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Answer by Vandarthul

Your OnTriggerEnter and OnTriggerExit callbacks don't control the Collider. Tag your Player as "Player" and do this modification : void OnTriggerEnter(Collider other) { if(other.CompareTag("Player")) {...

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Answer by Vandarthul

shot is a GameObject, probably a public one, so you could assign it in the inspector on which gameobject you put this script on. You should put a prefab on shot variable so it can instantiate it from...

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Answer by Vandarthul

Just set first option to be "Select Country" and check that.

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Answer by Vandarthul

First of all, welcome to the community and Unity. Now I'll try to explain this as much as I can. There are lots of ways to do that, but I think what you are asking is not about the situation you are...

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Answer by Vandarthul

Good questions. - Virtual calls are always expensive than direct calls. And you should avoid having too much Update calls. It's better to have a manager class with one Update and call other classes'...

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Answer by Vandarthul

Here is a simple script that does what you want by using both Lerp and SmoothDamp. using UnityEngine; public class SmoothDampTest : MonoBehaviour { private Transform myTransform; private Vector3...

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Answer by Vandarthul

The code you've produced could only have two waypoints with reverse directions. I've prepared a simple kind-of-generic waypoint system which will help you produce your own. Create a two C# scripts...

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Answer by Vandarthul

Hello, @Kirillian If you would like to create your own save/load system, it's a pretty much yes. But it should not confuse you that much, and it shouldn't be hard in this case. You just need to take...

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Answer by Vandarthul

If I'm not wrong, you want to equalise y axis of your object to the y axis of your player. Then try using [Mathf.Lerp][1] to achieve that. [1]:...

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Answer by Vandarthul

Try creating a gameobject array that holds every enemy in range. And check that array after you killed an enemy, if it's not 0 continue to attack, if it's 0 turn to waypoint.

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Answer by Vandarthul

Edit - Preferences - External Tools - External Script Editor: MonoDevelop(built-in)

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Answer by Vandarthul

declare a bool under your class and true it when the character is moving and add this code(you will have to false the bool when the character is stopped moving too): if(isOnMove) { move =...

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Answer by Vandarthul

Lets just assume that your game's scene's name is *level1* and gameover scene's name is *gameOver*. First of all you will have to change your code to display GameOver screen as...

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Answer by Vandarthul

I believe the problem is GetComponent returns a Type therefore it needs to be assigned to a variable. SpriteRenderer weapGunRenderer = weapGun.GetComponent(); weapGunRenderer.enabled = true;...

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Answer by Vandarthul

private var stopWaypointLoop: boolean; function Start () { functionState = 0; stopWaypointLoo = false; } function Update () { if(stopWaypointLoop == false) { if (functionState == 0) { Accell (); } if...

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Answer by Vandarthul

Check this: http://answers.unity3d.com/questions/31429/argumentexception-getvalue-can-only-be-called-from.html

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Answer by Vandarthul

Okay you have two options. I'll write and advice before writing options. Instead of controlling enemy count on every enemy object, **create an EnemyController.cs** script and **add an empty gameobject...

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Answer by Vandarthul

You can use Physics.Linecast or Raycast to control if you are touching the ground or not. You can check the unity's 2D tutorial and get the idea of using Linecast. There is a script written in that...

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Answer by Vandarthul

Check this: https://docs.unity3d.com/Documentation/Manual/NavmeshandPathfinding.html and check sublinks also.

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Answer by Vandarthul

transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0,transform.eulerAngles.z);

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