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Answer by Kerihobo

you may be able to do it this way: http://docs.unity3d.com/Documentation/Components/class-Projector.html use a texture that matches the type of specular you want, now you just need to find a way to...

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Answer by Kerihobo

im not sure the GameObject.Find is needed, unless this is going on to an object that isn't music switch. Just try guiTexture.texture = whatever; that should refer to the guiTexture component upon the...

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Answer by Kerihobo

you could also remove the part where you change the audio clip and just use audio.PlayOneShot(gravel[Random.Range(0,gravel.length)]); 2 lines. just fyi

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Answer by Kerihobo

if you have a characterController component, you can use controller.move(moveDirection * Time.deltaTime); where moveDirection is a variable you declared storing a vector3. (X, Y, Z)

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Answer by Kerihobo

I am GUESSING... I havnt tested this, sue me if it doesn't work. currentSide.GetComponent().UpdateTexture(0); could probably be: BlockScript blockscript = YourGameObject.GetComponent(); After that you...

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Answer by Kerihobo

hey cheers for reply, I did a bit more investigation and unfortunately I wasn't able to find a solution for the problem in Maya, but I did find a solution in Unity. You can tell unity to either import...

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Answer by Kerihobo

I had the same problem, it worked for me but it seems to only work if i first check .isplaying or !.isplaying first, and then inside that block i use .Play or .Stop

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Answer by Kerihobo

I would be worried that when I ever get stuck in Boo, there would be limited assistance available for me. tonnes of JS/C# ppl to grab knowledge from.

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Answer by Kerihobo

http://aidtech-game.com/double-tap-button-unity3d/#.VOPjffmUd8E

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Answer by Kerihobo

http://aidtech-game.com/double-tap-button-unity3d/#.VOPjffmUd8E

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Answer by Kerihobo

http://aidtech-game.com/double-tap-button-unity3d/#.VOPjffmUd8E

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Answer by Kerihobo

Does your NPC have an animation component? I think it needs one if you're using animation.play or .crossfade. It must have those animations attached to it.

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Answer by Kerihobo

fafase, you got it. So I suppose I should have guessed, but it wasn't entirely obvious to me at first, indeed it seems that LayoutGroup components override the properties of RectTransform in order to...

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Answer by Kerihobo

say you are trying to access a class called "MyClass", and that class has a variable: public int myInt; Well, if this class exists in your project folders somewhere, then that means engine can access...

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Answer by Kerihobo

This has happened to me as well. I was actually just about to hit Ctrl+S and then BAM... it wiped out my scene! my entire hierachy, gone! I watched all objects disappear before my eyes! The worst part...

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Answer by Kerihobo

![alt text][1] [1]: /storage/temp/42058-capture.png

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Answer by Kerihobo

it's important that your script is allowed to inherit from monobehaviour which is a base class in the UnityEngine namespace. to inherit from monobehaviour, your script must at least look like the...

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Answer by Kerihobo

i dont get it.... it looks like it should work... something else not in this script could be wrong. So it doesn't throw any errors? try resetting your rigidbody component in the inspector. or try...

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Answer by Kerihobo

I know this question is old, but I thought I'd share my fix. I had 80 animated characters all with the same 5 animations, though some of them were named differently because it would be the walk cycle...

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Answer by Kerihobo

i had the same problem. What was more confusing is that the particle system that wasn't working was duplicated from one that WAS working. I logged .isPlaying before/after .Play(). it logged false. it...

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Answer by Kerihobo

For me, the problem was that I had somehow ended up with a second reflection camera in my scene, deleting any associated cameras worked, because the scripts for water4 generate their own cameras in the...

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Answer by Kerihobo

you can actually type "infinity" into their lifetime, it will display as a number, but in actual fact your particles will never die.

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Answer by Kerihobo

I'm part-way through achieving this myself at the moment. I took care of the rope-attaching by applying a distance collider to my player, with the segment of rope's rigid body as my connected body......

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Answer by Kerihobo

Sorry, I know this is old, but can you simply say foreach (Transform t in someTransform) { if (t.parent == someTransform) { Debug.Log(t); } }

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Answer by Kerihobo

There is OnDestroy() which might work, because all objects are destroyed when you leave a scene.

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