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Answer by roamcel

Curious issue. For a start, what you seem to have is a scale issue. Basically, what you need to do is scale all your game objects to create proper size - weight relations in the physics system. For...

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Answer by roamcel

Please tick rutter's answer as 'accepted' to close this thread and help those in need of it in the future. And yes that's me over at stackoverflow :)

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Answer by roamcel

My guess is that the problem is not that "it's not saving", but rather that "it's saving too much.". Update runs tens of times a second, I believe you're not supposed to use PlayerPrefs in an update...

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Answer by roamcel

I believe you're supposed to use [LerpAngle][1] in such a context! Try it out and see if it helps. [1]: http://unity3d.com/support/documentation/ScriptReference/Mathf.LerpAngle.html

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Answer by roamcel

I'd suggest a perpendicular approach to the problem. Add a cube to the scene. Add a new script to the project, and put any public variable in it. Add the script to the cube, and change the variable....

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Answer by roamcel

Honestly, GUI is so horrible and cumbersome, that you eventually would regret the time you spend on it. Personally, I find it -way- better to use a secondary camera, and 3d meshes with proper textures...

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Answer by roamcel

Chances are that the click has no effect. Since the script is attached to a gameobject, chances are you need a collider and (maybe) a kinematic rigidbody on it, otherwise it won't register clicks. To...

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Answer by roamcel

The way you normally do this is by using [screenpointtoray][1] Basically you convert a screen position (from the mouse cursor) into a ray that you use to verify collisions, and act consequently in the...

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Answer by roamcel

I don't think that you would use a shader for this, or at least, you most certainly WILL need a script for your shader. What you usually do in these cases, is to create a prefab of your gameobject, and...

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Answer by roamcel

There is a parameter in the first person controller, called `SKIN WIDTH` (used to avoid small map obstacles) I believe that setting this properly will solve your problem.

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Answer by roamcel

What you're experiencing might come from colliders and rigidbodies. If you instantiate an object with a collider and a rigidbody, inside another object with a collider and a rigidbody, the two...

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Answer by roamcel

Hi and welcome to Unity answers. Make sure that the collider in the weapon is set to a different layer than the character controller's. Otherwise, the two physical objects will push each other away...

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Answer by roamcel

I suggest that you access the [scripting reference][1] and use the search box to find the functions in your code: **you will notice that you can change the example language!** This way it'll be easy to...

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Answer by roamcel

This might be a tricky problem: if you assign a new gameobject to a TRANSFORM, there'll be no compiling errors... but you'll get runtime errors! Make sure that you assign the instance to a GAMEOBJECT...

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Answer by roamcel

Two ways to do this: 1) assign the collider host gameobject to different layers, and then use the "collision matrix" (edit=> project settings=> physics) to setup two different, non colliding...

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Answer by roamcel

Given that you don't specify HOW you intend to actually create your score feedback, I can only tell you that you can easily do that inOnGUIfor example with a very very simpleGUILayout.Label("My score "...

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Answer by roamcel

Need code formatting for this so I'm making it a new reply (note: UNTESTED CODE): Your if(Death()) { Scoring.m_score += 1; } it's the right approach but it's a bit flawed. What you need is a FUNCTION...

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Answer by roamcel

I believe your best call is to render the map on a simple plane, and put it on the 'Ignoreraycast' layer, so that raycasts 'go through it', then just behind the plane with the map, you place actual...

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Answer by roamcel

There's one important thing that you must do to ensure that your model exports correctly. In blender, select all objects in the scene (in object mode, press A and check that all of them are lit with...

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Answer by roamcel

You might be simply running the old compile. 1- create a new folder on your disk, for example c:\newcompile 2- click the FILE menu and then BUILD SETTINGS 3- click the BUILD button, and go to your...

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