Answer by ThePersister
Hey there @Rently, You mention the objects having the **Tag**; "**Platforms**", you're currently checking for the gameObject.**name** with "**Platform**". So first of all, try the following instead: if...
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Here's an example of how you would pass a method along as a parameter. using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public delegate void TestDelegate(); // This...
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Hey @dragonking300, If I understood correctly, you want to check multiple tags at once! Try adding a list with tags, and a method that checks if a certain string (tag) is in that list. Which would look...
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Hi @milamber112, I've created a little example scene for you. https://www.dropbox.com/s/yhoyy4yvrg33xwj/RotateAndCenterExample.unitypackage?dl=0 The package contains: - A selection script that centers...
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Hi @KristoDaHeisko, Looks like it should be a simple fix! What you currently have in your animator is probably a **Trigger Parameter.** What you want is a **Bool Parameter.** As shown below, you can...
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Hi @felsiska, **Your code seems to work just fine!** https://gyazo.com/9c98f42c68342c939d6dbf0aa157ff63 The only thing I can imagine is that you call it too soon, or you have other code that prevents...
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Hi @Jabes22, You seem to have a couple of logical mistakes here. First and foremost (showing original code): void set_destination() { Vector3 destinationPoint = player.transform.position -...
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Hi @Subject-Gabz, The for-loop can be simplified by doing it once in advance to get the target weapon. (I'm assuming you're always targeting one weapon at a time). That way you would end up with this:...
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Hi @jddg5wa, Thank you for providing the extra information. Since I can't upgrade to 5.5 right now to provide specific help, I'll give you an alternative solution. This will work if the particleSystems...
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For most camera jitter related issues, FixedUpdate instead of Update is the answer. :)
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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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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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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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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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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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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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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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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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**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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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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