Quantcast
Channel: Answers by "CallToAdventure"
Browsing latest articles
Browse All 48 View Live
↧

Answer by CallToAdventure

I wonder if placing a camera in the wreck prefab would work? I'll do that just now :)Well, what do you know. It worked :)phew; artist should not code.

View Article


Answer by CallToAdventure

Works awesome, the feeling is a lot better. Before that it kind of snapped in place :)I'll write the entire controls script in c# for now and see how it works. Do I need currentRotation and...

View Article


Answer by CallToAdventure

This is not really an answer since the problem is not entirely solved. But this is the code that works when my plane is not flying; I attached a simple rotate animation to the plane just to see if the...

View Article

Answer by CallToAdventure

i am 'answering' just to be able to add code formatting:I am only a beginner in scripting so a lot to learn how to put things together. Naturally I missed a few things (not sure how to define the other...

View Article

Answer by CallToAdventure

The solution to this problem cannot be actually done with realistic (copying reality) controls without putting way too much physics at work. A tank has wheels but the traction is done with the, well,...

View Article


Answer by CallToAdventure

It was actually easy. After a bit more digging, I found the solution:using UnityEngine; using System.Collections; public class OFAchievement : MonoBehaviour { private static OpenFeintFacade openFeint;...

View Article

Answer by CallToAdventure

I fiddled about this for a while and then went on to ask for help from a good programmer and friend and we ended up with something rather nice. No need to actually modify the joystick code; a...

View Article

Answer by CallToAdventure

Here's something I did that seem to work just fine; I made a small script with prefab variables entries for each effect, model and so on I instantiate after the game is started. This increases the load...

View Article


Answer by CallToAdventure

I tried something - well, various avenues) and I keep bumping into C# and Js - I know a bit more of the latter and the original perlin noise lighting script is in C# so I am not sure what I am doing....

View Article


Answer by CallToAdventure

just do it. you wont be able to test it beyond the 1 month trial period without an android license though.

View Article

Answer by CallToAdventure

Changed this line in both functions: float rotationAngle = Mathf.Rad2Deg * Mathf.Atan2(currentAcc.y, currentAcc.x); with float rotationAngle = Mathf.Rad2Deg * Mathf.Atan2(currentAcc.y,...

View Article

Answer by CallToAdventure

not really an answer since it doesn't work properly just yet. As the parent object gains speed the child objects rotates as it should - but as soon as I stop, the child object halts although the parent...

View Article

Answer by CallToAdventure

Thank you Sir!

View Article


Answer by CallToAdventure

This seems to work well but I can't figure out how to drive backwards now. Stuck. But so far it's doing precisely what I needed. As soon as the angle of attack increases I use a secondary key to change...

View Article

Answer by CallToAdventure

Not exactly an answer - everything works fine, buttons stay in place regardless the screen rezolution, multitouch works - however this weird behavior occurs: every other control (DriveBackwards and...

View Article


Answer by CallToAdventure

I guess everyone's busy testing 3.5.1 :) I tried this - will let you know how it works after downloading the new version myself. function Start () { if (iPhone.generation == iPhoneGeneration.iPhone4) {...

View Article

Answer by CallToAdventure

Silly, I was putting the whole com.company.game.achievementID instead of just achievement id. Solved!

View Article


Answer by CallToAdventure

fixed; not sure if the right way but it works: var test : Transform; function Start () { if (iPhone.generation == iPhoneGeneration.iPhone4) { QualitySettings.SetQualityLevel(1); var curParticleEmitter...

View Article

Answer by CallToAdventure

Finally got it. Works like a charm. //check if field "PlayerAchievement" was already set [ 0 - unset, 1 - set] if (PlayerPrefs.GetInt("PlayerAchievement1", 0) == 0) { //mark field "PlayerAchievement"...

View Article

Answer by CallToAdventure

format the code guys. :) static var tempBasketBall:Rigidbody; var ball:Rigidbody; var pos : Transform[]; var b1Parent:Transform; var canControl1 = true; function Start () { ball =...

View Article

Answer by CallToAdventure

Not there yet - it works with the keyboard now, on to learning how to move it with the finger on screen. I use a separate alpha shader and a script. The script: #pragma strict var scrollspeed : float =...

View Article


Answer by CallToAdventure

Ok, it was easier than I thought; Now if you mess around with a switch at a higher rate the effect is, well, as desired :) if (hit.collider.tag == "LightBulb") { if ((Time.time - lastTapTime) <...

View Article


Answer by CallToAdventure

oh god, that was so easy: hit.collider.gameObject

View Article

Answer by CallToAdventure

#pragma strict var planeImageObject : GameObject; var PlaneSprite1 : Sprite; var PlaneSprite2 : Sprite; var PlaneSprite3 : Sprite; var PlaneSprite4 : Sprite; var PlaneSprite5 : Sprite; var PlaneSprite6...

View Article
Browsing latest articles
Browse All 48 View Live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>