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Answer by TheShadyColombian

Recreate your prefab as an empty, which has your 3D model as a child. Rotate the child (the 3D model), not the parent (the empty), how you want, and then use a prefab of the whole thing as your bullet.

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Answer by TheShadyColombian

Xamarin, in my opinion, has the best auto-complete and syntax highlighting in any IDE I've ever used. You may need the official unity plugin for supporting multiple solutions (Ie, when you have custom...

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Answer by TheShadyColombian

Right now, you're defining a single instance of the EnemyHealthManager script in your start function. Not only will this exclude all health-diminishing functions to one instance, It also won't work if...

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Answer by TheShadyColombian

First, create two variables, a float which will represent the delay you want (in this case, 10) and the other will be a timer, whose value we will increase every frame. In the Update() function, add a...

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Answer by TheShadyColombian

If it's not a pixel art game where you can have perfect circles, use a spot light. Since it's 2D, just have it pointing down the Z axis. If you'd like, you can also add a [Cookie texture][1] to add...

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Answer by TheShadyColombian

Compile errors have nothing to do with animators, only with scripts (unless you're crazy enough to modify the built-in Animator component script, in which case, ...why?) You'll be more likely to get a...

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Answer by TheShadyColombian

It might be a bit overkill, but you might want to take a look at [NavMesh][1] which when used with a navmesh agent, will let it avoid obstacles, all you have to do is set a destination, and the navmesh...

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Answer by TheShadyColombian

One robust way of doing this is creating a float timer that you add deltaTime to during update, sort of like this. timerActive is a bool that is true when you want the timer to go. void Update () { if...

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Answer by TheShadyColombian

I parented it to an empty and made an animation that started with the rocket at the rocket launche height, and decreased to the ground, and I put a nav mesh on the empty that is at floor level.

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Answer by TheShadyColombian

Switched to nav mesh and set drag levels if the rigid body to infinite

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Answer by TheShadyColombian

try the method they use in the Nightmares tutorial in Unite 2014. you can find the tutorial in youtube in the Unity channel.

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Answer by TheShadyColombian

I can't tell you if you should use that tutorial, as that is completely 100% up to you. What I can tell you is how I would do it (and If you're confused, how to do it.) first, make the UI so that each...

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Answer by TheShadyColombian

move is a string, not a float. A float is a number whereas a string is text. Is move defined variable? (Public/private float move) a variable? If it is, make sure it's a float variable and that you...

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Answer by TheShadyColombian

First let me just say: I'm also 14, high five! And also, that should let you down at all. Now, what I think you should do is make a variable of the number of fishes (visjel? Yay I'm learning Dutch )...

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Answer by TheShadyColombian

try adding a GUI image that is black and animate it to change the alpha value, and make the script that changes the scene change the animation. contact me if you need more info, am i very happy to help!

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Answer by TheShadyColombian

set the simulation space to world (instead of local)

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Answer by TheShadyColombian

what I suggest for now, is that you load up as many prefabs as possible, so as not to waste time, but also, try different versions of unity? no idea, educated guess

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Answer by TheShadyColombian

Use "lookAt" (how conveniently named :D)

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Answer by TheShadyColombian

I suggest using a Trigger collider under your GameObject and checking if it has been triggered to enable the "grounded" bool, as if it lands and it is higher than 0.5 in the y axis it wouldn't jump....

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Answer by TheShadyColombian

Set the rotation back to 0 the EXACT next frame, and make it a constant curve-type frame interpolation (go into the curves part of the animator) and it should be a seamless transition.

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