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Answer by Redeemer86

You probably require these : 1. [Animation State Machines][1] 2. [Animation Blend Trees][2] [1]: http://docs.unity3d.com/Manual/StateMachineBasics.html [2]:...

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Answer by Redeemer86

You can try this roundabout way, if I get what you are saying: 1. Make an empty game object in Test1.scene 2. Attach a script to hold slider value on this game object 3. Use Object.DontDestroyOnLoad...

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Answer by Redeemer86

Try setting tags for your enemies and attach scripts which ignore collisions on collision if(EnemyObject.tag == enemy) // Ignore Collision maybe using [Ignore Collision][1] [1]: http://

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Answer by Redeemer86

Probably your cube is going off the screen due to android screen resolution and relative positioning of your cube, thus it's not being rendered Try repositioning your gameObject to test if it's due to...

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Answer by Redeemer86

Shouldn't you insert AttackDamage(); After line 12 ? How are you exactly accessing he AttackDamage() function to show damage ? Red.

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Answer by Redeemer86

Ok, try this ... Wherever you are reassigning Boolean values in your code. Set all the false booleans first and at the end set the true Boolean. Like if menu = false, options = true! credits = false,...

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Answer by Redeemer86

If(Application.loadedLevelName== "levelxname") Application.LoadLevel("levelxname"); // or If(Application.loadedLevel == 1) Application.LoadLevel(2);

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Answer by Redeemer86

DontDestroyOnLoad(this.gameObject); ... You might not be referencing the camera in your code probably, I think it should work if youve attached in the inspector. Or Most probably, maybe your camera...

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Answer by Redeemer86

Try disabling the animator component and then test it once. Red

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Answer by Redeemer86

Initialise in declaration for all variables - var Wheel_Right_b : WheelCollider = 0.0f; var Wheel_Left_b : WheelCollider = 0.0f; do this for all WheelCollider declarations. Red.

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Answer by Redeemer86

Remove... Using unity engine at the begining Remove ... Class xample : mono behavior {} Change the declaration to : private var string[] cheat code; private var index : int; Instead of all " void"...

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Answer by Redeemer86

Well, unity logic is one thing ... Don't forget recursive processes are complex and expensive on your executable code. The recursive and tail recursive algorithms in theory are more calculative and...

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Answer by Redeemer86

Try this go to player settings. Then In the inspector panel .. Make sure tab for iOS devices is selected ...Press on other settings tab... Locate the option for target resolution and try setting it to...

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Answer by Redeemer86

Try this , 1. Attach an enlarged collider according to your requirements on the red object and tag it 2. Check the minimum number( say "min" ) of symmetric objects required to surround the red object....

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Answer by Redeemer86

I think you just need dynamic parenting during runtime and save the transform values to achieve that effect... If I get what you want ... Red

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Answer by Redeemer86

simply use ... if(player1finished || player2finished) Red

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Answer by Redeemer86

Well... From the concept I would gather you should try to manipulate the momentum/force after a certain speed condition and while you are turning beyond that threshold speed you can add a resultant...

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Answer by Redeemer86

Coins script ... Line 11 scoreScript.score += 100000; Red

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