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Answer by Chris D

Use transform.eulerAngles instead.Rotation is supposed to be a quaternion so when you call your code, you're just getting the y component of that and that's not very useful unless you know your...

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Answer by Chris D

It's the light mapper Unity uses. Check out the feature run-down here.The light mapping quick-start guide.The in-depth guide.Beast product page.

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Answer by Chris D

What you're describing could be handled by a basic movement script attached to your camera and will depend on how you want to control it (i.e. mouse? keyboard? something else?), assuming you're using a...

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Answer by Chris D

Try [DontGoThroughThings][1]. [1]: http://www.unifycommunity.com/wiki/index.php?title=DontGoThroughThings

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Answer by Chris D

You'd create each of these stages as different scenes. Once you've completed your setup scene, you'd call `Application.LoadLevel` and the appropriate scene number. [Here are the appropriate docs on...

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Answer by Chris D

Have you looked for GetAxis references?If you look through the manual entry for the Input Manager, you can see how to modify and set up new key and axis aliases. When you press a key that's associated...

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Answer by Chris D

Use a [Spring Joint][1]. [1]: http://unity3d.com/support/documentation/Components/class-SpringJoint.html

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Answer by Chris D

http://answers.unity3d.com/questions/23472/what-do-i-need-for-iphone-development.html

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Answer by Chris D

[Physics.IgnoreCollisions][1] takes three parameters (as you can see in the docs); the third is whether or not the 'ignoring' is active. Toggle that third boolean value to your heart's content. [1]:...

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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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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

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

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

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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

[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

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

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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

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

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

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

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

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

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

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

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

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

Is there any rationale behind using those comparisons? If not, just use if (tijdvak >= 0 && tijdvak

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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

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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