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Answer by KevinCodes4Food

Try creating a public ParticleSystem variable in a script, then in the Unity editor select the GameObject with the ParticleSystem you wish to control. Then you can edit the ParticleSystem variable's...

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Answer by KevinCodes4Food

Rimrook's solution worked as a baseline in one of our new titles. Thank you RimRook! However, I noticed that if you are using Audio Sources with "Play On Awake" the music may start in the new scene...

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Answer by KevinCodes4Food

Your GetComponent call does not appear to be syntactically correct. Try: Sprite spriteImage; void Start () { spriteImage = GetComponent().sprite; }

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Answer by KevinCodes4Food

Be sure the speed variable on Mover is public as well, or has appropriate getter/setter methods. If you would to be able to access it without creating a Mover instance, make it static.

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Answer by KevinCodes4Food

You might try using colliders and rigidbody components together. There is a good discussion here: http://answers.unity3d.com/questions/167404/rigidbody-on-a-platform.html

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Answer by KevinCodes4Food

I received this from Amazon technical support: At the moment our FireTV Remote has the following mappings in Unity3D: **FireTV Button Unity KeyCode** Up Arrow KeyCode.UpArrow Down Arrow...

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Answer by KevinCodes4Food

Thank you, Seth, for your idea to use animation timing to control how many times the anim plays. Unfortunately, though, I encountered situations where the code set above never triggered the stop,...

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Answer by KevinCodes4Food

For those searching for a solution to use PingPong only once, without repeating, I have seperate solution post here: [Ping Pong Only Once][1] In terms of playing an animation just forward, then just...

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Answer by KevinCodes4Food

The answer proved by AlwaysSunny above recommends checking the normal of each plane against the camera's forward. Unfortunately, the near and far planes have the same forward :( The easiest solution I...

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Answer by KevinCodes4Food

For some of our apps, we create a plane game object at each frustum plane position. A bounding box or other collider can then be added to these planes easily: I posted code for this on another answer...

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Answer by KevinCodes4Food

I managed to fix a similar build stop error which I encountered on 4.5.3f3 building for Windows 8 Store. My issues was that I had to update code to not use incompatible interfaces with the Windows...

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Answer by KevinCodes4Food

You can set TrailRender.time to 0 to instantly turn off trails. I have more notes on techniques in the forum thread at: http://forum.unity3d.com/threads/can-i-pause-a-trail-renderer.141607/ Kevin

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Answer by KevinCodes4Food

Hi RealMTG, If I understand what you are trying to accomplish, you would like to have the mouse X axis input map to vertical movement on the camera. The first key issue is that Input.GetAxis("Mouse X")...

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Answer by KevinCodes4Food

I implement a joint "chain" in a pickup truck game, and had similar issues with joints moving beyond set bounds, or even breaking when set to infinite break strength. I used three solutions to keep...

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Answer by KevinCodes4Food

Check your scene to see if any object is colliding with your player. Change Debug.Log("HIT"); to Debug.Log(name + " was HIT by " + other.name); To find out what is colliding with your player. If may be...

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