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Answer by TheShadyColombian

Something along the lines of setting the rotation euler angles to the rigidbody's velocity vector, can't remember. Good thing I can point you to a script that does exactly that!...

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Answer by TheShadyColombian

I found this. Not my script though so make sure to give credit to that person: https://github.com/CaseyB/UnityCardboardTrigger

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Answer by TheShadyColombian

You need to use a Raycast (Physics.Raycast), using values from [the Camera class's ScreenPointToRay function][1]. The raycast function will return a RayHit, so just assign it to a variable and do...

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Answer by TheShadyColombian

Everything in the script checks out, so I suggest for now attach that script to an empty cube, and add a plane ground. This is because I noticed in the video, those pre-made object have some scripts on...

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Answer by TheShadyColombian

Whenever you get a Null reference error (or any error, in fact) the script will stop and any code after the error will not run. Check the console and fix EVERY error (or add try/catch statements). The...

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Answer by TheShadyColombian

Calculate the average (i think) of the x and y velocities of the rigidbody that is moving ( `heading = (yourRigidBody.velocity.x + yourRigidBody.velocity.y)/2` ) That, I believe, is how you calculate...

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Answer by TheShadyColombian

use `Screen.currentResolution` to get the screen resolution in a sort of weird vector2 format ( so `Screen.currentResolution.height` for the height instead of `Screen.currentResolution.y`. Weird, I know);

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Answer by TheShadyColombian

This isn't a request website, it's a programming help website. Go to https://reddit.com/r/gameassets if you want to try to request a free one, or try the Unity Asset Store if you don't mind paying.

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Answer by TheShadyColombian

You are moving the camera using it's Transform, and you have locked the rotation in the RigidBody. I suggest either applying the rotation to the RigidBody (terrible idea), or storing the rotation you...

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Answer by TheShadyColombian

You can create a vary basic free website using GitHub. Follow the steps on https://pages.github.com to make a site. For this purpose, you won't need to worry about making an actual website, as long as...

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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

Heya so this question is kinda vague but I'll still try to give some advice: First of all, what do you mean by "realistic"? Assuming your physics are working fine, your player should already have the...

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Answer by TheShadyColombian

If you select your sprite in the project view, the inspector should show you import settings for that sprite. Near the bottom, there's things like compression and also resizing. Typically, if either...

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