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Answer by Narv

So the word "Destroy" is appearing in the log? is this when you shoot the walls or when you shoot anything else? Is the collider on the wall set to "trigger" by chance? does it have a rigidbody...

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Answer by Narv

you could instantiate the mob and add it to the nearby npc list and set the active / inactive state of it which will in essence enable / disable the mesh renderer (since you kept saying graphically)....

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Answer by Narv

Can't really see what's wrong with your code without your code being posted, however: Unity does not directly support threads. Everything must be called from the main thread. However, if you wish to...

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Answer by Narv

Try adding a Debug.log of the values in the function too to make sure that the value 100 is being passed as value. and player health before and after the addition to see if it's adding properly.

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Answer by Narv

Why not put an empty game object in the hierarchy for the prefabs at the left and right ends (or wherever you want them). Then snap those game objects together? Position of the left game object would...

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Answer by Narv

try: playerCollide = GameObject.FindGameObjectWithTag(Tags.player2).GetCompnent();

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Answer by Narv

I'm not sure I understand your issue because it seems to be correctly doing what you want... It is stuck on 15 in this case because you had max at 16 and min at 14 so your next guess would have put it...

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Answer by Narv

I think you are not storing the data as you are intending. you have the line: int m_GVmoves = IDcount - mGHmoves - 1; int m_Gtotal = IDcount - 1; so you are actually making them local variables because...

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Answer by Narv

Found this question that had the correct answer: http://answers.unity3d.com/questions/28109/how-to-turn-and-face-the-direction-im-moving-using.html

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Answer by Narv

You pretty much said it yourself. Using the binaryformatter to serialize a Deck class that stores a List and the Card class is just a series of public variables. Make sure your classes use...

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Answer by Narv

you're halfway there in that you know to use the WWW class (at least... I assume you meant that and not just referring to WWW in the internet...)...

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Answer by Narv

So you would need a plane for each character that you want selectable. Then you just swap textures (or UV offset if you are using an atlas with smaller character images). Then each plane would get a...

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Answer by Narv

Your question is a bit vague but I assume that you aren't getting the highScore value to equal 500? Did you try using PlayerPrefs.Save() to make sure it saves properly?

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Answer by Narv

You'll want to use Camera.ScreenToWorldPoint(Input.mousePoision) http://docs.unity3d.com/Documentation/ScriptReference/Camera.ScreenToWorldPoint.html You'll get the point in the world space that the...

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Answer by Narv

AudioClip doesn't except a string for a value to the variable clip http://docs.unity3d.com/Documentation/ScriptReference/AudioSource-clip.html You will need to set an AudioClip object in the inspector...

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Answer by Narv

It looks like you are trying to change the way the force is applied, correct? AddForce has a 2nd optional parameter you can use...

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Answer by Narv

Instead of having each prefab keep track of all the other prefabs of the same name (which seems to be what you are trying to explain), you could use a single script to manage all prefab instances. Then...

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Answer by Narv

Going off of what little you provided, i'd say: 1.) As getyour411 mentioned, how are you setting up the squadrons? If you are using lists/arrays: Each unit most likely has a management script on them,...

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Answer by Narv

ughhhhhhh.... I assume you're trying to do this in code? Since you haven't said what you're doing to solve the issue. Try making an animation for this and attach the .anim files to the coin "parts".

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Answer by Narv

Check out Prime 31's website. They have tons of stuff for all the mobile platforms: http://prime31.com/plugins# Only issue is it gets expensive fast if you want to buy a lot.

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