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Answer by seedoubleyou

Well, you probably don't want to dissolve/destroy your object in every single **Update** frame. Since the **Update** function wants to more or less perform all of its code in the same frame, it won't...

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Answer by seedoubleyou

I'm not exactly sure what you're trying to do, though I think you're trying to use some convoluted methods for getting your object to move. I tried deciphering your code and came up with: var Throttle...

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Answer by seedoubleyou

First, of course, you have to set up tags on objects (for how, go here: [Unity tags Info][1]), After you set up your tag, you can access the name of the tag in an **OnTriggerEnter** function: function...

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Answer by seedoubleyou

You could set up a script that holds a static variable that keeps track of the score. Then you call some functions that add or subtract the score. // The score variable static var playerScore : int; //...

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Answer by seedoubleyou

Do all your objects have **Colliders** on them? Are the **Collider**'s "Is Triggers" box clicked on? (That's what used to get me in trouble)

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Answer by seedoubleyou

Have a look at the "TapControl" script that comes with the Penelope tutorial.

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Answer by seedoubleyou

Um... Yes, but the code could give you some ideas about how to build a script that follows the mouse click.... (Basically, what I'd try is placing a **Empty gameObject** at the place on your mesh where...

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Answer by seedoubleyou

Okay, I'm officially confused. I now *think* you're wanting the character to follow the mouse around, in which case you probably want to use a **OnMouseOver** function, but honestly, I'd have to see...

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Answer by seedoubleyou

Uh, your post is a little confusing... Are you having a problem with the character not shooting in the direction his hand is pointing? If so, you need to tell your code which way the hand is pointing....

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Answer by seedoubleyou

I found Tiles' script **FlightSimu** *very* helpful to look at when I was trying to figure this out: http://forum.unity3d.com/threads/43984-Unity-testproject-a-little-flightsim

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Answer by seedoubleyou

I use Eric5h5's method for doing this, but I'll just throw this out there: I can't exactly remember where I saw it (maybe one of the Unite10 videos?) but there was this sort of brilliant idea that you...

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Answer by seedoubleyou

Use **Application.LoadLevel**. http://unity3d.com/support/documentation/ScriptReference/Application.LoadLevel.html

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Answer by seedoubleyou

Hard to tell from just your description, but obviously *something* is exiting your object's collider. You could try allowing the **OnTriggerExit** code to react only if an object with specific tags...

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Answer by seedoubleyou

How about a "I'm Being Attacked" **boolean**? When the tower01 attacks, the enemy01 "I'm Being Attacked" **boolean** becomes *true*. So, when tower02 goes to attack enemy01, it finds the boolean...

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Answer by seedoubleyou

There's probably a bunch of different ways to do this, but I'd probably have a master **Empty GameObject** that checks for when your block pile reaches a certain height (you could do this with a...

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Answer by seedoubleyou

You have to have a way of letting your target object know it's been hit, then replace itself with an explosion animation/sequence/whatever. Many people do this with **Triggers**. When an gameObject's...

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Answer by seedoubleyou

Well, I certainly know what it's like to be trying to make heads or tails of all this when you're first starting out. It all seems quite confusing. But trust me, once you get some of the basic concepts...

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Answer by seedoubleyou

You will write your own script to call up a **Detonator** explosion, then your "if" statement would probably go inside a **function**. And honestly, if you want to use the explosions in the...

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Answer by seedoubleyou

Hmm, not really sure what your code is supposed to be doing, but I think what I would do is **Instantiate** the particle emitter upon something penetrating the **Collider**. As in: //The particle...

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Answer by seedoubleyou

You can script a change in the alpha channel of your **guiTexture**. I use **iTween.ValueTo** for this, but you could also use a **Mathf.Lerp**. (iTween also has **FadeTo** and **FadeFrom** functions,...

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