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Answer by IvovdMarel

If you want to make it stop when it's close to the target, you can use Vector3.Distance (and check if it's smaller than a certain amount). If you call AddForce every frame, more and more force will be...

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Answer by IvovdMarel

I'm assuming the object with the tag "Enemy" have a component EnemyHealth. If that's the case, you want to access that particular enemy and it's component. Rather than calling enemyHealth (which is a...

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Answer by IvovdMarel

Old question but I bumped into this and felt the need to answer. Most likely your canvas is set to Pixel Perfect. Disable this and your performance could quadruple (that's what happened to me)

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Answer by IvovdMarel

Replace the OnTriggerStay method with: void OnTriggerEnter2D(Collider2D coll){ if (gameObject.tag == "squarerow"){ triggered = true; } } void OnTriggerExit2D(Collider2D coll){ if (gameObject.tag ==...

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Answer by IvovdMarel

Rather than continuously checking wether or not you are touching the object, you should set a boolean to true, similar to this: if (Input.GetMouseButtonDown(0)) { if(Physics.Raycast(ray,...

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Answer by IvovdMarel

You can in the update multiply the alpha of the particle effects by your totalAlpha property which starts at 1 and slowly goes down to 0.

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Answer by IvovdMarel

uGUI works with a 'parent controls child' attitude, not the other way around. Therefore, the thing that you want (child controls parent) is a bit of extra work. First, add a VerticalLayoutGroup or...

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Answer by IvovdMarel

void Strat() { should be void Start() {

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Answer by IvovdMarel

To ignore layers you should use layer masks. When you do your raycast, create a layer mask: LayerMask mask = LayerMask.GetMask("YourLayerName"); If you want a more detailed answer I suggest you put...

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Answer by IvovdMarel

Screen.lockCursor = true;

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Answer by IvovdMarel

Ways to move your buttons: - Mecanim. Unity allows you to use their mecanim animation system for your UI. - Code. You can use a method such as Vector3.Lerp to gradually move your object from point A to...

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Answer by IvovdMarel

Had the same issue, restarting Unity seems to fix it for a while but it keeps on coming back... wtf?

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Answer by IvovdMarel

Hi John, I recommend using a tween engine such as DOTween (my favourite and it's free!) or iTween. Very easy to customize and tweak through code or the inspector.

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Answer by IvovdMarel

Besides the methods of a list starting with uppercase (Add, Remove) I see nothing wrong with this code. It should work. However, this might be a better approach: To get the surrounding objects of any...

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Answer by IvovdMarel

Although I agree it has been answered many times - it's not always correct, so please find the correct approach here: if (GetComponent().GetCurrentAnimatorStateInfo(0).IsName(“Attack")){ print("Playing...

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Answer by IvovdMarel

Although I am not sure if this answers your question, but if your crabs are using the same animator, but different animations, I recommend creating two crab prefabs (one for each animation setup),...

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Answer by IvovdMarel

The public float speed is defaulted to 0, but can be set in the Unity inspector. Note: changing the value in code won't do anything, make sure you change it in the inspector!

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Answer by IvovdMarel

I recommend not using a for-loop, but instead use InvokeRepeating. Example: int nCardsToPush = 5; void Start () { InvokeRepeating("PopCard", 0, 0.5f); } void PopCard () { if (nCardsToPush > 0) {...

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Answer by IvovdMarel

The 'Trigger' refers to a parameter that you have create in your animator. Go to Window > Animator In the top left corner you will see both 'Layers' and 'Parameters' Click Parameters Click on the...

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Answer by IvovdMarel

Using Dictionaries to read out JSON objects is very common but it's much easier to serialize it to a struct or class (which is also built-in to Unity using JsonUtilty.FromJson and JsonUtility.ToJson)....

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