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Channel: Answers by "ThePersister"
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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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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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