Answer by Airship Games
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 ArticleAnswer by Airship Games
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 ArticleAnswer by Airship Games
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 ArticleAnswer by Airship Games
#pragma strict var planeImageObject : GameObject; var PlaneSprite1 : Sprite; var PlaneSprite2 : Sprite; var PlaneSprite3 : Sprite; var PlaneSprite4 : Sprite; var PlaneSprite5 : Sprite; var PlaneSprite6...
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer by CallToAdventure
just do it. you wont be able to test it beyond the 1 month trial period without an android license though.
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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) {...
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