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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.
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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...
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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...
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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...
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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,...
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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;...
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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...
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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...
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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....
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just do it. you wont be able to test it beyond the 1 month trial period without an android license though.
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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,...
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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...
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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...
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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...
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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) {...
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Silly, I was putting the whole com.company.game.achievementID instead of just achievement id. Solved!
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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...
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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"...
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format the code guys. :) static var tempBasketBall:Rigidbody; var ball:Rigidbody; var pos : Transform[]; var b1Parent:Transform; var canControl1 = true; function Start () { ball =...
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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 =...
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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) <...
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#pragma strict var planeImageObject : GameObject; var PlaneSprite1 : Sprite; var PlaneSprite2 : Sprite; var PlaneSprite3 : Sprite; var PlaneSprite4 : Sprite; var PlaneSprite5 : Sprite; var PlaneSprite6...
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