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Answer by T27M

You have a few variables in the wrong place, make sure you set the values of sphereSpeed and leftRightSpeed in the inspector. GetAxis returns either -1, 0, or 1. You are taking that value and...

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Answer by T27M

Destroy() and Instantiate() are (or so I'm lead to believe) relatively heavy operations to perform, especially if the object you are creating/destroying is complex. From what I can see here that might...

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Answer by T27M

Your code is right, but I'm guessing you are only calling the spawnEnemy() function when you spawn an enemy. Here's how I would do it. - Create a prefab of your enemies with a ridgidbody and a move...

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Answer by T27M

Vectors aren't Unity specific. [Search engines are your friend.][1] [Vectors Third Party][2] [Unity Learn Primer][3] [1]:...

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Answer by T27M

I asked the question a different way on SO and got an answer. **Copied From Answer** Basicly you should get all the types from collections using Linq and then compair the result. var...

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Answer by T27M

Make some graphics e.g buttons, icons etc. Site them as sprites, use a separate camera to render the UI over the game camera. Attach a 2D box collider to each sprite and a script that does something...

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Answer by T27M

So with the information in the question this answer is based on a lot of assumption, here is what I think is going on. I'm assuming your "killer" gameobject does something like void OnTriggerEnter2D...

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Answer by T27M

Try this instead. public GameObject deathExplosion; void OnTriggerEnter2D (Collider2D blastCollisionCheck) { if (blastCollisionCheck != null) { if (blastCollisionCheck.gameObject.tag == "Blast") {...

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Answer by T27M

You can calculate and store each distance in a list and using the list's Sort() method, you can sort them from lowest to highest. public List objects = new List (); List distances = new List (); // Use...

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Answer by T27M

At line 16 in the code above grabBlackClonesArray = new GameObject[3]; This will declare an array of 3 elements (0,1,2). It is 0 index, but you still declare the size as the number you want i.e if you...

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Answer by T27M

The following works for me and I am unable to type anything, but numbers into the textfield. int guiInt = 0; void OnGUI() { GUILayout.BeginArea(new Rect(10.0f, 10.0f, Screen.width - 20.0f,...

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Answer by T27M

You almost have it, I actually just implemented this the other day. I use this in a generic way for any serializable object as part of a "Helpers" class along with other useful functions. public static...

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Answer by T27M

My money would be on your call(s) to GameObject.Find (). GameObject.Find() isn't the most efficient method, plus you are calling it multiple times since you have it in Update(); If you're going to use...

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Answer by T27M

Heh, I made this mistake ;) http://docs.unity3d.com/ScriptReference/Collider2D.OnCollisionEnter2D.html

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Answer by T27M

GetKey is correct, but I think it's because you have moveDirection *= speed; and moveDirection *= sprint; both working against each other. Try modifying it to this: if...

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Answer by T27M

Your code doesn't make sense to me. Why are you calling this from OnGUI? You can use the OnMouseDown() function to detect when a gameobject has been clicked. Alternatively you can use this line of code...

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Answer by T27M

You can do this with a trigger, check out this [video][1] for more information. [1]: http://unity3d.com/learn/tutorials/modules/beginner/physics/colliders-as-triggers

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Answer by T27M

Delete line 8 you don't need it. Your OnGui function starting at line 12 should be all caps function OnGUI{ } It looks as if you are trying to call OnGUI, you don't need to do this it will be called...

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Answer by T27M

Use the [ToString][1]() method and you need to [concatenate][2] the string. Application.CaptureScreenshot( "../../../../DCIM/Camera/screenshot"+ count.ToString() +".png"); count++; [1]:...

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Answer by T27M

Does this do what you want? if(Input.GetKeyUp(KeyCode.Z)){ transform.RotateAround(transform.position, new Vector3(0,0,1f), 180f); } [RotateAround()][1] [1]:...

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