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Channel: Answers by "doomprodigy"
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Answer by doomprodigy

With Fantasy work, In my opinion get yourself pleanty of models of your houses / castles/ villages, variation of trees and plants etc first. I find that once the assests are built and you have grand...

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Answer by doomprodigy

As DaveA said, You have to program it yourself, Health is straightforward, Try to be a lot more specific with your questions.Here is some health (C#)public float Health = 100f;There is health, merely a...

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Answer by doomprodigy

[http://wiki.unity3d.com/index.php?title=Server_Side_Highscores][1]Script/Tut for simple Server Side Highscores. Thats the basic of it.Peace, Aaron Lewis [1]:...

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Answer by doomprodigy

I am unsure about samples though these packages/projects do. I know that Unity Steer avoids people, and that A* Pathfinding avoids walls (Have not used either personally) so avoiding people would be...

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Answer by doomprodigy

Heres one. I use raycast for my guns so this should work.if (Physics.Raycast (gunPos, direction, hit, bulletRange)) { //Check if we hit something if (hit.rigidbody){ // Apply a force to the rigidbody...

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Answer by doomprodigy

If I get what your saying. You want to disable a object and enable the rest. use SetActiveRecursively if true it will enable the item/activate and that object children aswell. if false it will deactive...

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Answer by doomprodigy

Writing a script to attach a decal to a wall and emit a dust cloud is simple.var BulletHole : GameObject; var Smoke : GameObject;// Later on inside shoot function where the raycast hits something...

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Answer by doomprodigy

Unsure on what the cause is, though make it gofunction Update(){ if(isRunning == true) { animation.CrossFade("run"); } else if(isRunning == false) { animation.CrossFade("Take 001"); } var...

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Answer by doomprodigy

Model the Scarf etc first and then add it to the current model with colliders as GBStudios said, then add the modifier. This will work for Scarfs, Capes etc. For a cloak or robe etc, model it with your...

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Answer by doomprodigy

Unsure if this is what you are looking for but to stop an object moving on the Y Axis use.transform.eulerAngles = new Vector3(0,transform.eulerAngles.y,0);Untested*Peace, Aaron Lewis

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Answer by doomprodigy

Since those methods are not working for you. Maybe use an empty gameobject above the mushroom with a trigger and when you enter that trigger sendmessage to call the jump function and subtract health...

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Answer by doomprodigy

Alright Firstly Have a script which contains all of your gloabal variables (So they can be called from all scripts, I like this way it keeps it nice and tidy.So you might haveVariableScript.csand this...

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Answer by doomprodigy

Im unsure about how to fix your problem but I prefer to try to have all my scripts in a certain language rather than multiple languages as when it comes to compile time I know I will not have any...

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Answer by doomprodigy

Fixed it, I forgot to add my audio to script, so It then decided that without the Audio the build would not work. Cheers for explaining Statement.

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Answer by doomprodigy

With all of those tutorials it is very easy to start. I suggest you read through the Unity Script References. It helps you understand everything and gives you other examples on how you can utilize...

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Answer by doomprodigy

With Fantasy work, In my opinion get yourself pleanty of models of your houses / castles/ villages, variation of trees and plants etc first. I find that once the assests are built and you have grand...

View Article

Answer by doomprodigy

As DaveA said, You have to program it yourself, Health is straightforward, Try to be a lot more specific with your questions.Here is some health (C#)public float Health = 100f;There is health, merely a...

View Article


Answer by doomprodigy

[http://wiki.unity3d.com/index.php?title=Server_Side_Highscores][1]Script/Tut for simple Server Side Highscores. Thats the basic of it.Peace, Aaron Lewis [1]:...

View Article

Answer by doomprodigy

I am unsure about samples though these packages/projects do. I know that Unity Steer avoids people, and that A* Pathfinding avoids walls (Have not used either personally) so avoiding people would be...

View Article

Answer by doomprodigy

Heres one. I use raycast for my guns so this should work.if (Physics.Raycast (gunPos, direction, hit, bulletRange)) { //Check if we hit something if (hit.rigidbody){ // Apply a force to the rigidbody...

View Article
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