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Channel: Answers by "Chris D"
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Answer by Chris D

I've been working with rendering to textures recently in Unity 5 and also ran into some issues on import. My adjusted workflow as of now is: 1. Process file (working with MP4s) using ffmpeg2theora from...

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Answer by Chris D

Start with the [general beginner tutorials][1], then move on to RPG specific systems once you're familiar with the interface. [1]: http://unity3d.com/support/resources/tutorials/

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Answer by Chris D

Is there any rationale behind using those comparisons? If not, just use if (tijdvak >= 0 && tijdvak <= 5){ ... } See the [MSDN docs][1] for the standard comparison syntax. [1]:...

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Answer by Chris D

Take a few minutes to look through [this past topic][1]. Most of the relevant issues are covered, despite it being as old as this site. [1]:...

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Answer by Chris D

Your question was in the moderation queue (anti-spam measures). Just hold tight, this isn't an instant messaging service.

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Answer by Chris D

Don't destroy the player, just directly edit the transform. This way, you're not going to incur the cost of instantiating again. i.e.: if (playerAtRightSide) player.transform = someLeftSideValue; or do...

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Answer by Chris D

A double ampersand will do a logical comparison between your two values. A *single* ampersand will perform a **bitwise** comparison between the two values. See these links ([1][1], [2][2]) for more...

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Answer by Chris D

If you take a look at the [scripting docs][1], you'll see that there are a number of instances where you can't directly alter values in C#. Instead, you have to create a temporary variable, usually...

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Answer by Chris D

Usually when you perform some sort of action that depends on input, you're just listening for the correct key press before triggering a specific behaviour; you would then call the appropriate function...

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Answer by Chris D

Input.GetButton is what you're after. It's used the same as you have in your code above, but is activated for all frames the button is held down.

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Answer by Chris D

Try [iTween][1]. It's built for making things follow a path. [1]: http://itween.pixelplacement.com/index.php

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Answer by Chris D

If all you want is to make the ball fall faster, you can add a [constant force element][1] in addition to the gravity that's automatically applied. [1]:...

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Answer by Chris D

Did you mean [LoadLevel][1]? Case matters. [1]: http://unity3d.com/support/documentation/ScriptReference/Application.LoadLevel.html

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Answer by Chris D

http://answers.unity3d.com/questions/11510/blinking-lights.html

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Answer by Chris D

[transform.Rotate][1] returns void and has no property `x`. Use [transform.eulerAngles][2] instead. [1]: http://unity3d.com/support/documentation/ScriptReference/Transform.Rotate.html [2]:...

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Answer by Chris D

You're using a perspective camera view and, as far as I can tell, that's how it is supposed to work. Moving the camera around **will** result in your models looking different; if you want them to...

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Answer by Chris D

http://unity3d.com/support/documentation/ScriptReference/Transform.Translate.html

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Answer by Chris D

http://answers.unity3d.com/questions/33461/how-do-you-create-sound-when-two-objects-hit-one-a.html

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Answer by Chris D

What you need to look at are:questions on instantiatequestions about collisionsthe documentation on instantiate and collisionsGetting the sizes right is a matter of calculating their volumes and adding...

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Answer by Chris D

Yes. [This page][1] lists all of the supported development platforms. Xbox 360 and PS3 development require you to [contact sales directly with your inquiries][2] (for now). [1]:...

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