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