer by ThePersister

Hey @Funderful, A simple solution would be this, using OnMouseEnter and Exit like you suggested: Simple Package: https://www.dropbox.com/s/jptfcmrky3wwjpb/InspectableSimple.unitypackage?dl=0 Visually:...

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Answer by ThePersister

**[Upgraded Answer]** Hey @zentaiguy, Looking at your comments I got an idea of what you're trying to do. I made a setup of what I would do with your goal in mind, in the hope of inspiring you and...

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Answer by ThePersister

Hey @Furcifer-bellator !! Thank you for the direct question, I'm flattered :) I created a Save System Example for you based on this other post:...

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Answer by ThePersister

Hey @TheGameCreator18, If you look at the code you posted here, **at line 49, your "Reverse Control" if statement ends early!** That means that before reaching Y 199, you'd always Move Left (Normal +...

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Answer by ThePersister

You have a **health** variable and an **ammoSE** variable, neither of which you set, and they're private, so those **are probably null**. Try changing your Start method to: void Start() { AudioSource[]...

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