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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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Answer by ThePersister

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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Answer by ThePersister

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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Answer by ThePersister

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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Answer by ThePersister

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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Answer by ThePersister

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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Answer by ThePersister

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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Answer by ThePersister

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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Answer by ThePersister

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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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

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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