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Channel: Answers by "CallToAdventure"
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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;...

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Answer 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...

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Answer 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...

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Answer 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...

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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.

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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...

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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...

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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...

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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,...

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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....

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Answer by CallToAdventure

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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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,...

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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...

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Answer by CallToAdventure

Thank you Sir!

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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...

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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...

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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) {...

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