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Answer by hellaeon

In the end the gyro is way over kill for such a simple task. Turns out I can just use the Input.Acceleration values. This I believe ignores what axis you may be facing: // z of object pointing into...

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Answer by hellaeon

Hi mate, I'm on the iPad so I can't give you the exact answer but try in your update method something like my_timer = 0; flash_time = 5.0f; // time you want object to disappear my_timer +=...

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Answer by hellaeon

Ok, turns out what I wrote in my original post kind of hinted towards an answer. By creating a jump animation, attaching it to the monster (child object), then calling it when I detected a player, all...

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Answer by hellaeon

Hi Ferretwork, The guys are right here - the issue is when using forward to propel your projectile. A helping rule : the best way to start with any object, parent or child, is with position and...

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Answer by hellaeon

Hi mate, have a look at the [character controller][1], see if it helps. Though, it seems you don't mention a collider on your initial post - seems silly to ask but....do you have one? I would have...

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Answer by hellaeon

Hi KVins, Can I enquire : what you are trying to accomplish by manually loading and setting it as a prefab?

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Answer by hellaeon

Sounds like you have the 2 scrips on the same object, and so rightfully expect to access it. However you are missing the scope! You need to use [GetComponent][1] in the local context. Lets say you have...

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Answer by hellaeon

Hi Kadrasko, Im not sure of the example you gave but gizmos can be used to show paths or points in the editor for some items in your script. For example with waypoints you draw lines between some given...

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Answer by hellaeon

Without seeing your code, try using the audio method [play one shot][1] Does that help? [1]: http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.PlayOneShot.html

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Answer by hellaeon

Hi frosstt, try using [GetKeyUp][1] which will register your f keyboard press after you release it, and without testing your code, this is going to make your camera spin for 3 seconds then stop. If you...

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Answer by hellaeon

Without testing your code, did you attach an object to the variable 'Bullet' in the editor?, sounds like you didn't. Also should Spawn.Rotation be Spawn.rotation ? Cheers

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Answer by hellaeon

You have to remember relative movement. If you yourself are a parent object and your carrying a phone, if you move the phone around it won't change your position in the world if you stand still. With...

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Answer by hellaeon

hi polak149, Without looking at your code or seeing an example, try attaching the [character collider][1] instead of a rigidbody. Does this help? [1]:...

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Answer by hellaeon

Hi mate, It appears you are using an old version of the editor...did unity ask you to update your script to the newer API? Under the assumption of you using UNITY 5, give this a try let me know how you...

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Answer by hellaeon

http://docs.unity3d.com/Manual/class-LineRenderer.html This renders for me. I do notice your 2 vector points are close together. Try specifying two distant points as a test. Also, are you sure your not...

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Answer by hellaeon

Ignore my comment, I just realised you need to attach a standalone input module to the canvas

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Answer by hellaeon

Mine was using SteamVR with Unity 5.6, I solved it by rolling my project back to 5.5. I am fortunate in that I was not using any specific 5.6 only features. Cheers

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